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mirror of https://github.com/sys4-fr/server-nalc.git synced 2025-06-28 14:16:06 +02:00

Update Worldedit

This commit is contained in:
Ombridride
2015-03-02 23:59:23 +01:00
parent f0645f5ebe
commit 3cf1a2318f
23 changed files with 3770 additions and 3947 deletions

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@ -1,70 +1,52 @@
worldedit = worldedit or {}
local minetest = minetest -- local copy of global
-- Copies and modifies positions `pos1` and `pos2` so that each component of
-- `pos1` is less than or equal to the corresponding component of `pos2`.
-- Returns the new positions.
worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
-- Executes `code` as a Lua chunk in the global namespace,
-- returning an error if the code fails, or nil otherwise.
worldedit.lua = function(code)
local func, err = loadstring(code)
if not func then -- Syntax error
return err
end
local good, err = pcall(operation)
if not good then -- Runtime error
return err
end
return nil
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`, returning an error if the code fails, or nil otherwise
worldedit.luatransform = function(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()
-- Keep area loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
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 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
--- Lua code execution functions.
-- @module worldedit.code
--- Executes `code` as a Lua chunk in the global namespace.
-- @return An error message if the code fails, or nil on success.
function worldedit.lua(code)
local func, err = loadstring(code)
if not func then -- Syntax error
return err
end
local good, err = pcall(func)
if not good then -- Runtime error
return err
end
return nil
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 = {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 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

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@ -0,0 +1,114 @@
--- Common functions [INTERNAL]. All of these functions are internal!
-- @module worldedit.common
--- Copies and modifies positions `pos1` and `pos2` so that each component of
-- `pos1` is less than or equal to the corresponding component of `pos2`.
-- Returns the new positions.
function worldedit.sort_pos(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
--- Determines the volume of the region defined by positions `pos1` and `pos2`.
-- @return The volume.
function worldedit.volume(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
return (pos2.x - pos1.x + 1) *
(pos2.y - pos1.y + 1) *
(pos2.z - pos1.z + 1)
end
--- Gets other axes given an axis.
-- @raise Axis must be x, y, or z!
function worldedit.get_axis_others(axis)
if axis == "x" then
return "y", "z"
elseif axis == "y" then
return "x", "z"
elseif axis == "z" then
return "x", "y"
else
error("Axis must be x, y, or z!")
end
end
function worldedit.keep_loaded(pos1, pos2)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
end
local mh = {}
worldedit.manip_helpers = mh
--- Generates an empty VoxelManip data table for an area.
-- @return The empty data table.
function mh.get_empty_data(area)
-- Fill emerged area with ignore so that blocks in the area that are
-- only partially modified aren't overwriten.
local data = {}
local c_ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(area.MinEdge, area.MaxEdge) do
data[i] = c_ignore
end
return data
end
function mh.init(pos1, pos2)
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
return manip, area
end
function mh.init_radius(pos, radius)
local pos1 = vector.subtract(pos, radius)
local pos2 = vector.add(pos, radius)
return mh.init(pos1, pos2)
end
function mh.init_axis_radius(base_pos, axis, radius)
return mh.init_axis_radius_length(base_pos, axis, radius, radius)
end
function mh.init_axis_radius_length(base_pos, axis, radius, length)
local other1, other2 = worldedit.get_axis_others(axis)
local pos1 = {
[axis] = base_pos[axis],
[other1] = base_pos[other1] - radius,
[other2] = base_pos[other2] - radius
}
local pos2 = {
[axis] = base_pos[axis] + length,
[other1] = base_pos[other1] + radius,
[other2] = base_pos[other2] + radius
}
return mh.init(pos1, pos2)
end
function mh.finish(manip, data)
-- Update map
manip:set_data(data)
manip:write_to_map()
manip:update_map()
end

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@ -1,23 +1,74 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
worldedit.allocate_old = worldedit.allocate
worldedit.deserialize_old = worldedit.deserialize
worldedit.metasave = function(pos1, pos2, filename)
local file, err = io.open(filename, "wb")
if err then return 0 end
local data, count = worldedit.serialize(pos1, pos2)
file:write(data)
file:close()
return count
end
worldedit.metaload = function(originpos, filename)
filename = minetest.get_worldpath() .. "/schems/" .. file .. ".wem"
local file, err = io.open(filename, "wb")
if err then return 0 end
local data = file:read("*a")
return worldedit.deserialize(originpos, data)
end
worldedit.scale = function(pos1, pos2, factor)
return worldedit.stretch(pos1, pos2, factor, factor, factor)
end
--- Compatibility functions.
