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mirror of https://github.com/Uberi/Minetest-WorldEdit.git synced 2024-11-16 07:30:17 +01:00
Minetest-WorldEdit/worldedit_commands/init.lua
2024-04-15 12:52:02 +02:00

1688 lines
54 KiB
Lua

local S = minetest.get_translator("worldedit_commands")
minetest.register_privilege("worldedit", S("Can use WorldEdit commands"))
worldedit.pos1 = {}
worldedit.pos2 = {}
worldedit.set_pos = {}
worldedit.inspect = {}
worldedit.prob_pos = {}
worldedit.prob_list = {}
local safe_region, reset_pending = dofile(minetest.get_modpath("worldedit_commands") .. "/safe.lua")
function worldedit.player_notify(name, message)
minetest.chat_send_player(name, "WorldEdit -!- " .. message, false)
end
worldedit.registered_commands = {}
local function chatcommand_handler(cmd_name, name, param)
local def = assert(worldedit.registered_commands[cmd_name])
if def.require_pos == 2 then
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if pos1 == nil or pos2 == nil then
worldedit.player_notify(name, S("no region selected"))
return
end
elseif def.require_pos == 1 then
local pos1 = worldedit.pos1[name]
if pos1 == nil then
worldedit.player_notify(name, S("no position 1 selected"))
return
end
end
local parsed = {def.parse(param)}
local success = table.remove(parsed, 1)
if not success then
worldedit.player_notify(name, parsed[1] or S("invalid usage"))
return
end
if def.nodes_needed then
local count = def.nodes_needed(name, unpack(parsed))
safe_region(name, count, function()
local _, msg = def.func(name, unpack(parsed))
if msg then
minetest.chat_send_player(name, msg)
end
end)
else
-- no "safe region" check
local _, msg = def.func(name, unpack(parsed))
if msg then
minetest.chat_send_player(name, msg)
end
end
end
-- Registers a chatcommand for WorldEdit
-- name = "about" -- Name of the chat command (without any /)
-- def = {
-- privs = {}, -- Privileges needed
-- params = "", -- Human readable parameter list (optional)
-- -- setting params = "" will automatically provide a parse() if not given
-- description = "", -- Description
-- require_pos = 0, -- Number of positions required to be set (optional)
-- parse = function(param)
-- return true, foo, bar, ...
-- -- or
-- return false
-- -- or
-- return false, "error message"
-- end,
-- nodes_needed = function(name, foo, bar, ...), -- (optional)
-- return n
-- end,
-- func = function(name, foo, bar, ...)
-- return success, "message"
-- end,
-- }
function worldedit.register_command(name, def)
local def = table.copy(def)
assert(name and #name > 0)
assert(def.privs)
def.require_pos = def.require_pos or 0
assert(def.require_pos >= 0 and def.require_pos < 3)
if def.params == "" and not def.parse then
def.parse = function(param) return true end
else
assert(def.parse)
end
assert(def.nodes_needed == nil or type(def.nodes_needed) == "function")
assert(def.func)
-- for development
--[[if def.require_pos == 2 and not def.nodes_needed then
minetest.log("warning", "//" .. name .. " might be missing nodes_needed")
end--]]
minetest.register_chatcommand("/" .. name, {
privs = def.privs,
params = def.params,
description = def.description,
func = function(player_name, param)
return chatcommand_handler(name, player_name, param)
end,
})
worldedit.registered_commands[name] = def
end
dofile(minetest.get_modpath("worldedit_commands") .. "/cuboid.lua")
dofile(minetest.get_modpath("worldedit_commands") .. "/mark.lua")
dofile(minetest.get_modpath("worldedit_commands") .. "/wand.lua")
local function check_region(name)
return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
end
-- Strips any kind of escape codes (translation, colors) from a string
-- https://github.com/minetest/minetest/blob/53dd7819277c53954d1298dfffa5287c306db8d0/src/util/string.cpp#L777
local function strip_escapes(input)
local s = function(idx) return input:sub(idx, idx) end
local out = ""
local i = 1
while i <= #input do
if s(i) == "\027" then -- escape sequence
i = i + 1
if s(i) == "(" then -- enclosed
i = i + 1
while i <= #input and s(i) ~= ")" do
if s(i) == "\\" then
i = i + 2
else
i = i + 1
end
end
end
else
out = out .. s(i)
end
i = i + 1
end
--print(("%q -> %q"):format(input, out))
return out
end
local function string_endswith(full, part)
return full:find(part, 1, true) == #full - #part + 1
end
local description_cache = nil
-- normalizes node "description" `nodename`, returning a string (or nil)
worldedit.normalize_nodename = function(nodename)
nodename = nodename:gsub("^%s*(.-)%s*$", "%1") -- strip spaces
if nodename == "" then return nil end
local fullname = ItemStack({name=nodename}):get_name() -- resolve aliases
if minetest.registered_nodes[fullname] or fullname == "air" then -- full name
return fullname
end
nodename = nodename:lower()
for key, _ in pairs(minetest.registered_nodes) do
if string_endswith(key:lower(), ":" .. nodename) then -- matches name (w/o mod part)
return key
end
end
if description_cache == nil then
-- cache stripped descriptions
description_cache = {}
for key, value in pairs(minetest.registered_nodes) do
local desc = strip_escapes(value.description):gsub("\n.*", "", 1):lower()
if desc ~= "" then
description_cache[key] = desc
end
end
end
for key, desc in pairs(description_cache) do
if desc == nodename then -- matches description
return key
end
end
for key, desc in pairs(description_cache) do
if desc == nodename .. " block" then
-- fuzzy description match (e.g. "Steel" == "Steel Block")
return key
end
end
local match = nil
for key, value in pairs(description_cache) do
if value:find(nodename, 1, true) ~= nil then
if match ~= nil then
return nil
end
match = key -- substring description match (only if no ambiguities)
end
end
return match
end
-- Determines the axis in which a player is facing, returning an axis ("x", "y", or "z") and the sign (1 or -1)
function worldedit.player_axis(name)
local dir = minetest.get_player_by_name(name):get_look_dir()
local x, y, z = math.abs(dir.x), math.abs(dir.y), math.abs(dir.z)
if x > y then
if x > z then
return "x", dir.x > 0 and 1 or -1
end
elseif y > z then
return "y", dir.y > 0 and 1 or -1
end
return "z", dir.z > 0 and 1 or -1
end
local function check_filename(name)
return name:find("^[%w%s%^&'@{}%[%],%$=!%-#%(%)%%%.%+~_]+$") ~= nil
end
local function open_schematic(name, param)
-- find the file in the world path
local testpaths = {
minetest.get_worldpath() .. "/schems/" .. param,
minetest.get_worldpath() .. "/schems/" .. param .. ".we",
minetest.get_worldpath() .. "/schems/" .. param .. ".wem",
}
local file, err
for index, path in ipairs(testpaths) do
file, err = io.open(path, "rb")
if not err then
break
end
end
if err then
worldedit.player_notify(name, S("Could not open file \"@1\"", param))
return
end
local value = file:read("*a")
file:close()
local version = worldedit.read_header(value)
if version == nil or version == 0 then
worldedit.player_notify(name, S("Invalid file format!"))
