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https://github.com/sys4-fr/server-nalc.git
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50802588f0
Conflicts: mods/WorldEdit/worldedit/init.lua mods/WorldEdit/worldedit/manipulations.lua mods/WorldEdit/worldedit_commands/init.lua mods/WorldEdit/worldedit_commands/safe.lua mods/compassgps/README.md mods/mobs/api.lua mods/mobs/chicken.lua mods/mobs/cow.lua This branch was completly f*cked up, we couldn't find a way to update it without throwing piles of merge conflicts, even with patches. Runes are defaultly disabled. The README.md file will be updated, as well as many files in the repository
597 lines
18 KiB
Lua
Executable File
597 lines
18 KiB
Lua
Executable File
--- Generic node manipulations.
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-- @module worldedit.manipulations
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local mh = worldedit.manip_helpers
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--- Sets a region to `node_names`.
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-- @param pos1
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-- @param pos2
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-- @param node_names Node name or list of node names.
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-- @return The number of nodes set.
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function worldedit.set(pos1, pos2, node_names)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local manip, area = mh.init(pos1, pos2)
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local data = mh.get_empty_data(area)
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if type(node_names) == "string" then -- Only one type of node
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local id = minetest.get_content_id(node_names)
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-- Fill area with node
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for i in area:iterp(pos1, pos2) do
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data[i] = id
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end
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else -- Several types of nodes specified
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local node_ids = {}
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for i, v in ipairs(node_names) do
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node_ids[i] = minetest.get_content_id(v)
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end
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-- Fill area randomly with nodes
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local id_count, rand = #node_ids, math.random
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for i in area:iterp(pos1, pos2) do
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data[i] = node_ids[rand(id_count)]
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end
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end
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mh.finish(manip, data)
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return worldedit.volume(pos1, pos2)
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end
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--- Replaces all instances of `search_node` with `replace_node` in a region.
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-- When `inverse` is `true`, replaces all instances that are NOT `search_node`.
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-- @return The number of nodes replaced.
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function worldedit.replace(pos1, pos2, search_node, replace_node, inverse)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local manip, area = mh.init(pos1, pos2)
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local data = manip:get_data()
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local search_id = minetest.get_content_id(search_node)
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local replace_id = minetest.get_content_id(replace_node)
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local count = 0
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--- TODO: This could be shortened by checking `inverse` in the loop,
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-- but that would have a speed penalty. Is the penalty big enough
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-- to matter?
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if not inverse then
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for i in area:iterp(pos1, pos2) do
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if data[i] == search_id then
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data[i] = replace_id
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count = count + 1
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end
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end
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else
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for i in area:iterp(pos1, pos2) do
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if data[i] ~= search_id then
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data[i] = replace_id
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count = count + 1
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end
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end
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end
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mh.finish(manip, data)
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return count
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end
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--- Duplicates a region `amount` times with offset vector `direction`.
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-- Stacking is spread across server steps, one copy per step.
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-- @return The number of nodes stacked.
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function worldedit.stack2(pos1, pos2, direction, amount, finished)
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local i = 0
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local translated = {x=0, y=0, z=0}
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local function next_one()
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if i < amount then
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i = i + 1
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translated.x = translated.x + direction.x
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translated.y = translated.y + direction.y
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translated.z = translated.z + direction.z
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worldedit.copy2(pos1, pos2, translated, volume)
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minetest.after(0, next_one)
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else
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if finished then
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finished()
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end
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end
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end
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next_one()
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return worldedit.volume(pos1, pos2) * amount
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end
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--- Copies a region along `axis` by `amount` nodes.
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-- @param pos1
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-- @param pos2
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-- @param axis Axis ("x", "y", or "z")
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-- @param amount
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-- @return The number of nodes copied.
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function worldedit.copy(pos1, pos2, axis, amount)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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worldedit.keep_loaded(pos1, pos2)
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local get_node, get_meta, set_node = minetest.get_node,
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minetest.get_meta, minetest.set_node
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-- Copy things backwards when negative to avoid corruption.
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-- FIXME: Lots of code duplication here.