-- @module worldedit.compatibility
local function deprecated(new_func)
local info = debug.getinfo(1, "n")
local msg = "worldedit." .. info.name .. "() is deprecated."
if new_func then
msg = msg .. " Use worldedit." .. new_func .. "() instead."
end
minetest.log("deprecated", msg)
end
worldedit.allocate_old = worldedit.allocate
worldedit.deserialize_old = worldedit.deserialize
function worldedit.metasave(pos1, pos2, filename)
deprecated("save")
local file, err = io.open(filename, "wb")
if err then return 0 end
local data, count = worldedit.serialize(pos1, pos2)
file:write(data)
file:close()
return count
end
function worldedit.metaload(originpos, filename)
deprecated("load")
filename = minetest.get_worldpath() .. "/schems/" .. file .. ".wem"
local file, err = io.open(filename, "wb")
if err then return 0 end
local data = file:read("*a")
return worldedit.deserialize(originpos, data)
end
function worldedit.scale(pos1, pos2, factor)
deprecated("stretch")
return worldedit.stretch(pos1, pos2, factor, factor, factor)
end
function worldedit.valueversion(value)
deprecated("read_header")
local version = worldedit.read_header(value)
if not version or version > worldedit.LATEST_SERIALIZATION_VERSION then
return 0
end
return version
end
function worldedit.replaceinverse(pos1, pos2, search_node, replace_node)
deprecated("replace")
return worldedit.replace(pos1, pos2, search_node, replace_node, true)
end
function worldedit.clearobjects(...)
deprecated("clear_objects")
return worldedit.clear_objects(...)
end
function worldedit.hollow_sphere(pos, radius, node_name)
deprecated("sphere")
return worldedit.sphere(pos, radius, node_name, true)
end
function worldedit.hollow_dome(pos, radius, node_name)
deprecated("dome")
return worldedit.dome(pos, radius, node_name, true)
end
function worldedit.hollow_cylinder(pos, axis, length, radius, node_name)
deprecated("cylinder")
return worldedit.cylinder(pos, axis, length, radius, node_name, true)
end

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@ -1,25 +1,44 @@
worldedit = worldedit or {}
worldedit.version = {major=1, minor=0}
worldedit.version_string = "1.0"
assert(minetest.get_voxel_manip, string.rep(">", 300) .. "HEY YOU! YES, YOU OVER THERE. THIS VERSION OF WORLDEDIT REQUIRES MINETEST 0.4.8 OR LATER! YOU HAVE AN OLD VERSION." .. string.rep("<", 300))
local path = minetest.get_modpath(minetest.get_current_modname())
local loadmodule = function(path)
local file = io.open(path)
if not file then
return
end
file:close()
return dofile(path)
end
loadmodule(path .. "/manipulations.lua")
loadmodule(path .. "/primitives.lua")
loadmodule(path .. "/visualization.lua")
loadmodule(path .. "/serialization.lua")
loadmodule(path .. "/code.lua")
loadmodule(path .. "/compatibility.lua")
print("[MOD] WorldEdit loaded!")
--- Worldedit.
-- @module worldedit
-- @release 1.1
-- @copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
-- @license GNU Affero General Public License version 3 (AGPLv3)
-- @author sfan5
-- @author Anthony Zang (Uberi/Temperest)
-- @author Bret O'Donnel (cornernote)
-- @author ShadowNinja
worldedit = {}
worldedit.version = {1, 1, major=1, minor=1}
worldedit.version_string = table.concat(worldedit.version, ".")
if not minetest.get_voxel_manip then
local err_msg = "This version of WorldEdit requires Minetest 0.4.8 or later! You have an old version."
minetest.log("error", string.rep("#", 128))
minetest.log("error", err_msg)
minetest.log("error", string.rep("#", 128))
error(err_msg)
end
local path = minetest.get_modpath(minetest.get_current_modname())
local function load_module(path)
local file = io.open(path)
if not file then return end
file:close()
return dofile(path)
end
dofile(path .. "/common.lua")
load_module(path .. "/manipulations.lua")
load_module(path .. "/primitives.lua")
load_module(path .. "/visualization.lua")
load_module(path .. "/serialization.lua")
load_module(path .. "/code.lua")
load_module(path .. "/compatibility.lua")
if minetest.setting_getbool("log_mods") then
print("[WorldEdit] Loaded!")