return
elseif version > worldedit.LATEST_SERIALIZATION_VERSION then
worldedit.player_notify(name, S("Schematic was created with a newer version of WorldEdit."))
return
end
return value
end
worldedit.register_command("about", {
privs = {},
params = "",
description = S("Get information about the WorldEdit mod"),
func = function(name)
worldedit.player_notify(name, S("WorldEdit @1"..
" is available on this server. Type //help to get a list of "..
"commands, or get more information at @2",
worldedit.version_string,
"https://github.com/Uberi/Minetest-WorldEdit"
))
end,
})
-- mostly copied from builtin/chatcommands.lua with minor modifications
worldedit.register_command("help", {
privs = {},
params = "[all/<cmd>]",
description = S("Get help for WorldEdit commands"),
parse = function(param)
return true, param
end,
func = function(name, param)
local function format_help_line(cmd, def)
local msg = minetest.colorize("#00ffff", "//"..cmd)
if def.params and def.params ~= "" then
msg = msg .. " " .. def.params
end
if def.description and def.description ~= "" then
msg = msg .. ": " .. def.description
end
return msg
end
if not minetest.check_player_privs(name, "worldedit") then
return false, S("You are not allowed to use any WorldEdit commands.")
end
if param == "" then
local cmds = {}
for cmd, def in pairs(worldedit.registered_commands) do
if minetest.check_player_privs(name, def.privs) then
cmds[#cmds + 1] = cmd
end
end
table.sort(cmds)
return true, S("Available commands: @1@n"
.. "Use '//help <cmd>' to get more information,"
.. " or '//help all' to list everything.", table.concat(cmds, " "))
elseif param == "all" then
local cmds = {}
for cmd, def in pairs(worldedit.registered_commands) do
if minetest.check_player_privs(name, def.privs) then
cmds[#cmds + 1] = format_help_line(cmd, def)
end
end
table.sort(cmds)
return true, S("Available commands:@n") .. table.concat(cmds, "\n")
else
local def = worldedit.registered_commands[param]
if not def then
return false, S("Command not available: ") .. param
else
return true, format_help_line(param, def)
end
end
end,
})
worldedit.register_command("inspect", {
params = "[on/off/1/0/true/false/yes/no/enable/disable]",
description = S("Enable or disable node inspection"),
privs = {worldedit=true},
parse = function(param)
if param == "on" or param == "1" or param == "true" or param == "yes" or param == "enable" or param == "" then
return true, true
elseif param == "off" or param == "0" or param == "false" or param == "no" or param == "disable" then
return true, false
end
return false
end,
func = function(name, enable)
if enable then
worldedit.inspect[name] = true
local axis, sign = worldedit.player_axis(name)
worldedit.player_notify(name, S(
"inspector: inspection enabled for @1, currently facing the @2 axis",
name,
axis .. (sign > 0 and "+" or "-")
))
else
worldedit.inspect[name] = nil
worldedit.player_notify(name, S("inspector: inspection disabled"))
end
end,
})
local function get_node_rlight(pos)
local vecs = { -- neighboring nodes
{x= 1, y= 0, z= 0},
{x=-1, y= 0, z= 0},
{x= 0, y= 1, z= 0},
{x= 0, y=-1, z= 0},
{x= 0, y= 0, z= 1},
{x= 0, y= 0, z=-1},
}
local ret = 0
for _, v in ipairs(vecs) do
ret = math.max(ret, minetest.get_node_light(vector.add(pos, v)))
end
return ret
end
minetest.register_on_punchnode(function(pos, node, puncher)
local name = puncher:get_player_name()
if worldedit.inspect[name] then
local axis, sign = worldedit.player_axis(name)
local message = S(
"inspector: @1 at @2 (param1=@3, param2=@4, received light=@5) punched facing the @6 axis",
node.name,
minetest.pos_to_string(pos),
node.param1,
node.param2,
get_node_rlight(pos),
axis .. (sign > 0 and "+" or "-")
)
worldedit.player_notify(name, message)
end
end)
worldedit.register_command("reset", {
params = "",
description = S("Reset the region so that it is empty"),
privs = {worldedit=true},
func = function(name)
worldedit.pos1[name] = nil
worldedit.pos2[name] = nil
worldedit.marker_update(name)
worldedit.set_pos[name] = nil
--make sure the user does not try to confirm an operation after resetting pos:
reset_pending(name)
worldedit.player_notify(name, S("region reset"))
end,
})
worldedit.register_command("mark", {
params = "",
description = S("Show markers at the region positions"),
privs = {worldedit=true},
func = function(name)
worldedit.marker_update(name)
worldedit.player_notify(name, S("region marked"))
end,
})
worldedit.register_command("unmark", {
params = "",
description = S("Hide markers if currently shown"),
privs = {worldedit=true},
func = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
worldedit.pos1[name] = nil
worldedit.pos2[name] = nil
worldedit.marker_update(name)
worldedit.pos1[name] = pos1
worldedit.pos2[name] = pos2
worldedit.player_notify(name, S("region unmarked"))
end,
})
worldedit.register_command("pos1", {
params = "",
description = S("Set WorldEdit region position @1 to the player's location", 1),
privs = {worldedit=true},
func = function(name)
local pos = minetest.get_player_by_name(name):get_pos()
pos.x, pos.y, pos.z = math.floor(pos.x + 0.5), math.floor(pos.y + 0.5), math.floor(pos.z + 0.5)
worldedit.pos1[name] = pos
worldedit.mark_pos1(name)
worldedit.player_notify(name, S("position @1 set to @2", 1, minetest.pos_to_string(pos)))
end,
})
worldedit.register_command("pos2", {
params = "",
description = S("Set WorldEdit region position @1 to the player's location", 2),
privs = {worldedit=true},
func = function(name)
local pos = minetest.get_player_by_name(name):get_pos()