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if amount < 0 then
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local pos = {}
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pos.x = pos1.x
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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 node = get_node(pos) -- Obtain current node
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local meta = get_meta(pos):to_table() -- Get meta of current node
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local value = pos[axis] -- Store current position
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pos[axis] = value + amount -- Move along axis
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set_node(pos, node) -- Copy node to new position
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get_meta(pos):from_table(meta) -- Set metadata of new node
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pos[axis] = value -- Restore old position
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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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else
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local pos = {}
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pos.x = pos2.x
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while pos.x >= pos1.x do
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pos.y = pos2.y
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while pos.y >= pos1.y do
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pos.z = pos2.z
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while pos.z >= pos1.z do
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local node = get_node(pos) -- Obtain current node
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local meta = get_meta(pos):to_table() -- Get meta of current node
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local value = pos[axis] -- Store current position
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pos[axis] = value + amount -- Move along axis
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set_node(pos, node) -- Copy node to new position
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get_meta(pos):from_table(meta) -- Set metadata of new node
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pos[axis] = value -- Restore old position
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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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end
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return worldedit.volume(pos1, pos2)
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end
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--- Moves a region along `axis` by `amount` nodes.
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-- @return The number of nodes moved.
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function worldedit.move(pos1, pos2, axis, amount)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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worldedit.keep_loaded(pos1, pos2)
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--- TODO: Move slice by slice using schematic method in the move axis
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-- and transfer metadata in separate loop (and if the amount is
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-- greater than the length in the axis, copy whole thing at a time and
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-- erase original after, using schematic method).
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local get_node, get_meta, set_node, remove_node = minetest.get_node,
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minetest.get_meta, minetest.set_node, minetest.remove_node
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-- Copy things backwards when negative to avoid corruption.
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--- FIXME: Lots of code duplication here.
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if amount < 0 then
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local pos = {}
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pos.x = pos1.x
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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 node = get_node(pos) -- Obtain current node
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local meta = get_meta(pos):to_table() -- Get metadata of current node
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remove_node(pos) -- Remove current node
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local value = pos[axis] -- Store current position
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pos[axis] = value + amount -- Move along axis
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set_node(pos, node) -- Move node to new position
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get_meta(pos):from_table(meta) -- Set metadata of new node
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pos[axis] = value -- Restore old position
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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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else
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local pos = {}
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pos.x = pos2.x
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while pos.x >= pos1.x do
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pos.y = pos2.y
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while pos.y >= pos1.y do
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pos.z = pos2.z
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while pos.z >= pos1.z do
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local node = get_node(pos) -- Obtain current node
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local meta = get_meta(pos):to_table() -- Get metadata of current node
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remove_node(pos) -- Remove current node
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local value = pos[axis] -- Store current position
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pos[axis] = value + amount -- Move along axis
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set_node(pos, node) -- Move node to new position
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get_meta(pos):from_table(meta) -- Set metadata of new node
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pos[axis] = value -- Restore old position
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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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end
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return worldedit.volume(pos1, pos2)
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end
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--- Duplicates a region along `axis` `amount` times.
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-- Stacking is spread across server steps, one copy per step.
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-- @param pos1
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-- @param pos2
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-- @param axis Axis direction, "x", "y", or "z".
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-- @param count
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-- @return The number of nodes stacked.
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function worldedit.stack(pos1, pos2, axis, count)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local length = pos2[axis] - pos1[axis] + 1
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if count < 0 then
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count = -count
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length = -length
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end
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local amount = 0
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local copy = worldedit.copy
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local i = 1
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function next_one()
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if i <= count then
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i = i + 1
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amount = amount + length
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copy(pos1, pos2, axis, amount)
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minetest.after(0, next_one)
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end
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end
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next_one()
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return worldedit.volume(pos1, pos2) * count
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end
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--- Stretches a region by a factor of positive integers along the X, Y, and Z
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-- axes, respectively, with `pos1` as the origin.
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-- @param pos1
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-- @param pos2
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-- @param stretch_x Amount to stretch along X axis.
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-- @param stretch_y Amount to stretch along Y axis.
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-- @param stretch_z Amount to stretch along Z axis.
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-- @return The number of nodes scaled.
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-- @return The new scaled position 1.
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-- @return The new scaled position 2.
