mirror of
https://github.com/Uberi/Minetest-WorldEdit.git
synced 2024-11-18 00:18:13 +01:00
675 lines
20 KiB
Lua
675 lines
20 KiB
Lua
--- Generic node manipulations.
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-- @module worldedit.manipulations
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local mh = worldedit.manip_helpers
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--- Sets a region to `node_names`.
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-- @param pos1
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-- @param pos2
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-- @param node_names Node name or list of node names.
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-- @return The number of nodes set.
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function worldedit.set(pos1, pos2, node_names)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local manip, area = mh.init(pos1, pos2)
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local data = mh.get_empty_data(area)
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if type(node_names) == "string" then -- Only one type of node
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local id = minetest.get_content_id(node_names)
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-- Fill area with node
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for i in area:iterp(pos1, pos2) do
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data[i] = id
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end
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else -- Several types of nodes specified
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local node_ids = {}
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for i, v in ipairs(node_names) do
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node_ids[i] = minetest.get_content_id(v)
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end
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-- Fill area randomly with nodes
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local id_count, rand = #node_ids, math.random
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for i in area:iterp(pos1, pos2) do
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data[i] = node_ids[rand(id_count)]
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end
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end
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mh.finish(manip, data)
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return worldedit.volume(pos1, pos2)
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end
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--- Sets param2 of a region.
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-- @param pos1
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-- @param pos2
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-- @param param2 Value of param2 to set
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-- @return The number of nodes set.
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function worldedit.set_param2(pos1, pos2, param2)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local manip, area = mh.init(pos1, pos2)
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local param2_data = manip:get_param2_data()
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-- Set param2 for every node
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for i in area:iterp(pos1, pos2) do
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param2_data[i] = param2
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end
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-- Update map
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manip:set_param2_data(param2_data)
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manip:write_to_map()
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manip:update_map()
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return worldedit.volume(pos1, pos2)
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end
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--- Replaces all instances of `search_node` with `replace_node` in a region.
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-- When `inverse` is `true`, replaces all instances that are NOT `search_node`.
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-- @return The number of nodes replaced.
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function worldedit.replace(pos1, pos2, search_node, replace_node, inverse)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local manip, area = mh.init(pos1, pos2)
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local data = manip:get_data()
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local search_id = minetest.get_content_id(search_node)
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local replace_id = minetest.get_content_id(replace_node)
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local count = 0
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if not inverse then
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for i in area:iterp(pos1, pos2) do
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if data[i] == search_id then
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data[i] = replace_id
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count = count + 1
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end
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end
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else
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for i in area:iterp(pos1, pos2) do
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if data[i] ~= search_id then
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data[i] = replace_id
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count = count + 1
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end
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end
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end
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mh.finish(manip, data)
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return count
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end
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local function deferred_execution(next_one, finished)
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-- Allocate 100% of server step for execution (might lag a little)
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local allocated_usecs =
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tonumber(minetest.settings:get("dedicated_server_step")) * 1000000
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local function f()
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local deadline = minetest.get_us_time() + allocated_usecs
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repeat
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local is_done = next_one()
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if is_done then
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if finished then
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finished()
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end
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return
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end
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until minetest.get_us_time() >= deadline
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minetest.after(0, f)
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end
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f()
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end
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--- Duplicates a region `amount` times with offset vector `direction`.
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-- Stacking is spread across server steps.
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-- @return The number of nodes stacked.
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function worldedit.stack2(pos1, pos2, direction, amount, finished)
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-- Protect arguments from external changes during execution
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pos1 = table.copy(pos1)
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pos2 = table.copy(pos2)
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direction = table.copy(direction)
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local i = 0
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local translated = {x=0, y=0, z=0}
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local function step()
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translated.x = translated.x + direction.x
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translated.y = translated.y + direction.y
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translated.z = translated.z + direction.z
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worldedit.copy2(pos1, pos2, translated)
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i = i + 1
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return i >= amount
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end
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deferred_execution(step, finished)
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return worldedit.volume(pos1, pos2) * amount
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end
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--- Copies a region along `axis` by `amount` nodes.