pos.x, pos.y, pos.z = math.floor(pos.x + 0.5), math.floor(pos.y + 0.5), math.floor(pos.z + 0.5)
worldedit.pos2[name] = pos
worldedit.mark_pos2(name)
worldedit.player_notify(name, S("position @1 set to @2", 2, minetest.pos_to_string(pos)))
end,
})
worldedit.register_command("p", {
params = "set/set1/set2/get",
description = S("Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region"),
privs = {worldedit=true},
parse = function(param)
if param == "set" or param == "set1" or param == "set2" or param == "get" then
return true, param
end
return false, S("unknown subcommand: @1", param)
end,
func = function(name, param)
if param == "set" then --set both WorldEdit positions
worldedit.set_pos[name] = "pos1"
worldedit.player_notify(name, S("select positions by punching two nodes"))
elseif param == "set1" then --set WorldEdit position 1
worldedit.set_pos[name] = "pos1only"
worldedit.player_notify(name, S("select position @1 by punching a node", 1))
elseif param == "set2" then --set WorldEdit position 2
worldedit.set_pos[name] = "pos2"
worldedit.player_notify(name, S("select position @1 by punching a node", 2))
elseif param == "get" then --display current WorldEdit positions
if worldedit.pos1[name] ~= nil then
worldedit.player_notify(name, S("position @1: @2", 1, minetest.pos_to_string(worldedit.pos1[name])))
else
worldedit.player_notify(name, S("position @1 not set", 1))
end
if worldedit.pos2[name] ~= nil then
worldedit.player_notify(name, S("position @1: @2", 2, minetest.pos_to_string(worldedit.pos2[name])))
else
worldedit.player_notify(name, S("position @1 not set", 2))
end
end
end,
})
worldedit.register_command("fixedpos", {
params = "set1/set2 <x> <y> <z>",
description = S("Set a WorldEdit region position to the position at (<x>, <y>, <z>)"),
privs = {worldedit=true},
parse = function(param)
local found, _, flag, x, y, z = param:find("^(set[12])%s+([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)$")
if found == nil then
return false
end
return true, flag, vector.new(tonumber(x), tonumber(y), tonumber(z))
end,
func = function(name, flag, pos)
if flag == "set1" then
worldedit.pos1[name] = pos
worldedit.mark_pos1(name)
worldedit.player_notify(name, S("position @1 set to @2", 1, minetest.pos_to_string(pos)))
else --flag == "set2"
worldedit.pos2[name] = pos
worldedit.mark_pos2(name)
worldedit.player_notify(name, S("position @1 set to @2", 2, minetest.pos_to_string(pos)))
end
end,
})
minetest.register_on_punchnode(function(pos, node, puncher)
local name = puncher:get_player_name()
if name ~= "" and worldedit.set_pos[name] ~= nil then --currently setting position
if worldedit.set_pos[name] == "pos1" then --setting position 1
worldedit.pos1[name] = pos
worldedit.mark_pos1(name)
worldedit.set_pos[name] = "pos2" --set position 2 on the next invocation
worldedit.player_notify(name, S("position @1 set to @2", 1, minetest.pos_to_string(pos)))
elseif worldedit.set_pos[name] == "pos1only" then --setting position 1 only
worldedit.pos1[name] = pos
worldedit.mark_pos1(name)
worldedit.set_pos[name] = nil --finished setting positions
worldedit.player_notify(name, S("position @1 set to @2", 1, minetest.pos_to_string(pos)))
elseif worldedit.set_pos[name] == "pos2" then --setting position 2
worldedit.pos2[name] = pos
worldedit.mark_pos2(name)
worldedit.set_pos[name] = nil --finished setting positions
worldedit.player_notify(name, S("position @1 set to @2", 2, minetest.pos_to_string(pos)))
elseif worldedit.set_pos[name] == "prob" then --setting Minetest schematic node probabilities
worldedit.prob_pos[name] = pos
minetest.show_formspec(name, "prob_val_enter", "field[text;;]")
end
end
end)
worldedit.register_command("volume", {
params = "",
description = S("Display the volume of the current WorldEdit region"),
privs = {worldedit=true},
require_pos = 2,
func = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local volume = worldedit.volume(pos1, pos2)
local abs = math.abs
worldedit.player_notify(name, S(
"current region has a volume of @1 nodes (@2*@3*@4)",
volume,
abs(pos2.x - pos1.x) + 1,
abs(pos2.y - pos1.y) + 1,
abs(pos2.z - pos1.z) + 1
))
end,
})
worldedit.register_command("deleteblocks", {
params = "",
description = S("Remove all MapBlocks (16x16x16) containing the selected area from the map"),
privs = {worldedit=true},
require_pos = 2,
nodes_needed = check_region,
func = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local success = minetest.delete_area(pos1, pos2)
if success then
worldedit.player_notify(name, S("Area deleted."))
else
worldedit.player_notify(name, S("There was an error during deletion of the area."))
end
end,
})
worldedit.register_command("set", {
params = "<node>",
description = S("Set the current WorldEdit region to <node>"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local node = worldedit.normalize_nodename(param)
if not node then
return false, S("invalid node name: @1", param)
end
return true, node
end,
nodes_needed = check_region,
func = function(name, node)
local count = worldedit.set(worldedit.pos1[name], worldedit.pos2[name], node)
worldedit.player_notify(name, S("@1 nodes set", count))
end,
})
worldedit.register_command("param2", {
params = "<param2>",
description = S("Set param2 of all nodes in the current WorldEdit region to <param2>"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local param2 = tonumber(param)
if not param2 then
return false
elseif param2 < 0 or param2 > 255 then
return false, S("Param2 is out of range (must be between 0 and 255 inclusive!)")