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function worldedit.stretch(pos1, pos2, stretch_x, stretch_y, stretch_z)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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-- Prepare schematic of large node
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local get_node, get_meta, place_schematic = minetest.get_node,
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minetest.get_meta, minetest.place_schematic
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local placeholder_node = {name="", param1=255, param2=0}
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local nodes = {}
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for i = 1, stretch_x * stretch_y * stretch_z do
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nodes[i] = placeholder_node
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end
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local schematic = {size={x=stretch_x, y=stretch_y, z=stretch_z}, data=nodes}
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local size_x, size_y, size_z = stretch_x - 1, stretch_y - 1, stretch_z - 1
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local new_pos2 = {
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x = pos1.x + (pos2.x - pos1.x) * stretch_x + size_x,
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y = pos1.y + (pos2.y - pos1.y) * stretch_y + size_y,
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z = pos1.z + (pos2.z - pos1.z) * stretch_z + size_z,
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}
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worldedit.keep_loaded(pos1, new_pos2)
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local pos = {x=pos2.x, y=0, z=0}
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local big_pos = {x=0, y=0, z=0}
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while pos.x >= pos1.x do
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pos.y = pos2.y
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while pos.y >= pos1.y do
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pos.z = pos2.z
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while pos.z >= pos1.z do
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local node = get_node(pos) -- Get current node
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local meta = get_meta(pos):to_table() -- Get meta of current node
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-- Calculate far corner of the big node
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local pos_x = pos1.x + (pos.x - pos1.x) * stretch_x
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local pos_y = pos1.y + (pos.y - pos1.y) * stretch_y
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local pos_z = pos1.z + (pos.z - pos1.z) * stretch_z
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-- Create large node
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placeholder_node.name = node.name
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placeholder_node.param2 = node.param2
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big_pos.x, big_pos.y, big_pos.z = pos_x, pos_y, pos_z
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place_schematic(big_pos, schematic)
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-- Fill in large node meta
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if next(meta.fields) ~= nil or next(meta.inventory) ~= nil then
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-- Node has meta fields
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for x = 0, size_x do
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for y = 0, size_y do
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for z = 0, size_z do
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big_pos.x = pos_x + x
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big_pos.y = pos_y + y
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big_pos.z = pos_z + z
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-- Set metadata of new node
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get_meta(big_pos):from_table(meta)
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end
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end
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end
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end
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pos.z = pos.z - 1
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end
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pos.y = pos.y - 1
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end
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pos.x = pos.x - 1
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end
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return worldedit.volume(pos1, pos2) * stretch_x * stretch_y * stretch_z, pos1, new_pos2
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end
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--- Transposes a region between two axes.
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-- @return The number of nodes transposed.
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-- @return The new transposed position 1.
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-- @return The new transposed position 2.
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function worldedit.transpose(pos1, pos2, axis1, axis2)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local compare
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local extent1, extent2 = pos2[axis1] - pos1[axis1], pos2[axis2] - pos1[axis2]
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if extent1 > extent2 then
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compare = function(extent1, extent2)
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return extent1 > extent2
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end
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else
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compare = function(extent1, extent2)
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return extent1 < extent2
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end
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end
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-- Calculate the new position 2 after transposition
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local new_pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
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new_pos2[axis1] = pos1[axis1] + extent2
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new_pos2[axis2] = pos1[axis2] + extent1
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local upper_bound = {x=pos2.x, y=pos2.y, z=pos2.z}
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if upper_bound[axis1] < new_pos2[axis1] then upper_bound[axis1] = new_pos2[axis1] end
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if upper_bound[axis2] < new_pos2[axis2] then upper_bound[axis2] = new_pos2[axis2] end
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worldedit.keep_loaded(pos1, upper_bound)
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local pos = {x=pos1.x, y=0, z=0}
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local get_node, get_meta, set_node = minetest.get_node,
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minetest.get_meta, minetest.set_node
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while pos.x <= pos2.x do
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pos.y = pos1.y
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while pos.y <= pos2.y do
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pos.z = pos1.z
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while pos.z <= pos2.z do
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local extent1, extent2 = pos[axis1] - pos1[axis1], pos[axis2] - pos1[axis2]
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if compare(extent1, extent2) then -- Transpose only if below the diagonal
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local node1 = get_node(pos)
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local meta1 = get_meta(pos):to_table()
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local value1, value2 = pos[axis1], pos[axis2] -- Save position values
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pos[axis1], pos[axis2] = pos1[axis1] + extent2, pos1[axis2] + extent1 -- Swap axis extents
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local node2 = get_node(pos)
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local meta2 = get_meta(pos):to_table()
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set_node(pos, node1)
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get_meta(pos):from_table(meta1)
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pos[axis1], pos[axis2] = value1, value2 -- Restore position values
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set_node(pos, node2)
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get_meta(pos):from_table(meta2)
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end
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pos.z = pos.z + 1
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end
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pos.y = pos.y + 1
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end
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pos.x = pos.x + 1
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end
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return worldedit.volume(pos1, pos2), pos1, new_pos2
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end
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--- Flips a region along `axis`.