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-- @param pos1
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-- @param pos2
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-- @param axis Axis ("x", "y", or "z")
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-- @param amount
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-- @return The number of nodes copied.
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function worldedit.copy(pos1, pos2, axis, amount)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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-- Decide if we need to copy stuff backwards (only applies to metadata)
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local backwards = amount > 0 and amount < (pos2[axis] - pos1[axis] + 1)
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local off = {x=0, y=0, z=0}
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off[axis] = amount
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return worldedit.copy2(pos1, pos2, off, backwards)
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end
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--- Copies a region by offset vector `off`.
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-- @param pos1
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-- @param pos2
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-- @param off
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-- @param meta_backwards (not officially part of API)
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-- @return The number of nodes copied.
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function worldedit.copy2(pos1, pos2, off, meta_backwards)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local src_manip, src_area = mh.init(pos1, pos2)
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local src_stride = {x=1, y=src_area.ystride, z=src_area.zstride}
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local src_offset = vector.subtract(pos1, src_area.MinEdge)
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local dpos1 = vector.add(pos1, off)
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local dpos2 = vector.add(pos2, off)
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local dim = vector.add(vector.subtract(pos2, pos1), 1)
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local dst_manip, dst_area = mh.init(dpos1, dpos2)
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local dst_stride = {x=1, y=dst_area.ystride, z=dst_area.zstride}
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local dst_offset = vector.subtract(dpos1, dst_area.MinEdge)
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local function do_copy(src_data, dst_data)
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for z = 0, dim.z-1 do
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local src_index_z = (src_offset.z + z) * src_stride.z + 1 -- +1 for 1-based indexing
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local dst_index_z = (dst_offset.z + z) * dst_stride.z + 1
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for y = 0, dim.y-1 do
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local src_index_y = src_index_z + (src_offset.y + y) * src_stride.y
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local dst_index_y = dst_index_z + (dst_offset.y + y) * dst_stride.y
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-- Copy entire row at once
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local src_index_x = src_index_y + src_offset.x
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local dst_index_x = dst_index_y + dst_offset.x
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for x = 0, dim.x-1 do
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dst_data[dst_index_x + x] = src_data[src_index_x + x]
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end
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end
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end
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end
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-- Copy node data
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local src_data = src_manip:get_data()
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local dst_data = dst_manip:get_data()
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do_copy(src_data, dst_data)
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dst_manip:set_data(dst_data)
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-- Copy param1
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src_manip:get_light_data(src_data)
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dst_manip:get_light_data(dst_data)
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do_copy(src_data, dst_data)
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dst_manip:set_light_data(dst_data)
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-- Copy param2
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src_manip:get_param2_data(src_data)
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dst_manip:get_param2_data(dst_data)
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do_copy(src_data, dst_data)
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dst_manip:set_param2_data(dst_data)
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mh.finish(dst_manip)
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-- Copy metadata
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local get_meta = minetest.get_meta
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if meta_backwards then
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for z = dim.z-1, 0, -1 do
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for y = dim.y-1, 0, -1 do
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for x = dim.x-1, 0, -1 do
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local pos = {x=pos1.x+x, y=pos1.y+y, z=pos1.z+z}
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local meta = get_meta(pos):to_table()
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pos = vector.add(pos, off)
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get_meta(pos):from_table(meta)
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end
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end
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end
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else
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for z = 0, dim.z-1 do
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for y = 0, dim.y-1 do
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for x = 0, dim.x-1 do
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local pos = {x=pos1.x+x, y=pos1.y+y, z=pos1.z+z}
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local meta = get_meta(pos):to_table()
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pos = vector.add(pos, off)
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get_meta(pos):from_table(meta)
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end
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end
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end
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end
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return worldedit.volume(pos1, pos2)
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end
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--- Deletes all node metadata in the region
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-- @param pos1
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-- @param pos2
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-- @return The number of nodes that had their meta deleted.
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function worldedit.delete_meta(pos1, pos2)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local meta_positions = minetest.find_nodes_with_meta(pos1, pos2)
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local get_meta = minetest.get_meta
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for _, pos in ipairs(meta_positions) do
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get_meta(pos):from_table(nil)
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end
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return #meta_positions
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end
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--- Moves a region along `axis` by `amount` nodes.
