2015-03-02 23:59:23 +01:00
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--- Lua code execution functions.
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-- @module worldedit.code
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--- Executes `code` as a Lua chunk in the global namespace.
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-- @return An error message if the code fails, or nil on success.
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function worldedit.lua(code)
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local func, err = loadstring(code)
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if not func then -- Syntax error
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return err
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end
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local good, err = pcall(func)
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if not good then -- Runtime error
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return err
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end
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return nil
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end
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--- Executes `code` as a Lua chunk in the global namespace with the variable
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-- pos available, for each node in a region defined by positions `pos1` and
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-- `pos2`.
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-- @return An error message if the code fails, or nil on success.
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function worldedit.luatransform(pos1, pos2, code)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local factory, err = loadstring("return function(pos) " .. code .. " end")
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if not factory then -- Syntax error
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return err
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end
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local func = factory()
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worldedit.keep_loaded(pos1, pos2)
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local pos = {x=pos1.x, y=0, z=0}
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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 good, err = pcall(func, pos)
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if not good then -- Runtime error
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return err
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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 nil
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end
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