end
return true, param2
end,
nodes_needed = check_region,
func = function(name, param2)
local count = worldedit.set_param2(worldedit.pos1[name], worldedit.pos2[name], param2)
worldedit.player_notify(name, S("@1 nodes altered", count))
end,
})
worldedit.register_command("mix", {
params = "<node1> [count1] <node2> [count2] ...",
description = S("Fill the current WorldEdit region with a random mix of <node1>, ..."),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local nodes = {}
for nodename in param:gmatch("[^%s]+") do
if tonumber(nodename) ~= nil and #nodes > 0 then
local last_node = nodes[#nodes]
for i = 1, tonumber(nodename) do
nodes[#nodes + 1] = last_node
end
else
local node = worldedit.normalize_nodename(nodename)
if not node then
return false, S("invalid node name: @1", nodename)
end
nodes[#nodes + 1] = node
end
end
if #nodes == 0 then
return false
end
return true, nodes
end,
nodes_needed = check_region,
func = function(name, nodes)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local count = worldedit.set(pos1, pos2, nodes)
worldedit.player_notify(name, S("@1 nodes set", count))
end,
})
local check_replace = function(param)
local found, _, searchnode, replacenode = param:find("^([^%s]+)%s+(.+)$")
if found == nil then
return false
end
local newsearchnode = worldedit.normalize_nodename(searchnode)
if not newsearchnode then
return false, S("invalid search node name: @1", searchnode)
end
local newreplacenode = worldedit.normalize_nodename(replacenode)
if not newreplacenode then
return false, S("invalid replace node name: @1", replacenode)
end
return true, newsearchnode, newreplacenode
end
worldedit.register_command("replace", {
params = "<search node> <replace node>",
description = S("Replace all instances of <search node> with <replace node> in the current WorldEdit region"),
privs = {worldedit=true},
require_pos = 2,
parse = check_replace,
nodes_needed = check_region,
func = function(name, search_node, replace_node)
local count = worldedit.replace(worldedit.pos1[name], worldedit.pos2[name],
search_node, replace_node)
worldedit.player_notify(name, S("@1 nodes replaced", count))
end,
})
worldedit.register_command("replaceinverse", {
params = "<search node> <replace node>",
description = S("Replace all nodes other than <search node> with <replace node> in the current WorldEdit region"),
privs = {worldedit=true},
require_pos = 2,
parse = check_replace,
nodes_needed = check_region,
func = function(name, search_node, replace_node)
local count = worldedit.replace(worldedit.pos1[name], worldedit.pos2[name],
search_node, replace_node, true)
worldedit.player_notify(name, S("@1 nodes replaced", count))
end,
})
local check_cube = function(param)
local found, _, w, h, l, nodename = param:find("^(%d+)%s+(%d+)%s+(%d+)%s+(.+)$")
if found == nil then
return false
end
local node = worldedit.normalize_nodename(nodename)
if not node then
return false, S("invalid node name: @1", nodename)
end
return true, tonumber(w), tonumber(h), tonumber(l), node
end
worldedit.register_command("hollowcube", {
params = "<width> <height> <length> <node>",
description = S("Add a hollow cube with its ground level centered at WorldEdit position 1 with dimensions <width> x <height> x <length>, composed of <node>."),
privs = {worldedit=true},
require_pos = 1,
parse = check_cube,
nodes_needed = function(name, w, h, l, node)
return w * h * l
end,
func = function(name, w, h, l, node)
local count = worldedit.cube(worldedit.pos1[name], w, h, l, node, true)
worldedit.player_notify(name, S("@1 nodes added", count))
end,
})
worldedit.register_command("cube", {
params = "<width> <height> <length> <node>",
description = S("Add a cube with its ground level centered at WorldEdit position 1 with dimensions <width> x <height> x <length>, composed of <node>."),
privs = {worldedit=true},
require_pos = 1,
parse = check_cube,
nodes_needed = function(name, w, h, l, node)
return w * h * l
end,
func = function(name, w, h, l, node)
local count = worldedit.cube(worldedit.pos1[name], w, h, l, node)
worldedit.player_notify(name, S("@1 nodes added", count))
end,
})
local check_sphere = function(param)
local found, _, radius, nodename = param:find("^(%d+)%s+(.+)$")
if found == nil then
return false
end
local node = worldedit.normalize_nodename(nodename)
if not node then
return false, S("invalid node name: @1", nodename)
end
return true, tonumber(radius), node
end
worldedit.register_command("hollowsphere", {
params = "<radius> <node>",
description = S("Add hollow sphere centered at WorldEdit position 1 with radius <radius>, composed of <node>"),
privs = {worldedit=true},
require_pos = 1,
parse = check_sphere,
nodes_needed = function(name, radius, node)
return math.ceil((4 * math.pi * (radius ^ 3)) / 3) --volume of sphere
end,
func = function(name, radius, node)
local count = worldedit.sphere(worldedit.pos1[name], radius, node, true)
worldedit.player_notify(name, S("@1 nodes added", count))
end,
})
worldedit.register_command("sphere", {
params = "<radius> <node>",
description = S("Add sphere centered at WorldEdit position 1 with radius <radius>, composed of <node>"),
privs = {worldedit=true},
require_pos = 1,
parse = check_sphere,
nodes_needed = function(name, radius, node)
return math.ceil((4 * math.pi * (radius ^ 3)) / 3) --volume of sphere
end,
func = function(name, radius, node)
local count = worldedit.sphere(worldedit.pos1[name], radius, node)
worldedit.player_notify(name, S("@1 nodes added", count))
end,
})
local check_dome = function(param)
local found, _, radius, nodename = param:find("^(%d+)%s+(.+)$")
if found == nil then
return false
end
local node = worldedit.normalize_nodename(nodename)
if not node then
return false, S("invalid node name: @1", nodename)
end
return true, tonumber(radius), node
end
worldedit.register_command("hollowdome", {
params = "<radius> <node>",
description = S("Add hollow dome centered at WorldEdit position 1 with radius <radius>, composed of <node>"),
privs = {worldedit=true},
require_pos = 1,
parse = check_dome,
nodes_needed = function(name, radius, node)
return math.ceil((2 * math.pi * (radius ^ 3)) / 3) --volume of dome
end,
func = function(name, radius, node)
local count = worldedit.dome(worldedit.pos1[name], radius, node, true)
worldedit.player_notify(name, S("@1 nodes added", count))
end,
})
worldedit.register_command("dome", {
params = "<radius> <node>",
description = S("Add dome centered at WorldEdit position 1 with radius <radius>, composed of <node>"),
privs = {worldedit=true},
require_pos = 1,
parse = check_dome,
nodes_needed = function(name, radius, node)
return math.ceil((2 * math.pi * (radius ^ 3)) / 3) --volume of dome
end,
func = function(name, radius, node)
local count = worldedit.dome(worldedit.pos1[name], radius, node)
worldedit.player_notify(name, S("@1 nodes added", count))
end,
})
local check_cylinder = function(param)
-- two radii
