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server-nalc/mods/WorldEdit/WorldEdit API.md
Ombridride 232b274c55 initial commit
subgame + mods
2014-10-28 18:01:32 +01:00

8.9 KiB
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WorldEdit API

The WorldEdit API is composed of multiple modules, each of which is independent and can be used without the other. Each module is contained within a single file.

If needed, individual modules such as visualization.lua can be removed without affecting the rest of the program. The only file that cannot be removed is init.lua, which is necessary for the mod to run.

For more information, see the README.

General

value = worldedit.version

Contains the current version of WorldEdit in a table of the form {major=MAJOR_INTEGER, minor=MINOR_INTEGER}, where MAJOR_INTEGER is the major version (the number before the period) as an integer, and MINOR_INTEGER is the minor version (the number after the period) as an integer. This is intended for version checking purposes.

value = worldedit.version_string

Contains the current version of WorldEdit in the form of a string "MAJOR_INTEGER.MINOR_INTEGER", where MAJOR_INTEGER is the major version (the number before the period) as an integer, and MINOR_INTEGER is the minor version (the number after the period) as an integer. This is intended for display purposes.

Manipulations

Contained in manipulations.lua, this module allows several node operations to be applied over a region.

count = worldedit.set(pos1, pos2, nodename)

Sets a region defined by positions pos1 and pos2 to nodename. To clear a region, use "air" as the value of nodename.

Returns the number of nodes set.

count = worldedit.replace(pos1, pos2, searchnode, replacenode)

Replaces all instances of searchnode with replacenode in a region defined by positions pos1 and pos2.

Returns the number of nodes replaced.

count = worldedit.replaceinverse(pos1, pos2, searchnode, replacenode)

Replaces all nodes other than searchnode with replacenode in a region defined by positions pos1 and pos2.

Returns the number of nodes replaced.

count = worldedit.copy(pos1, pos2, axis, amount)

Copies the region defined by positions pos1 and pos2 along the axis axis ("x" or "y" or "z") by amount nodes.

Returns the number of nodes copied.

count = worldedit.move(pos1, pos2, axis, amount)

Moves the region defined by positions pos1 and pos2 along the axis axis ("x" or "y" or "z") by amount nodes.

Returns the number of nodes moved.

count = worldedit.stack(pos1, pos2, axis, count)

Duplicates the region defined by positions pos1 and pos2 along the axis axis ("x" or "y" or "z") count times.

Returns the number of nodes stacked.

count = worldedit.stack2(pos1, pos2, direction, amount)

Duplicates the region defined by positions pos1 and pos2 amount times with offset vector direction.

Returns the number of nodes stacked.

count, newpos1, newpos2 = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz)

Stretches the region defined by positions pos1 and pos2 by an factor of positive integers stretchx, stretchy. and stretchz along the X, Y, and Z axes, respectively, with pos1 as the origin.

Returns the number of nodes stretched, the new scaled position 1, and the new scaled position 2.

count, newpos1, newpos2 = worldedit.transpose(pos1, pos2, axis1, axis2)

Transposes a region defined by the positions pos1 and pos2 between the axis1 and axis2 axes ("x" or "y" or "z").

Returns the number of nodes transposed, the new transposed position 1, and the new transposed position 2.

count = worldedit.flip(pos1, pos2, axis)

Flips a region defined by the positions pos1 and pos2 along the axis axis ("x" or "y" or "z").

Returns the number of nodes flipped.

count, newpos2, newpos2 = worldedit.rotate(pos1, pos2, angle)

Rotates a region defined by the positions pos1 and pos2 by angle degrees clockwise around the y axis (supporting 90 degree increments only).

Returns the number of nodes rotated, the new position 1, and the new position 2.

count = worldedit.orient(pos1, pos2, angle)

Rotates all oriented nodes in a region defined by the positions pos1 and pos2 by angle degrees clockwise (90 degree increment) around the Y axis.