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-- @return The number of nodes flipped.
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function worldedit.flip(pos1, pos2, axis)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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worldedit.keep_loaded(pos1, pos2)
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--- TODO: Flip the region slice by slice along the flip axis using schematic method.
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local pos = {x=pos1.x, y=0, z=0}
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local start = pos1[axis] + pos2[axis]
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pos2[axis] = pos1[axis] + math.floor((pos2[axis] - pos1[axis]) / 2)
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local get_node, get_meta, set_node = minetest.get_node,
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minetest.get_meta, minetest.set_node
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while pos.x <= pos2.x do
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pos.y = pos1.y
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while pos.y <= pos2.y do
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pos.z = pos1.z
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while pos.z <= pos2.z do
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local node1 = get_node(pos)
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local meta1 = get_meta(pos):to_table()
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local value = pos[axis] -- Save position
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pos[axis] = start - value -- Shift position
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local node2 = get_node(pos)
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local meta2 = get_meta(pos):to_table()
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set_node(pos, node1)
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get_meta(pos):from_table(meta1)
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pos[axis] = value -- Restore position
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set_node(pos, node2)
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get_meta(pos):from_table(meta2)
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pos.z = pos.z + 1
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end
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pos.y = pos.y + 1
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end
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pos.x = pos.x + 1
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end
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return worldedit.volume(pos1, pos2)
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end
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--- Rotates a region clockwise around an axis.
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-- @param pos1
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-- @param pos2
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-- @param axis Axis ("x", "y", or "z").
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-- @param angle Angle in degrees (90 degree increments only).
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-- @return The number of nodes rotated.
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-- @return The new first position.
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-- @return The new second position.
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function worldedit.rotate(pos1, pos2, axis, angle)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local other1, other2 = worldedit.get_axis_others(axis)
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angle = angle % 360
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local count
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if angle == 90 then
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worldedit.flip(pos1, pos2, other1)
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count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
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elseif angle == 180 then
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worldedit.flip(pos1, pos2, other1)
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count = worldedit.flip(pos1, pos2, other2)
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elseif angle == 270 then
|
|
worldedit.flip(pos1, pos2, other2)
|
|
count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
|
|
else
|
|
error("Only 90 degree increments are supported!")
|
|
end
|
|
return count, pos1, pos2
|
|
end
|
|
|
|
|
|
--- Rotates all oriented nodes in a region clockwise around the Y axis.
|
|
-- @param pos1
|
|
-- @param pos2
|
|
-- @param angle Angle in degrees (90 degree increments only).
|
|
-- @return The number of nodes oriented.
|
|
-- TODO: Support 6D facedir rotation along arbitrary axis.
|
|
function worldedit.orient(pos1, pos2, angle)
|
|
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
|
|
local registered_nodes = minetest.registered_nodes
|
|
|
|
local wallmounted = {
|
|
[90] = {[0]=0, 1, 5, 4, 2, 3},
|
|
[180] = {[0]=0, 1, 3, 2, 5, 4},
|
|
[270] = {[0]=0, 1, 4, 5, 3, 2}
|
|
}
|
|
local facedir = {
|
|
[90] = {[0]=1, 2, 3, 0},
|
|
[180] = {[0]=2, 3, 0, 1},
|
|
[270] = {[0]=3, 0, 1, 2}
|
|
}
|
|
|
|
angle = angle % 360
|
|
if angle == 0 then
|
|
return 0
|
|
end
|
|
if angle % 90 ~= 0 then
|
|
error("Only 90 degree increments are supported!")