local found, _, axis, length, radius1, radius2, nodename = param:find("^([xyz%?])%s+([+-]?%d+)%s+(%d+)%s+(%d+)%s+(.+)$")
if found == nil then
-- single radius
found, _, axis, length, radius1, nodename = param:find("^([xyz%?])%s+([+-]?%d+)%s+(%d+)%s+(.+)$")
radius2 = radius1
end
if found == nil then
return false
end
local node = worldedit.normalize_nodename(nodename)
if not node then
return false, S("invalid node name: @1", nodename)
end
return true, axis, tonumber(length), tonumber(radius1), tonumber(radius2), node
end
worldedit.register_command("hollowcylinder", {
params = "x/y/z/? <length> <radius1> [radius2] <node>",
description = S("Add hollow cylinder at WorldEdit position 1 along the given axis with length <length>, base radius <radius1> (and top radius [radius2]), composed of <node>"),
privs = {worldedit=true},
require_pos = 1,
parse = check_cylinder,
nodes_needed = function(name, axis, length, radius1, radius2, node)
local radius = math.max(radius1, radius2)
return math.ceil(math.pi * (radius ^ 2) * length)
end,
func = function(name, axis, length, radius1, radius2, node)
if axis == "?" then
local sign
axis, sign = worldedit.player_axis(name)
length = length * sign
end
local count = worldedit.cylinder(worldedit.pos1[name], axis, length, radius1, radius2, node, true)
worldedit.player_notify(name, S("@1 nodes added", count))
end,
})
worldedit.register_command("cylinder", {
params = "x/y/z/? <length> <radius1> [radius2] <node>",
description = S("Add cylinder at WorldEdit position 1 along the given axis with length <length>, base radius <radius1> (and top radius [radius2]), composed of <node>"),
privs = {worldedit=true},
require_pos = 1,
parse = check_cylinder,
nodes_needed = function(name, axis, length, radius1, radius2, node)
local radius = math.max(radius1, radius2)
return math.ceil(math.pi * (radius ^ 2) * length)
end,
func = function(name, axis, length, radius1, radius2, node)
if axis == "?" then
local sign
axis, sign = worldedit.player_axis(name)
length = length * sign
end
local count = worldedit.cylinder(worldedit.pos1[name], axis, length, radius1, radius2, node)
worldedit.player_notify(name, S("@1 nodes added", count))
end,
})
local check_pyramid = function(param)
local found, _, axis, height, nodename = param:find("^([xyz%?])%s+([+-]?%d+)%s+(.+)$")
if found == nil then
return false
end
local node = worldedit.normalize_nodename(nodename)
if not node then
return false, S("invalid node name: @1", nodename)
end
return true, axis, tonumber(height), node
end
worldedit.register_command("hollowpyramid", {
params = "x/y/z/? <height> <node>",
description = S("Add hollow pyramid centered at WorldEdit position 1 along the given axis with height <height>, composed of <node>"),
privs = {worldedit=true},
require_pos = 1,
parse = check_pyramid,
nodes_needed = function(name, axis, height, node)
return math.ceil(((height * 2 + 1) ^ 2) * height / 3)
end,
func = function(name, axis, height, node)
if axis == "?" then
local sign
axis, sign = worldedit.player_axis(name)
height = height * sign
end
local count = worldedit.pyramid(worldedit.pos1[name], axis, height, node, true)
worldedit.player_notify(name, S("@1 nodes added", count))
end,
})
worldedit.register_command("pyramid", {
params = "x/y/z/? <height> <node>",
description = S("Add pyramid centered at WorldEdit position 1 along the given axis with height <height>, composed of <node>"),
privs = {worldedit=true},
require_pos = 1,
parse = check_pyramid,
nodes_needed = function(name, axis, height, node)
return math.ceil(((height * 2 + 1) ^ 2) * height / 3)
end,
func = function(name, axis, height, node)
if axis == "?" then
local sign
axis, sign = worldedit.player_axis(name)
height = height * sign
end
local count = worldedit.pyramid(worldedit.pos1[name], axis, height, node)
worldedit.player_notify(name, S("@1 nodes added", count))
end,
})
worldedit.register_command("spiral", {
params = "<length> <height> <space> <node>",
description = S("Add spiral centered at WorldEdit position 1 with side length <length>, height <height>, space between walls <space>, composed of <node>"),
privs = {worldedit=true},
require_pos = 1,
parse = function(param)
local found, _, length, height, space, nodename = param:find("^(%d+)%s+(%d+)%s+(%d+)%s+(.+)$")
if found == nil then
return false
end
local node = worldedit.normalize_nodename(nodename)
if not node then
return false, S("invalid node name: @1", nodename)
end
return true, tonumber(length), tonumber(height), tonumber(space), node
end,
nodes_needed = function(name, length, height, space, node)
return (length + space) * height -- TODO: this is not the upper bound
end,
func = function(name, length, height, space, node)
local count = worldedit.spiral(worldedit.pos1[name], length, height, space, node)
worldedit.player_notify(name, S("@1 nodes added", count))
end,
})
worldedit.register_command("copy", {
params = "x/y/z/? <amount>",
description = S("Copy the current WorldEdit region along the given axis by <amount> nodes"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$")
if found == nil then
return false
end
return true, axis, tonumber(amount)
end,
nodes_needed = function(name, axis, amount)
return check_region(name) * 2
end,
func = function(name, axis, amount)
if axis == "?" then
local sign
axis, sign = worldedit.player_axis(name)
amount = amount * sign
end
local count = worldedit.copy(worldedit.pos1[name], worldedit.pos2[name], axis, amount)
worldedit.player_notify(name, S("@1 nodes copied", count))
end,
})
worldedit.register_command("move", {
params = "x/y/z/? <amount>",
description = S("Move the current WorldEdit region along the given axis by <amount> nodes"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$")
if found == nil then
return false
end
return true, axis, tonumber(amount)
end,
nodes_needed = function(name, axis, amount)
return check_region(name) * 2
end,
func = function(name, axis, amount)
if axis == "?" then
local sign
axis, sign = worldedit.player_axis(name)
amount = amount * sign
end
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local count = worldedit.move(pos1, pos2, axis, amount)
pos1[axis] = pos1[axis] + amount
pos2[axis] = pos2[axis] + amount
worldedit.marker_update(name)
worldedit.player_notify(name, S("@1 nodes moved", count))
end,
})
worldedit.register_command("stack", {
params = "x/y/z/? <count>",
description = S("Stack the current WorldEdit region along the given axis <count> times"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, axis, repetitions = param:find("^([xyz%?])%s+([+-]?%d+)$")
if found == nil then
return false
end
return true, axis, tonumber(repetitions)
end,
nodes_needed = function(name, axis, repetitions)
return check_region(name) * math.abs(repetitions)
end,
func = function(name, axis, repetitions)
if axis == "?" then
local sign
axis, sign = worldedit.player_axis(name)
repetitions = repetitions * sign
end