end

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@ -1,470 +1,273 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--adds a hollow sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.hollow_sphere = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = -radius, radius do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.sphere = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local max_radius = radius * (radius + 1)
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = -radius, radius do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a hollow dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.hollow_dome = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
local miny, maxy = 0, radius
if radius < 0 then
radius = -radius
miny, maxy = -radius, 0
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = miny, maxy do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.dome = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
local miny, maxy = 0, radius
if radius < 0 then
radius = -radius
miny, maxy = -radius, 0
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local max_radius = radius * (radius + 1)
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = miny, maxy do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a hollow cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
elseif axis == "y" then
other1, other2 = "x", "z"
else --axis == "z"
other1, other2 = "x", "y"
end
--handle negative lengths
local currentpos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
currentpos[axis] = currentpos[axis] - length
end
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {
[axis]=currentpos[axis],
[other1]=currentpos[other1] - radius,
[other2]=currentpos[other2] - radius
}
local pos2 = {
[axis]=currentpos[axis] + length - 1,
[other1]=currentpos[other1] + radius,
[other2]=currentpos[other2] + radius
}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
for index2 = -radius, radius do
local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
for index3 = -radius, radius do
local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
local squared = index2 * index2 + index3 * index3
if squared >= min_radius and squared <= max_radius then --position is on surface of cylinder
for index1 = min_slice, max_slice do --add column along axis
local i = newindex3 + index1 * stride[axis]
nodes[i] = node_id
end
count = count + length
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.cylinder = function(pos, axis, length, radius, nodename)
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
elseif axis == "y" then
other1, other2 = "x", "z"
else --axis == "z"
other1, other2 = "x", "y"
end
--handle negative lengths
local currentpos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
currentpos[axis] = currentpos[axis] - length
end
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {
[axis]=currentpos[axis],
[other1]=currentpos[other1] - radius,
[other2]=currentpos[other2] - radius
}
local pos2 = {
[axis]=currentpos[axis] + length - 1,
[other1]=currentpos[other1] + radius,
[other2]=currentpos[other2] + radius
}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local max_radius = radius * (radius + 1)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
for index2 = -radius, radius do
local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
for index3 = -radius, radius do
local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
if index2 * index2 + index3 * index3 <= max_radius then --position is within cylinder
for index1 = min_slice, max_slice do --add column along axis
local i = newindex3 + index1 * stride[axis]
nodes[i] = node_id
end
count = count + length
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a pyramid centered at `pos` with height `height`, composed of `nodename`, returning the number of nodes added
worldedit.pyramid = function(pos, axis, height, nodename)
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
elseif axis == "y" then
other1, other2 = "x", "z"
else --axis == "z"
other1, other2 = "x", "y"
end
local pos1 = {x=pos.x - height, y=pos.y - height, z=pos.z - height}
local pos2 = {x=pos.x + height, y=pos.y + height, z=pos.z + height}
--handle inverted pyramids
local startaxis, endaxis, step
if height > 0 then
height = height - 1
step = 1
pos1[axis] = pos[axis] --upper half of box
else
height = height + 1
step = -1
pos2[axis] = pos[axis] --lower half of box
end
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=pos.x - emerged_pos1.x, y=pos.y - emerged_pos1.y, z=pos.z - emerged_pos1.z}
local size = height * step
local count = 0
for index1 = 0, height, step do --go through each level of the pyramid
local newindex1 = (index1 + offset[axis]) * stride[axis] + 1 --offset contributed by axis plus 1 to make it 1-indexed
for index2 = -size, size do
local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1]
for index3 = -size, size do
local i = newindex2 + (index3 + offset[other2]) * stride[other2]
nodes[i] = node_id
end
end
count = count + (size * 2 + 1) ^ 2
size = size - 1
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a spiral centered at `pos` with side length `length`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added
worldedit.spiral = function(pos, length, height, spacer, nodename)
local extent = math.ceil(length / 2)
local pos1 = {x=pos.x - extent, y=pos.y, z=pos.z - extent}
local pos2 = {x=pos.x + extent, y=pos.y + height, z=pos.z + extent}
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--set up variables
local node_id = minetest.get_content_id(nodename)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local i = offsetz * stride.z + offsety * stride.y + offsetx + 1
--add first column
local count = height
local column = i
for y = 1, height do
nodes[column] = node_id
column = column + stride.y
end
--add spiral segments
local strideaxis, strideother = stride.x, stride.z
local sign = -1
local segment_length = 0
spacer = spacer + 1
for segment = 1, math.floor(length / spacer) * 2 do --go through each segment except the last
if segment % 2 == 1 then --change sign and length every other turn starting with the first
sign = -sign
segment_length = segment_length + spacer
end
for index = 1, segment_length do --fill segment
i = i + strideaxis * sign --move along the direction of the segment
local column = i
for y = 1, height do --add column
nodes[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
strideaxis, strideother = strideother, strideaxis --swap axes
end
--add shorter final segment
sign = -sign
for index = 1, segment_length do
i = i + strideaxis * sign
local column = i
for y = 1, height do --add column
nodes[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--- Functions for creating primitive shapes.