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-- @return The number of nodes moved.
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function worldedit.move(pos1, pos2, axis, amount)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local dim = vector.add(vector.subtract(pos2, pos1), 1)
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local overlap = math.abs(amount) < dim[axis]
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-- Decide if we need to copy metadata backwards
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local backwards = overlap and amount > 0
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local function nuke_area(my_off, my_dim)
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if my_dim.x == 0 or my_dim.y == 0 or my_dim.z == 0 then
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return
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end
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local my_pos1 = vector.add(pos1, my_off)
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local my_pos2 = vector.subtract(vector.add(my_pos1, my_dim), 1)
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worldedit.set(my_pos1, my_pos2, "air")
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worldedit.delete_meta(my_pos1, my_pos2)
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end
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-- Copy stuff to new location
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local off = {x=0, y=0, z=0}
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off[axis] = amount
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worldedit.copy2(pos1, pos2, off, backwards)
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-- Nuke old area
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if not overlap then
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nuke_area({x=0, y=0, z=0}, dim)
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else
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-- Source and destination region are overlapping, which means we can't
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-- blindly delete the [pos1, pos2] area
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local leftover = vector.new(dim) -- size of the leftover slice
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leftover[axis] = math.abs(amount)
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if amount > 0 then
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nuke_area({x=0, y=0, z=0}, leftover)
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else
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local top = {x=0, y=0, z=0} -- offset of the leftover slice from pos1
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top[axis] = dim[axis] - math.abs(amount)
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nuke_area(top, leftover)
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end
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end
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return worldedit.volume(pos1, pos2)
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end
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--- Duplicates a region along `axis` `amount` times.
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-- Stacking is spread across server steps.
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-- @param pos1
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-- @param pos2
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-- @param axis Axis direction, "x", "y", or "z".
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-- @param count
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-- @return The number of nodes stacked.
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function worldedit.stack(pos1, pos2, axis, count, finished)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local length = pos2[axis] - pos1[axis] + 1
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if count < 0 then
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count = -count
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length = -length
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end
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local i, distance = 0, 0
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local function step()
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distance = distance + length
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worldedit.copy(pos1, pos2, axis, distance)
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i = i + 1
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return i >= count
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end
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deferred_execution(step, finished)
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return worldedit.volume(pos1, pos2) * count
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end
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--- Stretches a region by a factor of positive integers along the X, Y, and Z
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-- axes, respectively, with `pos1` as the origin.
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-- @param pos1
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-- @param pos2
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-- @param stretch_x Amount to stretch along X axis.
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-- @param stretch_y Amount to stretch along Y axis.
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-- @param stretch_z Amount to stretch along Z axis.
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-- @return The number of nodes scaled.
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-- @return The new scaled position 1.
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-- @return The new scaled position 2.