|
|
end
|
|
local wallmounted_substitution = wallmounted[angle]
|
|
local facedir_substitution = facedir[angle]
|
|
|
|
worldedit.keep_loaded(pos1, pos2)
|
|
|
|
local count = 0
|
|
local set_node, get_node, get_meta, swap_node = minetest.set_node,
|
|
minetest.get_node, minetest.get_meta, minetest.swap_node
|
|
local pos = {x=pos1.x, y=0, z=0}
|
|
while pos.x <= pos2.x do
|
|
pos.y = pos1.y
|
|
while pos.y <= pos2.y do
|
|
pos.z = pos1.z
|
|
while pos.z <= pos2.z do
|
|
local node = get_node(pos)
|
|
local def = registered_nodes[node.name]
|
|
if def then
|
|
if def.paramtype2 == "wallmounted" then
|
|
node.param2 = wallmounted_substitution[node.param2]
|
|
local meta = get_meta(pos):to_table()
|
|
set_node(pos, node)
|
|
get_meta(pos):from_table(meta)
|
|
count = count + 1
|
|
elseif def.paramtype2 == "facedir" then
|
|
node.param2 = facedir_substitution[node.param2]
|
|
local meta = get_meta(pos):to_table()
|
|
set_node(pos, node)
|
|
get_meta(pos):from_table(meta)
|
|
count = count + 1
|
|
end
|
|
end
|
|
pos.z = pos.z + 1
|
|
end
|
|
pos.y = pos.y + 1
|
|
end
|
|
pos.x = pos.x + 1
|
|
end
|
|
return count
|
|
end
|
|
|
|
|
|
--- Attempts to fix the lighting in a region.
|
|
-- @return The number of nodes updated.
|
|
function worldedit.fixlight(pos1, pos2)
|
|
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
|
|
|
|
worldedit.keep_loaded(pos1, pos2)
|
|
|
|
local nodes = minetest.find_nodes_in_area(pos1, pos2, "air")
|
|
local dig_node = minetest.dig_node
|
|
for _, pos in ipairs(nodes) do
|
|
dig_node(pos)
|
|
end
|
|
return #nodes
|
|
end
|
|
|
|
|
|
--- Clears all objects in a region.
|
|
-- @return The number of objects cleared.
|
|
function worldedit.clear_objects(pos1, pos2)
|
|
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
|
|
|
|
worldedit.keep_loaded(pos1, pos2)
|
|
|
|
-- Offset positions to include full nodes (positions are in the center of nodes)
|
|
local pos1x, pos1y, pos1z = pos1.x - 0.5, pos1.y - 0.5, pos1.z - 0.5
|
|
local pos2x, pos2y, pos2z = pos2.x + 0.5, pos2.y + 0.5, pos2.z + 0.5
|
|
|
|
-- Center of region
|
|
local center = {
|
|
x = pos1x + ((pos2x - pos1x) / 2),
|
|
y = pos1y + ((pos2y - pos1y) / 2),
|
|
z = pos1z + ((pos2z - pos1z) / 2)
|
|
}
|
|
-- Bounding sphere radius
|
|
local radius = math.sqrt(
|
|
(center.x - pos1x) ^ 2 +
|
|
(center.y - pos1y) ^ 2 +
|
|
(center.z - pos1z) ^ 2)
|
|
local count = 0
|
|
for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do
|
|
local entity = obj:get_luaentity()
|
|
-- Avoid players and WorldEdit entities
|
|
if not obj:is_player() and (not entity or
|
|
not entity.name:find("^worldedit:")) then
|
|
local pos = obj:getpos()
|
|
if pos.x >= pos1x and pos.x <= pos2x and
|
|
pos.y >= pos1y and pos.y <= pos2y and
|
|
pos.z >= pos1z and pos.z <= pos2z then
|
|
-- Inside region
|
|
obj:remove()
|
|
count = count + 1
|
|
end
|
|
end
|
|
end
|
|
return count
|
|
end
|