-- @module worldedit.primitives
local mh = worldedit.manip_helpers
--- Adds a sphere of `node_name` centered at `pos`.
-- @param pos Position to center sphere at.
-- @param radius Sphere radius.
-- @param node_name Name of node to make shere of.
-- @param hollow Whether the sphere should be hollow.
-- @return The number of nodes added.
function worldedit.sphere(pos, radius, node_name, hollow)
local manip, area = mh.init_radius(pos, radius)
local data = mh.get_empty_data(area)
-- Fill selected area with node
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
local stride_z, stride_y = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
-- Offset contributed by z plus 1 to make it 1-indexed
local new_z = (z + offset_z) * stride_z + 1
for y = -radius, radius do
local new_y = new_z + (y + offset_y) * stride_y
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is on surface of sphere
local i = new_y + (x + offset_x)
data[i] = node_id
count = count + 1
end
end
end
end
mh.finish(manip, data)
return count
end
--- Adds a dome.
-- @param pos Position to center dome at.
-- @param radius Dome radius. Negative for concave domes.
-- @param node_name Name of node to make dome of.
-- @param hollow Whether the dome should be hollow.
-- @return The number of nodes added.
-- TODO: Add axis option.
function worldedit.dome(pos, radius, node_name, hollow)
local min_y, max_y = 0, radius
if radius < 0 then
radius = -radius
min_y, max_y = -radius, 0
end
local manip, area = mh.init_axis_radius(pos, "y", radius)
local data = mh.get_empty_data(area)
-- Add dome
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
local stride_z, stride_y = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local new_z = (z + offset_z) * stride_z + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = min_y, max_y do
local new_y = new_z + (y + offset_y) * stride_y
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is in dome
local i = new_y + (x + offset_x)
data[i] = node_id
count = count + 1
end
end
end
end
mh.finish(manip, data)
return count
end
--- Adds a cylinder.
-- @param pos Position to center base of cylinder at.
-- @param axis Axis ("x", "y", or "z")
-- @param length Cylinder length.
-- @param radius Cylinder radius.
-- @param node_name Name of node to make cylinder of.
-- @param hollow Whether the cylinder should be hollow.
-- @return The number of nodes added.
function worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
local other1, other2 = worldedit.get_axis_others(axis)
-- Handle negative lengths
local current_pos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
current_pos[axis] = current_pos[axis] - length
end
-- Set up voxel manipulator
local manip, area = mh.init_axis_radius_length(current_pos, axis, radius, length)
local data = mh.get_empty_data(area)
-- Add cylinder
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {
x = current_pos.x - area.MinEdge.x,
y = current_pos.y - area.MinEdge.y,
z = current_pos.z - area.MinEdge.z,
}
local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
for index2 = -radius, radius do
-- Offset contributed by other axis 1 plus 1 to make it 1-indexed
local new_index2 = (index2 + offset[other1]) * stride[other1] + 1
for index3 = -radius, radius do
local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2]
local squared = index2 * index2 + index3 * index3
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is in cylinder
-- Add column along axis
for index1 = min_slice, max_slice do
local vi = new_index3 + index1 * stride[axis]
data[vi] = node_id
end
count = count + length
end
end
end
mh.finish(manip, data)
return count
end
--- Adds a pyramid.
-- @param pos Position to center base of pyramid at.
-- @param axis Axis ("x", "y", or "z")
-- @param height Pyramid height.
-- @param node_name Name of node to make pyramid of.
-- @return The number of nodes added.
function worldedit.pyramid(pos, axis, height, node_name)
local other1, other2 = worldedit.get_axis_others(axis)
-- Set up voxel manipulator
local manip, area = mh.init_axis_radius(pos, axis,
height >= 0 and height or -height)
local data = mh.get_empty_data()
-- Handle inverted pyramids
local start_axis, end_axis, step
if height > 0 then
height = height - 1
step = 1
else
height = height + 1
step = -1
end
-- Add pyramid
local node_id = minetest.get_content_id(node_name)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {
x = pos.x - area.MinEdge.x,
y = pos.y - area.MinEdge.y,
z = pos.z - area.MinEdge.z,
}
local size = height * step
local count = 0
-- For each level of the pyramid
for index1 = 0, height, step do
-- Offset contributed by axis plus 1 to make it 1-indexed
local new_index1 = (index1 + offset[axis]) * stride[axis] + 1
for index2 = -size, size do
local new_index2 = new_index1 + (index2 + offset[other1]) * stride[other1]
for index3 = -size, size do
local i = new_index2 + (index3 + offset[other2]) * stride[other2]
data[i] = node_id
end
end
count = count + (size * 2 + 1) ^ 2
size = size - 1
end
mh.finish(manip, data)
return count
end
--- Adds a spiral.