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function worldedit.stretch(pos1, pos2, stretch_x, stretch_y, stretch_z)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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-- Prepare schematic of large node
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local get_node, get_meta, place_schematic = minetest.get_node,
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minetest.get_meta, minetest.place_schematic
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local placeholder_node = {name="", param1=255, param2=0}
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local nodes = {}
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for i = 1, stretch_x * stretch_y * stretch_z do
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nodes[i] = placeholder_node
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end
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local schematic = {size={x=stretch_x, y=stretch_y, z=stretch_z}, data=nodes}
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local size_x, size_y, size_z = stretch_x - 1, stretch_y - 1, stretch_z - 1
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local new_pos2 = {
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x = pos1.x + (pos2.x - pos1.x) * stretch_x + size_x,
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y = pos1.y + (pos2.y - pos1.y) * stretch_y + size_y,
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z = pos1.z + (pos2.z - pos1.z) * stretch_z + size_z,
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}
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worldedit.keep_loaded(pos1, new_pos2)
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local pos = {x=pos2.x, y=0, z=0}
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local big_pos = {x=0, y=0, z=0}
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while pos.x >= pos1.x do
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pos.y = pos2.y
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while pos.y >= pos1.y do
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pos.z = pos2.z
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while pos.z >= pos1.z do
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local node = get_node(pos) -- Get current node
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local meta = get_meta(pos):to_table() -- Get meta of current node
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-- Calculate far corner of the big node
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local pos_x = pos1.x + (pos.x - pos1.x) * stretch_x
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local pos_y = pos1.y + (pos.y - pos1.y) * stretch_y
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local pos_z = pos1.z + (pos.z - pos1.z) * stretch_z
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-- Create large node
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placeholder_node.name = node.name
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placeholder_node.param2 = node.param2
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big_pos.x, big_pos.y, big_pos.z = pos_x, pos_y, pos_z
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place_schematic(big_pos, schematic)
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-- Fill in large node meta
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if next(meta.fields) ~= nil or next(meta.inventory) ~= nil then
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-- Node has meta fields
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for x = 0, size_x do
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for y = 0, size_y do
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for z = 0, size_z do
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big_pos.x = pos_x + x
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big_pos.y = pos_y + y
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big_pos.z = pos_z + z
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-- Set metadata of new node
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get_meta(big_pos):from_table(meta)
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end
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end
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end
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end
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pos.z = pos.z - 1
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end
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pos.y = pos.y - 1
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end
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pos.x = pos.x - 1
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end
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return worldedit.volume(pos1, pos2) * stretch_x * stretch_y * stretch_z, pos1, new_pos2
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end
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--- Transposes a region between two axes.
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-- @return The number of nodes transposed.
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-- @return The new transposed position 1.
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-- @return The new transposed position 2.
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function worldedit.transpose(pos1, pos2, axis1, axis2)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local compare
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local extent1, extent2 = pos2[axis1] - pos1[axis1], pos2[axis2] - pos1[axis2]
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if extent1 > extent2 then
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compare = function(extent1, extent2)
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return extent1 > extent2
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end
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else
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compare = function(extent1, extent2)
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return extent1 < extent2
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end
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end
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-- Calculate the new position 2 after transposition
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local new_pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
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new_pos2[axis1] = pos1[axis1] + extent2
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new_pos2[axis2] = pos1[axis2] + extent1
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local upper_bound = {x=pos2.x, y=pos2.y, z=pos2.z}
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if upper_bound[axis1] < new_pos2[axis1] then upper_bound[axis1] = new_pos2[axis1] end
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if upper_bound[axis2] < new_pos2[axis2] then upper_bound[axis2] = new_pos2[axis2] end
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worldedit.keep_loaded(pos1, upper_bound)
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local pos = {x=pos1.x, y=0, z=0}
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local get_node, get_meta, set_node = minetest.get_node,
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minetest.get_meta, minetest.set_node
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while pos.x <= pos2.x do
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pos.y = pos1.y
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while pos.y <= pos2.y do
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pos.z = pos1.z
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while pos.z <= pos2.z do
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local extent1, extent2 = pos[axis1] - pos1[axis1], pos[axis2] - pos1[axis2]
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if compare(extent1, extent2) then -- Transpose only if below the diagonal
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local node1 = get_node(pos)
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local meta1 = get_meta(pos):to_table()
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local value1, value2 = pos[axis1], pos[axis2] -- Save position values
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pos[axis1], pos[axis2] = pos1[axis1] + extent2, pos1[axis2] + extent1 -- Swap axis extents
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local node2 = get_node(pos)
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local meta2 = get_meta(pos):to_table()
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set_node(pos, node1)
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get_meta(pos):from_table(meta1)
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pos[axis1], pos[axis2] = value1, value2 -- Restore position values
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set_node(pos, node2)
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get_meta(pos):from_table(meta2)
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end
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pos.z = pos.z + 1
|
|
end
|
|
pos.y = pos.y + 1
|
|
end
|
|
pos.x = pos.x + 1
|
|
end
|
|
return worldedit.volume(pos1, pos2), pos1, new_pos2
|
|
end
|
|
|
|
|
|
--- Flips a region along `axis`.
|
|
-- @return The number of nodes flipped.
