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Minetest-WorldEdit/worldedit/code.lua

69 lines
1.9 KiB
Lua

--- Lua code execution functions.
-- @module worldedit.code
--- Executes `code` as a Lua chunk in the global namespace.
-- the code will be encapsulated into a function with parameters
-- * name (the name of the player issuing the //lua command)
-- * player (the player object of the above player if applicable)
-- * pos (the position of the aforementioned player (if applicable) rounded to integers
-- @return tuple of success, return of code as string (error message in case of failure)
function worldedit.lua(code, name)
if string.sub(code,1,1)=="=" then
code="return "..string.sub(code,2)
end
local factory, err = loadstring("return function(name, player, pos) " .. code .. " end")
if not factory then -- Syntax error
return false, err
end
local func=factory()
local player
if name then
player=minetest.get_player_by_name(name)
end
local pos
if player then
pos=vector.round(player:get_pos())
end
local good, err = pcall(func, name, player, pos)
if good then
err=dump(err)
end
return good, err
end
--- Executes `code` as a Lua chunk in the global namespace with the variable
-- pos available, for each node in a region defined by positions `pos1` and
-- `pos2`.
-- @return An error message if the code fails, or nil on success.
function worldedit.luatransform(pos1, pos2, code)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local factory, err = loadstring("return function(pos) " .. code .. " end")
if not factory then -- Syntax error
return err
end
local func = factory()
worldedit.keep_loaded(pos1, pos2)
local pos = vector.new(pos1.x, 0, 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 good, err = pcall(func, pos)
if not good then -- Runtime error
return err
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return nil
end