-- @param pos Position to center spiral at.
-- @param length Spral length.
-- @param height Spiral height.
-- @param spacer Space between walls.
-- @param node_name Name of node to make spiral of.
-- @return Number of nodes added.
-- TODO: Add axis option.
function worldedit.spiral(pos, length, height, spacer, node_name)
local extent = math.ceil(length / 2)
local manip, area = mh.init_axis_radius_length(pos, "y", extent, height)
local data = mh.get_empty_data(area)
-- Set up variables
local node_id = minetest.get_content_id(node_name)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
local i = offset_z * stride.z + offset_y * stride.y + offset_x + 1
-- Add first column
local count = height
local column = i
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
-- Add spiral segments
local stride_axis, stride_other = stride.x, stride.z
local sign = -1
local segment_length = 0
spacer = spacer + 1
-- Go through each segment except the last
for segment = 1, math.floor(length / spacer) * 2 do
-- Change sign and length every other turn starting with the first
if segment % 2 == 1 then
sign = -sign
segment_length = segment_length + spacer
end
-- Fill segment
for index = 1, segment_length do
-- Move along the direction of the segment
i = i + stride_axis * sign
local column = i
-- Add column
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
stride_axis, stride_other = stride_other, stride_axis -- Swap axes
end
-- Add shorter final segment
sign = -sign
for index = 1, segment_length do
i = i + stride_axis * sign
local column = i
-- Add column
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
mh.finish(manip, data)
return count
end

View File

@ -1,273 +1,239 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions
worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
--determines the version of serialized data `value`, returning the version as a positive integer or 0 for unknown versions
worldedit.valueversion = function(value)
if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then --previous list format
return 3
elseif value:find("^[^\"']+%{%d+%}") then
if value:find("%[\"meta\"%]") then --previous meta flat table format
return 2
end
return 1 --original flat table format
elseif value:find("%{") then --current nested table format
return 4
end
return 0 --unknown format
end
--converts the region defined by positions `pos1` and `pos2` into a single string, returning the serialized data and the number of nodes serialized
worldedit.serialize = function(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local count = 0
local result = {}
local get_node, get_meta = minetest.get_node, minetest.get_meta
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)
if node.name ~= "air" and node.name ~= "ignore" then
count = count + 1
local meta = get_meta(pos):to_table()
--convert metadata itemstacks to itemstrings
for name, inventory in pairs(meta.inventory) do
for index, stack in ipairs(inventory) do
inventory[index] = stack.to_string and stack:to_string() or stack
end
end
result[count] = {
x = pos.x - pos1.x,
y = pos.y - pos1.y,
z = pos.z - pos1.z,
name = node.name,
param1 = node.param1,
param2 = node.param2,
meta = meta,
}
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
result = minetest.serialize(result) --convert entries to a string
return result, count
end
--determines the volume the nodes represented by string `value` would occupy if deserialized at `originpos`, returning the two corner positions and the number of nodes
--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible)
worldedit.allocate = function(originpos, value)
local huge = math.huge
local pos1x, pos1y, pos1z = huge, huge, huge
local pos2x, pos2y, pos2z = -huge, -huge, -huge
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local version = worldedit.valueversion(value)
if version == 1 or version == 2 then --flat table format
--obtain the node table
local get_tables = loadstring(value)
if get_tables then --error loading value
return originpos, originpos, count
end
local tables = get_tables()
--transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
local nodes = tables[1]
--check the node array
count = #nodes
if version == 1 then --original flat table format
for index = 1, count do
local entry = nodes[index]
local pos = entry[1]
local x, y, z = originx - pos.x, originy - pos.y, originz - pos.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
else --previous meta flat table format
for index = 1, count do
local entry = nodes[index]
local x, y, z = originx - entry.x, originy - entry.y, originz - entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
end
elseif version == 3 then --previous list format
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
x, y, z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
count = count + 1
end
elseif version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
count = #nodes
for index = 1, count do
local entry = nodes[index]
x, y, z = originx + entry.x, originy + entry.y, originz + entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
end
local pos1 = {x=pos1x, y=pos1y, z=pos1z}