|
|
function worldedit.flip(pos1, pos2, axis)
|
|
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
|
|
|
|
worldedit.keep_loaded(pos1, pos2)
|
|
|
|
--- TODO: Flip the region slice by slice along the flip axis using schematic method.
|
|
local pos = {x=pos1.x, y=0, z=0}
|
|
local start = pos1[axis] + pos2[axis]
|
|
pos2[axis] = pos1[axis] + math.floor((pos2[axis] - pos1[axis]) / 2)
|
|
local get_node, get_meta, set_node = minetest.get_node,
|
|
minetest.get_meta, minetest.set_node
|
|
while pos.x <= pos2.x do
|
|
pos.y = pos1.y
|
|
while pos.y <= pos2.y do
|
|
pos.z = pos1.z
|
|
while pos.z <= pos2.z do
|
|
local node1 = get_node(pos)
|
|
local meta1 = get_meta(pos):to_table()
|
|
local value = pos[axis] -- Save position
|
|
pos[axis] = start - value -- Shift position
|
|
local node2 = get_node(pos)
|
|
local meta2 = get_meta(pos):to_table()
|
|
set_node(pos, node1)
|
|
get_meta(pos):from_table(meta1)
|
|
pos[axis] = value -- Restore position
|
|
set_node(pos, node2)
|
|
get_meta(pos):from_table(meta2)
|
|
pos.z = pos.z + 1
|
|
end
|
|
pos.y = pos.y + 1
|
|
end
|
|
pos.x = pos.x + 1
|
|
end
|
|
return worldedit.volume(pos1, pos2)
|
|
end
|
|
|
|
|
|
--- Rotates a region clockwise around an axis.
|
|
-- @param pos1
|
|
-- @param pos2
|
|
-- @param axis Axis ("x", "y", or "z").
|
|
-- @param angle Angle in degrees (90 degree increments only).
|
|
-- @return The number of nodes rotated.
|
|
-- @return The new first position.
|
|
-- @return The new second position.
|
|
function worldedit.rotate(pos1, pos2, axis, angle)
|
|
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
|
|
|
|
local other1, other2 = worldedit.get_axis_others(axis)
|
|
angle = angle % 360
|
|
|
|
local count
|
|
if angle == 90 then
|
|
worldedit.flip(pos1, pos2, other1)
|
|
count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
|
|
elseif angle == 180 then
|
|
worldedit.flip(pos1, pos2, other1)
|
|
count = worldedit.flip(pos1, pos2, other2)
|
|
elseif angle == 270 then
|
|
worldedit.flip(pos1, pos2, other2)
|
|
count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
|
|
else
|
|
error("Only 90 degree increments are supported!")
|
|
end
|
|
return count, pos1, pos2
|
|
end
|
|
|
|
|
|
--- Rotates all oriented nodes in a region clockwise around the Y axis.
|
|
-- @param pos1
|
|
-- @param pos2
|
|
-- @param angle Angle in degrees (90 degree increments only).
|
|
-- @return The number of nodes oriented.
|
|
function worldedit.orient(pos1, pos2, angle)
|
|
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
|
|
local registered_nodes = minetest.registered_nodes
|
|
|
|
local wallmounted = {
|
|
[90] = {0, 1, 5, 4, 2, 3, 0, 0},
|
|
[180] = {0, 1, 3, 2, 5, 4, 0, 0},
|
|
[270] = {0, 1, 4, 5, 3, 2, 0, 0}
|
|
}
|
|
local facedir = {
|
|
[90] = { 1, 2, 3, 0, 13, 14, 15, 12, 17, 18, 19, 16,
|
|
9, 10, 11, 8, 5, 6, 7, 4, 23, 20, 21, 22},
|
|
[180] = { 2, 3, 0, 1, 10, 11, 8, 9, 6, 7, 4, 5,
|
|
18, 19, 16, 17, 14, 15, 12, 13, 22, 23, 20, 21},
|
|
[270] = { 3, 0, 1, 2, 19, 16, 17, 18, 15, 12, 13, 14,
|
|
7, 4, 5, 6, 11, 8, 9, 10, 21, 22, 23, 20}
|
|
}
|
|
|
|
angle = angle % 360
|
|
if angle == 0 then
|
|
return 0
|
|
end
|
|
if angle % 90 ~= 0 then
|
|
error("Only 90 degree increments are supported!")