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local count = worldedit.volume(pos1, pos2) * math.abs(repetitions)
worldedit.stack(pos1, pos2, axis, repetitions, function()
worldedit.player_notify(name, S("@1 nodes stacked", count))
end)
end,
})
worldedit.register_command("stack2", {
params = "<count> <x> <y> <z>",
description = S("Stack the current WorldEdit region <count> times by offset <x>, <y>, <z>"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local repetitions, incs = param:match("(%d+)%s*(.+)")
if repetitions == nil then
return false, S("invalid count: @1", param)
end
local x, y, z = incs:match("([+-]?%d+) ([+-]?%d+) ([+-]?%d+)")
if x == nil then
return false, S("invalid increments: @1", param)
end
return true, tonumber(repetitions), vector.new(tonumber(x), tonumber(y), tonumber(z))
end,
nodes_needed = function(name, repetitions, offset)
return check_region(name) * repetitions
end,
func = function(name, repetitions, offset)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local count = worldedit.volume(pos1, pos2) * repetitions
worldedit.stack2(pos1, pos2, offset, repetitions, function()
worldedit.player_notify(name, S("@1 nodes stacked", count))
end)
end,
})
worldedit.register_command("stretch", {
params = "<stretchx> <stretchy> <stretchz>",
description = S("Scale the current WorldEdit positions and region by a factor of <stretchx>, <stretchy>, <stretchz> along the X, Y, and Z axes, repectively, with position 1 as the origin"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, stretchx, stretchy, stretchz = param:find("^(%d+)%s+(%d+)%s+(%d+)$")
if found == nil then
return false
end
stretchx, stretchy, stretchz = tonumber(stretchx), tonumber(stretchy), tonumber(stretchz)
if stretchx == 0 or stretchy == 0 or stretchz == 0 then
return false, S("invalid scaling factors: @1", param)
end
return true, stretchx, stretchy, stretchz
end,
nodes_needed = function(name, stretchx, stretchy, stretchz)
return check_region(name) * stretchx * stretchy * stretchz
end,
func = function(name, stretchx, stretchy, stretchz)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local count, pos1, pos2 = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz)
--reset markers to scaled positions
worldedit.pos1[name] = pos1
worldedit.pos2[name] = pos2
worldedit.marker_update(name)
worldedit.player_notify(name, S("@1 nodes stretched", count))
end,
})
worldedit.register_command("transpose", {
params = "x/y/z/? x/y/z/?",
description = S("Transpose the current WorldEdit region along the given axes"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, axis1, axis2 = param:find("^([xyz%?])%s+([xyz%?])$")
if found == nil then
return false
elseif axis1 == axis2 then
return false, S("invalid usage: axes must be different")
end
return true, axis1, axis2
end,
nodes_needed = check_region,
func = function(name, axis1, axis2)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if axis1 == "?" then axis1 = worldedit.player_axis(name) end
if axis2 == "?" then axis2 = worldedit.player_axis(name) end
local count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
--reset markers to transposed positions
worldedit.pos1[name] = pos1
worldedit.pos2[name] = pos2
worldedit.marker_update(name)
worldedit.player_notify(name, S("@1 nodes transposed", count))
end,
})
worldedit.register_command("flip", {
params = "x/y/z/?",
description = S("Flip the current WorldEdit region along the given axis"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
if param ~= "x" and param ~= "y" and param ~= "z" and param ~= "?" then
return false
end
return true, param
end,
nodes_needed = check_region,
func = function(name, param)
if param == "?" then param = worldedit.player_axis(name) end
local count = worldedit.flip(worldedit.pos1[name], worldedit.pos2[name], param)
worldedit.player_notify(name, S("@1 nodes flipped", count))
end,
})
worldedit.register_command("rotate", {
params = "x/y/z/? <angle>",
description = S("Rotate the current WorldEdit region around the given axis by angle <angle> (90 degree increment)"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, axis, angle = param:find("^([xyz%?])%s+([+-]?%d+)$")
if found == nil then
return false
end
angle = tonumber(angle)
if angle % 90 ~= 0 or angle % 360 == 0 then
return false, S("invalid usage: angle must be multiple of 90")
end
return true, axis, angle
end,
nodes_needed = check_region,
func = function(name, axis, angle)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if axis == "?" then axis = worldedit.player_axis(name) end
local count, pos1, pos2 = worldedit.rotate(pos1, pos2, axis, angle)
--reset markers to rotated positions
worldedit.pos1[name] = pos1
worldedit.pos2[name] = pos2
worldedit.marker_update(name)
worldedit.player_notify(name, S("@1 nodes rotated", count))
end,
})
worldedit.register_command("orient", {
params = "<angle>",
description = S("Rotate oriented nodes in the current WorldEdit region around the Y axis by angle <angle> (90 degree increment)"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, angle = param:find("^([+-]?%d+)$")
if found == nil then
return false
end
angle = tonumber(angle)
if angle % 90 ~= 0 then
return false, S("invalid usage: angle must be multiple of 90")
end
return true, angle
end,
nodes_needed = check_region,
func = function(name, angle)
local count = worldedit.orient(worldedit.pos1[name], worldedit.pos2[name], angle)
worldedit.player_notify(name, S("@1 nodes oriented", count))
end,
})
worldedit.register_command("fixlight", {
params = "",
description = S("Fix the lighting in the current WorldEdit region"),
privs = {worldedit=true},
require_pos = 2,
nodes_needed = check_region,
func = function(name)
local count = worldedit.fixlight(worldedit.pos1[name], worldedit.pos2[name])
worldedit.player_notify(name, S("@1 nodes updated", count))
end,
})
worldedit.register_command("drain", {
params = "",
description = S("Remove any fluid node within the current WorldEdit region"),
privs = {worldedit=true},
require_pos = 2,
nodes_needed = check_region,
func = function(name)
-- TODO: make an API function for this
local count = 0
local pos1, pos2 = worldedit.sort_pos(worldedit.pos1[name], worldedit.pos2[name])
local get_node, remove_node = minetest.get_node, minetest.remove_node
for x = pos1.x, pos2.x do
for y = pos1.y, pos2.y do
for z = pos1.z, pos2.z do
local p = vector.new(x, y, z)
local n = get_node(p).name
local d = minetest.registered_nodes[n]
if d ~= nil and (d.drawtype == "liquid" or d.drawtype == "flowingliquid") then
remove_node(p)
count = count + 1
end
end
end
end
worldedit.player_notify(name, S("@1 nodes updated", count))
end,
})
local clearcut_cache
local function clearcut(pos1, pos2)
-- decide which nodes we consider plants
if clearcut_cache == nil then
clearcut_cache = {}
for name, def in pairs(minetest.registered_nodes) do
local groups = def.groups or {}
if (
-- the groups say so