local pos2 = {x=pos2x, y=pos2y, z=pos2z}
return pos1, pos2, count
end
--loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized
--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible)
worldedit.deserialize = function(originpos, value)
--make area stay loaded
local pos1, pos2 = worldedit.allocate(originpos, value)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local add_node, get_meta = minetest.add_node, minetest.get_meta
local version = worldedit.valueversion(value)
if version == 1 or version == 2 then --original flat table format
--obtain the node table
local get_tables = loadstring(value)
if not get_tables then --error loading value
return count
end
local tables = get_tables()
--transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
local nodes = tables[1]
--load the node array
count = #nodes
if version == 1 then --original flat table format
for index = 1, count do
local entry = nodes[index]
local pos = entry[1]
pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z
add_node(pos, entry[2])
end
else --previous meta flat table format
for index = 1, #nodes do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
add_node(entry, entry) --entry acts both as position and as node
get_meta(entry):from_table(entry.meta)
end
end
elseif version == 3 then --previous list format
local pos = {x=0, y=0, z=0}
local node = {name="", param1=0, param2=0}
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
node.name, node.param1, node.param2 = name, param1, param2
add_node(pos, node)
count = count + 1
end
elseif version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
--load the nodes
count = #nodes
for index = 1, count do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
add_node(entry, entry) --entry acts both as position and as node
end
--load the metadata
for index = 1, count do
local entry = nodes[index]
get_meta(entry):from_table(entry.meta)
end
end
return count
end
--- Schematic serialization and deserialiation.
-- @module worldedit.serialization
worldedit.LATEST_SERIALIZATION_VERSION = 5
local LATEST_SERIALIZATION_HEADER = worldedit.LATEST_SERIALIZATION_VERSION .. ":"
--[[
Serialization version history:
1: Original format. Serialized Lua table with a weird linked format...
2: Position and node seperated into sub-tables in fields `1` and `2`.
3: List of nodes, one per line, with fields seperated by spaces.
Format: <X> <Y> <Z> <Name> <Param1> <Param2>
4: Serialized Lua table containing a list of nodes with `x`, `y`, `z`,
`name`, `param1`, `param2`, and `meta` fields.
5: Added header and made `param1`, `param2`, and `meta` fields optional.
Header format: <Version>,<ExtraHeaderField1>,...:<Content>
--]]
--- Reads the header of serialized data.
-- @param value Serialized WorldEdit data.
-- @return The version as a positive natural number, or 0 for unknown versions.
-- @return Extra header fields as a list of strings, or nil if not supported.
-- @return Content (data after header).
function worldedit.read_header(value)
if value:find("^[0-9]+[%-:]") then
local header_end = value:find(":", 1, true)
local header = value:sub(1, header_end - 1):split(",")
local version = tonumber(header[1])
table.remove(header, 1)
local content = value:sub(header_end + 1)
return version, header, content
end
-- Old versions that didn't include a header with a version number
if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then -- List format
return 3, nil, value
elseif value:find("^[^\"']+%{%d+%}") then
if value:find("%[\"meta\"%]") then -- Meta flat table format
return 2, nil, value
end
return 1, nil, value -- Flat table format
elseif value:find("%{") then -- Raw nested table format
return 4, nil, value
end
return nil
end
--- Converts the region defined by positions `pos1` and `pos2`
-- into a single string.
-- @return The serialized data.
-- @return The number of nodes serialized.
function worldedit.serialize(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local count = 0
local result = {}
local get_node, get_meta = minetest.get_node, minetest.get_meta
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)
if node.name ~= "air" and node.name ~= "ignore" then
count = count + 1
local meta = get_meta(pos):to_table()
local meta_empty = true
-- Convert metadata item stacks to item strings
for name, inventory in pairs(meta.inventory) do
for index, stack in ipairs(inventory) do
meta_empty = false
inventory[index] = stack.to_string and stack:to_string() or stack
end
end
for k in pairs(meta) do
if k ~= "inventory" then
meta_empty = false
break
end
end
result[count] = {
x = pos.x - pos1.x,
y = pos.y - pos1.y,
z = pos.z - pos1.z,
name = node.name,
param1 = node.param1 ~= 0 and node.param1 or nil,
param2 = node.param2 ~= 0 and node.param2 or nil,
meta = not meta_empty and meta or nil,
}
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
-- Serialize entries
result = minetest.serialize(result)
return LATEST_SERIALIZATION_HEADER .. result, count
end
--- Loads the schematic in `value` into a node list in the latest format.
-- Contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile)
-- by ChillCode, available under the MIT license.