|
|
end
|
|
local wallmounted_substitution = wallmounted[angle]
|
|
local facedir_substitution = facedir[angle]
|
|
|
|
worldedit.keep_loaded(pos1, pos2)
|
|
|
|
local count = 0
|
|
local get_node, swap_node = minetest.get_node, minetest.swap_node
|
|
local pos = {x=pos1.x, y=0, z=0}
|
|
while pos.x <= pos2.x do
|
|
pos.y = pos1.y
|
|
while pos.y <= pos2.y do
|
|
pos.z = pos1.z
|
|
while pos.z <= pos2.z do
|
|
local node = get_node(pos)
|
|
local def = registered_nodes[node.name]
|
|
if def then
|
|
local paramtype2 = def.paramtype2
|
|
if paramtype2 == "wallmounted" or
|
|
paramtype2 == "colorwallmounted" then
|
|
local orient = node.param2 % 8
|
|
node.param2 = node.param2 - orient +
|
|
wallmounted_substitution[orient + 1]
|
|
swap_node(pos, node)
|
|
count = count + 1
|
|
elseif paramtype2 == "facedir" or
|
|
paramtype2 == "colorfacedir" then
|
|
local orient = node.param2 % 32
|
|
node.param2 = node.param2 - orient +
|
|
facedir_substitution[orient + 1]
|
|
swap_node(pos, node)
|
|
count = count + 1
|
|
end
|
|
end
|
|
pos.z = pos.z + 1
|
|
end
|
|
pos.y = pos.y + 1
|
|
end
|
|
pos.x = pos.x + 1
|
|
end
|
|
return count
|
|
end
|
|
|
|
|
|
--- Attempts to fix the lighting in a region.
|
|
-- @return The number of nodes updated.
|
|
function worldedit.fixlight(pos1, pos2)
|
|
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
|
|
|
|
local vmanip = minetest.get_voxel_manip(pos1, pos2)
|
|
vmanip:write_to_map()
|
|
vmanip:update_map() -- this updates the lighting
|
|
|
|
return worldedit.volume(pos1, pos2)
|
|
end
|
|
|
|
|
|
--- Clears all objects in a region.
|
|
-- @return The number of objects cleared.
|
|
function worldedit.clear_objects(pos1, pos2)
|
|
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
|
|
|
|
worldedit.keep_loaded(pos1, pos2)
|
|
|
|
-- Offset positions to include full nodes (positions are in the center of nodes)
|
|
local pos1x, pos1y, pos1z = pos1.x - 0.5, pos1.y - 0.5, pos1.z - 0.5
|
|
local pos2x, pos2y, pos2z = pos2.x + 0.5, pos2.y + 0.5, pos2.z + 0.5
|
|
|
|
-- Center of region
|
|
local center = {
|
|
x = pos1x + ((pos2x - pos1x) / 2),
|
|
y = pos1y + ((pos2y - pos1y) / 2),
|
|
z = pos1z + ((pos2z - pos1z) / 2)
|
|
}
|
|
-- Bounding sphere radius
|
|
local radius = math.sqrt(
|
|
(center.x - pos1x) ^ 2 +
|
|
(center.y - pos1y) ^ 2 +
|
|
(center.z - pos1z) ^ 2)
|
|
local count = 0
|
|
for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do
|
|
local entity = obj:get_luaentity()
|
|
-- Avoid players and WorldEdit entities
|
|
if not obj:is_player() and (not entity or
|
|
not entity.name:find("^worldedit:")) then
|
|
local pos = obj:get_pos()
|
|
if pos.x >= pos1x and pos.x <= pos2x and
|
|
pos.y >= pos1y and pos.y <= pos2y and
|
|
pos.z >= pos1z and pos.z <= pos2z then
|
|
-- Inside region
|
|
obj:remove()
|
|
count = count + 1
|
|
end
|
|
end
|
|
end
|
|
return count
|
|
end
|
|
|