groups.flower or groups.grass or groups.flora or groups.plant or
groups.leaves or groups.tree or groups.leafdecay or groups.sapling or
-- drawtype heuristic
(def.is_ground_content and def.buildable_to and
(def.sunlight_propagates or not def.walkable)
and def.drawtype == "plantlike") or
-- if it's flammable, it probably needs to go too
(def.is_ground_content and not def.walkable and groups.flammable)
) then
clearcut_cache[name] = true
end
end
end
local plants = clearcut_cache
local count = 0
local prev, any
local get_node, remove_node = minetest.get_node, minetest.remove_node
for x = pos1.x, pos2.x do
for z = pos1.z, pos2.z do
prev = false
any = false
-- first pass: remove floating nodes that would be left over
for y = pos1.y, pos2.y do
local pos = vector.new(x, y, z)
local n = get_node(pos).name
if plants[n] then
prev = true
any = true
elseif prev then
local def = minetest.registered_nodes[n] or {}
local groups = def.groups or {}
if groups.attached_node or (def.buildable_to and groups.falling_node) then
remove_node(pos)
count = count + 1
else
prev = false
end
end
end
-- second pass: remove plants, top-to-bottom to avoid item drops
if any then
for y = pos2.y, pos1.y, -1 do
local pos = vector.new(x, y, z)
local n = get_node(pos).name
if plants[n] then
remove_node(pos)
count = count + 1
end
end
end
end
end
return count
end
worldedit.register_command("clearcut", {
params = "",
description = S("Remove any plant, tree or foliage-like nodes in the selected region"),
privs = {worldedit=true},
require_pos = 2,
nodes_needed = check_region,
func = function(name)
local pos1, pos2 = worldedit.sort_pos(worldedit.pos1[name], worldedit.pos2[name])
local count = clearcut(pos1, pos2)
worldedit.player_notify(name, S("@1 nodes removed", count))
end,
})
worldedit.register_command("hide", {
params = "",
description = S("Hide all nodes in the current WorldEdit region non-destructively"),
privs = {worldedit=true},
require_pos = 2,
nodes_needed = check_region,
func = function(name)
local count = worldedit.hide(worldedit.pos1[name], worldedit.pos2[name])
worldedit.player_notify(name, S("@1 nodes hidden", count))
end,
})
worldedit.register_command("suppress", {
params = "<node>",
description = S("Suppress all <node> in the current WorldEdit region non-destructively"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local node = worldedit.normalize_nodename(param)
if not node then
return false, S("invalid node name: @1", param)
end
return true, node
end,
nodes_needed = check_region,
func = function(name, node)
local count = worldedit.suppress(worldedit.pos1[name], worldedit.pos2[name], node)
worldedit.player_notify(name, S("@1 nodes suppressed", count))
end,
})
worldedit.register_command("highlight", {
params = "<node>",
description = S("Highlight <node> in the current WorldEdit region by hiding everything else non-destructively"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local node = worldedit.normalize_nodename(param)
if not node then
return false, S("invalid node name: @1", param)
end
return true, node
end,
nodes_needed = check_region,
func = function(name, node)
local count = worldedit.highlight(worldedit.pos1[name], worldedit.pos2[name], node)
worldedit.player_notify(name, S("@1 nodes highlighted", count))
end,
})
worldedit.register_command("restore", {
params = "",
description = S("Restores nodes hidden with WorldEdit in the current WorldEdit region"),
privs = {worldedit=true},
require_pos = 2,
nodes_needed = check_region,
func = function(name)
local count = worldedit.restore(worldedit.pos1[name], worldedit.pos2[name])
worldedit.player_notify(name, S("@1 nodes restored", count))
end,
})
local function detect_misaligned_schematic(name, pos1, pos2)
pos1 = worldedit.sort_pos(pos1, pos2)
-- Check that allocate/save can position the schematic correctly
-- The expected behaviour is that the (0,0,0) corner of the schematic stays
-- sat pos1, this only works when the minimum position is actually present
-- in the schematic.
local node = minetest.get_node(pos1)
local have_node_at_origin = node.name ~= "air" and node.name ~= "ignore"
if not have_node_at_origin then
worldedit.player_notify(name,
S("Warning: The schematic contains excessive free space and WILL be "..
"misaligned when allocated or loaded. To avoid this, shrink your "..
"area to cover exactly the nodes to be saved.")
)
end
end
worldedit.register_command("save", {
params = "<file>",
description = S("Save the current WorldEdit region to \"(world folder)/schems/<file>.we\""),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
if param == "" then
return false
end
if not check_filename(param) then
return false, S("Disallowed file name: @1", param)
end
return true, param
end,
nodes_needed = check_region,
func = function(name, param)
local result, count = worldedit.serialize(worldedit.pos1[name],
worldedit.pos2[name])
detect_misaligned_schematic(name, worldedit.pos1[name], worldedit.pos2[name])
local path = minetest.get_worldpath() .. "/schems"
-- Create directory if it does not already exist
minetest.mkdir(path)
local filename = path .. "/" .. param .. ".we"
local file, err = io.open(filename, "wb")
if err ~= nil then
worldedit.player_notify(name, S("Could not save file to \"@1\"", filename))
return
end
file:write(result)
file:flush()
file:close()
worldedit.player_notify(name, S("@1 nodes saved", count))
end,
})
worldedit.register_command("allocate", {
params = "<file>",
description = S("Set the region defined by nodes from \"(world folder)/schems/<file>.we\" as the current WorldEdit region"),
privs = {worldedit=true},
require_pos = 1,
parse = function(param)
if param == "" then
return false
end
if not check_filename(param) then
return false, S("Disallowed file name: @1", param)
end
return true, param
end,
func = function(name, param)
local pos = worldedit.pos1[name]
local value = open_schematic(name, param)
if not value then
return false
end
local nodepos1, nodepos2, count = worldedit.allocate(pos, value)
if not nodepos1 then
worldedit.player_notify(name, S("Schematic empty, nothing allocated"))
return false
end
worldedit.pos1[name] = nodepos1
worldedit.pos2[name] = nodepos2
worldedit.marker_update(name)
worldedit.player_notify(name, S("@1 nodes allocated", count))
end,
})
worldedit.register_command("load", {
params = "<file>",
description = S("Load nodes from \"(world folder)/schems/<file>[.we[m]]\" with position 1 of the current WorldEdit region as the origin"),
privs = {worldedit=true},
require_pos = 1,
parse = function(param)
if param == "" then
return false
end
if not check_filename(param) then
return false, S("Disallowed file name: @1", param)
end
return true, param
end,
func = function(name, param)
local pos = worldedit.pos1[name]
local value = open_schematic(name, param)
if not value then
return false
end
local count = worldedit.deserialize(pos, value)
if count == nil then
worldedit.player_notify(name, S("Loading failed!"))