-- @return A node list in the latest format, or nil on failure.
local function load_schematic(value)
local version, header, content = worldedit.read_header(value)
local nodes = {}
if version == 1 or version == 2 then -- Original flat table format
local tables = minetest.deserialize(content)
if not tables then return nil end
-- Transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
nodes = tables[1]
if version == 1 then --original flat table format
for i, entry in ipairs(nodes) do
local pos = entry[1]
entry.x, entry.y, entry.z = pos.x, pos.y, pos.z
entry[1] = nil
local node = entry[2]
entry.name, entry.param1, entry.param2 = node.name, node.param1, node.param2
entry[2] = nil
end
end
elseif version == 3 then -- List format
for x, y, z, name, param1, param2 in content:gmatch(
"([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+" ..
"([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do
param1, param2 = tonumber(param1), tonumber(param2)
table.insert(nodes, {
x = originx + tonumber(x),
y = originy + tonumber(y),
z = originz + tonumber(z),
name = name,
param1 = param1 ~= 0 and param1 or nil,
param2 = param2 ~= 0 and param2 or nil,
})
end
elseif version == 4 or version == 5 then -- Nested table format
if not jit then
-- This is broken for larger tables in the current version of LuaJIT
nodes = minetest.deserialize(content)
else
-- XXX: This is a filthy hack that works surprisingly well - in LuaJIT, `minetest.deserialize` will fail due to the register limit
nodes = {}
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) -- remove the starting and ending values to leave only the node data
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
while true do -- go through each individual node entry (except the last)
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
local entry = minetest.deserialize("return " .. current)
table.insert(nodes, entry)
startpos, startpos1 = endpos, endpos
end
local entry = minetest.deserialize("return " .. value:sub(startpos1)) -- process the last entry
table.insert(nodes, entry)
end
else
return nil
end
return nodes
end
--- Determines the volume the nodes represented by string `value` would occupy
-- if deserialized at `origin_pos`.
-- @return Low corner position.
-- @return High corner position.
-- @return The number of nodes.
function worldedit.allocate(origin_pos, value)
local nodes = load_schematic(value)
if not nodes then return nil end
return worldedit.allocate_with_nodes(origin_pos, nodes)
end
-- Internal
function worldedit.allocate_with_nodes(origin_pos, nodes)
local huge = math.huge
local pos1x, pos1y, pos1z = huge, huge, huge
local pos2x, pos2y, pos2z = -huge, -huge, -huge
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
for i, entry in ipairs(nodes) do
local x, y, z = origin_x + entry.x, origin_y + entry.y, origin_z + entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
local pos1 = {x=pos1x, y=pos1y, z=pos1z}
local pos2 = {x=pos2x, y=pos2y, z=pos2z}
return pos1, pos2, #nodes
end
--- Loads the nodes represented by string `value` at position `origin_pos`.
-- @return The number of nodes deserialized.
function worldedit.deserialize(origin_pos, value)
local nodes = load_schematic(value)
if not nodes then return nil end
local pos1, pos2 = worldedit.allocate_with_nodes(origin_pos, nodes)
worldedit.keep_loaded(pos1, pos2)
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
local count = 0
local add_node, get_meta = minetest.add_node, minetest.get_meta
for i, entry in ipairs(nodes) do
entry.x, entry.y, entry.z = origin_x + entry.x, origin_y + entry.y, origin_z + entry.z
-- Entry acts as both position and node
add_node(entry, entry)
if entry.meta then
get_meta(entry):from_table(entry.meta)
end
end
return #nodes
end

View File

@ -1,142 +1,131 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions
worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
--determines the volume of the region defined by positions `pos1` and `pos2`, returning the volume
worldedit.volume = function(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
return (pos2.x - pos1.x + 1) * (pos2.y - pos1.y + 1) * (pos2.z - pos1.z + 1)
end
minetest.register_node("worldedit:placeholder", {
drawtype = "airlike",
paramtype = "light",
sunlight_propagates = true,
diggable = false,
groups = {not_in_creative_inventory=1},
})
--hides all nodes in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes, returning the number of nodes hidden
worldedit.hide = function(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_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 node = get_node(pos)
if node.name ~= "worldedit:placeholder" then
local data = get_meta(pos):to_table() --obtain metadata of original node
data.fields.worldedit_placeholder = node.name --add the node's name
node.name = "worldedit:placeholder" --set node name
add_node(pos, node) --add placeholder node
get_meta(pos):from_table(data) --set placeholder metadata to the original node's metadata
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return worldedit.volume(pos1, pos2)
end
--suppresses all instances of `nodename` in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes, returning the number of nodes suppressed
worldedit.suppress = function(pos1, pos2, nodename)
--ignore placeholder supression