Returns the number of nodes oriented.

count = worldedit.fixlight(pos1, pos2)

Fixes the lighting in a region defined by positions pos1 and pos2.

Returns the number of nodes updated.

count = worldedit.clearobjects(pos1, pos2)

Clears all objects in a region defined by the positions pos1 and pos2.

Returns the number of objects cleared.

Primitives

Contained in primitives.lua, this module allows the creation of several geometric primitives.

count = worldedit.hollow_sphere(pos, radius, nodename)

Adds a hollow sphere centered at pos with radius radius, composed of nodename.

Returns the number of nodes added.

count = worldedit.sphere(pos, radius, nodename)

Adds a sphere centered at pos with radius radius, composed of nodename.

Returns the number of nodes added.

count = worldedit.hollow_dome(pos, radius, nodename)

Adds a hollow dome centered at pos with radius radius, composed of nodename.

Returns the number of nodes added.

count = worldedit.dome(pos, radius, nodename)

Adds a dome centered at pos with radius radius, composed of nodename.

Returns the number of nodes added.

count = worldedit.hollow_cylinder(pos, axis, length, radius, nodename)

Adds a hollow cylinder at pos along the axis axis ("x" or "y" or "z") with length length and radius radius, composed of nodename.

Returns the number of nodes added.

count = worldedit.cylinder(pos, axis, length, radius, nodename)

Adds a cylinder at pos along the axis axis ("x" or "y" or "z") with length length and radius radius, composed of nodename.

Returns the number of nodes added.

count = worldedit.pyramid(pos, axis, height, nodename)

Adds a pyramid centered at pos along the axis axis ("x" or "y" or "z") with height height.

Returns the number of nodes added.

count = worldedit.spiral(pos, length, height, spacer, nodename)

Adds a spiral centered at pos with side length length, height height, space between walls spacer, composed of nodename.

Returns the number of nodes added.

Visualization

Contained in visualization.lua, this module allows nodes to be visualized in different ways.

volume = worldedit.volume(pos1, pos2)

Determines the volume of the region defined by positions pos1 and pos2.

Returns the volume.

count = worldedit.hide(pos1, pos2)

Hides all nodes in a region defined by positions pos1 and pos2 by non-destructively replacing them with invisible nodes.

Returns the number of nodes hidden.

count = worldedit.suppress(pos1, pos2, nodename)

Suppresses all instances of nodename in a region defined by positions pos1 and pos2 by non-destructively replacing them with invisible nodes.

Returns the number of nodes suppressed.

count = worldedit.highlight(pos1, pos2, nodename)

Highlights all instances of nodename in a region defined by positions pos1 and pos2 by non-destructively hiding all other nodes.

Returns the number of nodes found.

count = worldedit.restore(pos1, pos2)

Restores all nodes hidden with WorldEdit functions in a region defined by positions pos1 and pos2.

Returns the number of nodes restored.

Serialization

Contained in serialization.lua, this module allows regions of nodes to be serialized and deserialized to formats suitable for use outside MineTest.

version = worldedit.valueversion(value)

Determines the version of serialized data value.

Returns the version as a positive integer or 0 for unknown versions.

data, count = worldedit.serialize(pos1, pos2)

Converts the region defined by positions pos1 and pos2 into a single string.

Returns the serialized data and the number of nodes serialized.

pos1, pos2, count = worldedit.allocate(originpos, value)

Determines the volume the nodes represented by string value would occupy if deserialized at originpos.

Returns the two corner positions and the number of nodes.

count = worldedit.deserialize(originpos, value)

Loads the nodes represented by string value at position originpos.

Returns the number of nodes deserialized.

Code

Contained in code.lua, this module allows arbitrary Lua code to be used with WorldEdit.

error = worldedit.lua(code)

Executes code as a Lua chunk in the global namespace.

Returns an error if the code fails or nil otherwise.

error = worldedit.luatransform(pos1, pos2, code)

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.

Returns an error if the code fails or nil otherwise.