return false
end
worldedit.player_notify(name, S("@1 nodes loaded", count))
end,
})
worldedit.register_command("lua", {
params = "<code>",
description = S("Executes <code> as a Lua chunk in the global namespace"),
privs = {worldedit=true, server=true},
parse = function(param)
return true, param
end,
func = function(name, param)
local ret = {worldedit.lua(param, name)}
if type(ret[1]) == "nil" then
if ret[2] ~= "nil" then
worldedit.player_notify(name, "code successfully executed, returns with " .. ret[2], false)
else
worldedit.player_notify(name, "code successfully executed", false)
end
minetest.log("action", name .. " executed " .. param)
else
worldedit.player_notify(name, "code error: " .. dump(ret[1]))
minetest.log("action", name .. " tried to execute " .. param)
end
end,
})
worldedit.register_command("luatransform", {
params = "<code>",
description = S("Executes <code> as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region"),
privs = {worldedit=true, server=true},
require_pos = 2,
parse = function(param)
return true, param
end,
nodes_needed = check_region,
func = function(name, param)
local err = worldedit.luatransform(worldedit.pos1[name], worldedit.pos2[name], param)
if err then
worldedit.player_notify(name, "code error: " .. err, false)
minetest.log("action", name.." tried to execute luatransform "..param)
else
worldedit.player_notify(name, "code successfully executed", false)
minetest.log("action", name.." executed luatransform "..param)
end
end,
})
worldedit.register_command("mtschemcreate", {
params = "<file>",
description = S("Save the current WorldEdit region using the Minetest "..
"Schematic format to \"(world folder)/schems/<filename>.mts\""),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
if param == "" then
return false
end
if not check_filename(param) then
return false, S("Disallowed file name: @1", param)
end
return true, param
end,
nodes_needed = check_region,
func = function(name, param)
local path = minetest.get_worldpath() .. "/schems"
-- Create directory if it does not already exist
minetest.mkdir(path)
local filename = path .. "/" .. param .. ".mts"
local ret = minetest.create_schematic(worldedit.pos1[name],
worldedit.pos2[name], worldedit.prob_list[name],
filename)
if ret == nil then
worldedit.player_notify(name, S("Failed to create Minetest schematic"))
else
worldedit.player_notify(name, S("Saved Minetest schematic to @1", param))
end
worldedit.prob_list[name] = {}
end,
})
worldedit.register_command("mtschemplace", {
params = "<file>",
description = S("Load nodes from \"(world folder)/schems/<file>.mts\" with position 1 of the current WorldEdit region as the origin"),
privs = {worldedit=true},
require_pos = 1,
parse = function(param)
if param == "" then
return false
end
if not check_filename(param) then
return false, S("Disallowed file name: @1", param)
end
return true, param
end,
func = function(name, param)
local pos = worldedit.pos1[name]
local path = minetest.get_worldpath() .. "/schems/" .. param .. ".mts"
if minetest.place_schematic(pos, path) == nil then
worldedit.player_notify(name, S("failed to place Minetest schematic"))
else
worldedit.player_notify(name, S("placed Minetest schematic @1 at @2", param, minetest.pos_to_string(pos)))
end
end,
})
worldedit.register_command("mtschemprob", {
params = "start/finish/get",
description = S("Begins node probability entry for Minetest schematics, gets the nodes that have probabilities set, or ends node probability entry"),
privs = {worldedit=true},
parse = function(param)
if param ~= "start" and param ~= "finish" and param ~= "get" then
return false, S("unknown subcommand: @1", param)
end
return true, param
end,
func = function(name, param)
if param == "start" then --start probability setting
worldedit.set_pos[name] = "prob"
worldedit.prob_list[name] = {}
worldedit.player_notify(name, S("select Minetest schematic probability values by punching nodes"))
elseif param == "finish" then --finish probability setting
worldedit.set_pos[name] = nil
worldedit.player_notify(name, S("finished Minetest schematic probability selection"))
elseif param == "get" then --get all nodes that had probabilities set on them
local text = ""
local problist = worldedit.prob_list[name]
if problist == nil then
return
end
for k,v in pairs(problist) do
local prob = math.floor(((v.prob / 256) * 100) * 100 + 0.5) / 100
text = text .. minetest.pos_to_string(v.pos) .. ": " .. prob .. "% | "
end
worldedit.player_notify(name, S("currently set node probabilities:"))
worldedit.player_notify(name, text)
end
end,
})
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "prob_val_enter" then
local name = player:get_player_name()
local problist = worldedit.prob_list[name]
if problist == nil then
return
end
local e = {pos=worldedit.prob_pos[name], prob=tonumber(fields.text)}
if e.pos == nil or e.prob == nil or e.prob < 0 or e.prob > 256 then
worldedit.player_notify(name, S("invalid node probability given, not saved"))
return
end
problist[#problist+1] = e
end
end)
worldedit.register_command("clearobjects", {
params = "",
description = S("Clears all objects within the WorldEdit region"),
privs = {worldedit=true},
require_pos = 2,
nodes_needed = check_region,
func = function(name)
local count = worldedit.clear_objects(worldedit.pos1[name], worldedit.pos2[name])
worldedit.player_notify(name, S("@1 objects cleared", count))
end,
})