if nodename == "worldedit:placeholder" then
return 0
end
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, nodename)
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
for _, pos in ipairs(nodes) do
local node = get_node(pos)
local data = get_meta(pos):to_table() --obtain metadata of original node
data.fields.worldedit_placeholder = node.name --add the node's name
node.name = "worldedit:placeholder" --set node name
add_node(pos, node) --add placeholder node
get_meta(pos):from_table(data) --set placeholder metadata to the original node's metadata
end
return #nodes
end
--highlights all instances of `nodename` in a region defined by positions `pos1` and `pos2` by non-destructively hiding all other nodes, returning the number of nodes found
worldedit.highlight = function(pos1, pos2, nodename)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
local count = 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)
if node.name == nodename then --node found
count = count + 1
elseif node.name ~= "worldedit:placeholder" then --hide other nodes
local data = get_meta(pos):to_table() --obtain metadata of original node
data.fields.worldedit_placeholder = node.name --add the node's name
node.name = "worldedit:placeholder" --set node name
add_node(pos, node) --add placeholder node
get_meta(pos):from_table(data) --set placeholder metadata to the original node's metadata
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return count
end
--restores all nodes hidden with WorldEdit functions in a region defined by positions `pos1` and `pos2`, returning the number of nodes restored
worldedit.restore = function(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, "worldedit:placeholder")
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
for _, pos in ipairs(nodes) do
local node = get_node(pos)
local data = get_meta(pos):to_table() --obtain node metadata
node.name = data.fields.worldedit_placeholder --set node name
data.fields.worldedit_placeholder = nil --delete old nodename
add_node(pos, node) --add original node
get_meta(pos):from_table(data) --set original node metadata
end
return #nodes
end
--- Functions for visibly hiding nodes
-- @module worldedit.visualization
minetest.register_node("worldedit:placeholder", {
drawtype = "airlike",
paramtype = "light",
sunlight_propagates = true,
diggable = false,
walkable = false,
groups = {not_in_creative_inventory=1},
})
--- Hides all nodes in a region defined by positions `pos1` and `pos2` by
-- non-destructively replacing them with invisible nodes.
-- @return The number of nodes hidden.
function worldedit.hide(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, swap_node = minetest.get_node,
minetest.get_meta, minetest.swap_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 node = get_node(pos)
if node.name ~= "air" and node.name ~= "worldedit:placeholder" then
-- Save the node's original name
get_meta(pos):set_string("worldedit_placeholder", node.name)
-- Swap in placeholder node
node.name = "worldedit:placeholder"
swap_node(pos, node)
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return worldedit.volume(pos1, pos2)
end
--- Suppresses all instances of `node_name` in a region defined by positions
-- `pos1` and `pos2` by non-destructively replacing them with invisible nodes.
-- @return The number of nodes suppressed.
function worldedit.suppress(pos1, pos2, node_name)
-- Ignore placeholder supression
if node_name == "worldedit:placeholder" then
return 0
end
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, node_name)
local get_node, get_meta, swap_node = minetest.get_node,
minetest.get_meta, minetest.swap_node
for _, pos in ipairs(nodes) do
local node = get_node(pos)
-- Save the node's original name
get_meta(pos):set_string("worldedit_placeholder", node.name)
-- Swap in placeholder node
node.name = "worldedit:placeholder"
swap_node(pos, node)
end
return #nodes
end
--- Highlights all instances of `node_name` in a region defined by positions
-- `pos1` and `pos2` by non-destructively hiding all other nodes.
-- @return The number of nodes found.
function worldedit.highlight(pos1, pos2, node_name)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, swap_node = minetest.get_node,
minetest.get_meta, minetest.swap_node
local count = 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)
if node.name == node_name then -- Node found
count = count + 1
elseif node.name ~= "worldedit:placeholder" then -- Hide other nodes
-- Save the node's original name
get_meta(pos):set_string("worldedit_placeholder", node.name)
-- Swap in placeholder node
node.name = "worldedit:placeholder"
swap_node(pos, node)
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return count
end
-- Restores all nodes hidden with WorldEdit functions in a region defined
-- by positions `pos1` and `pos2`.
-- @return The number of nodes restored.
function worldedit.restore(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, "worldedit:placeholder")
local get_node, get_meta, swap_node = minetest.get_node,
minetest.get_meta, minetest.swap_node
for _, pos in ipairs(nodes) do
local node = get_node(pos)
local meta = get_meta(pos)
local data = meta:to_table()
node.name = data.fields.worldedit_placeholder
data.fields.worldedit_placeholder = nil
meta:from_table(data)
swap_node(pos, node)
end
return #nodes
end