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minetest.register_privilege ( " worldedit " , " Can use WorldEdit commands " )
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worldedit.pos1 = { }
worldedit.pos2 = { }
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worldedit.set_pos = { }
worldedit.inspect = { }
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worldedit.prob_pos = { }
worldedit.prob_list = { }
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local safe_region , reset_pending = dofile ( minetest.get_modpath ( " worldedit_commands " ) .. " /safe.lua " )
function worldedit . player_notify ( name , message )
minetest.chat_send_player ( name , " WorldEdit -!- " .. message , false )
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end
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worldedit.registered_commands = { }
local function chatcommand_handler ( cmd_name , name , param )
local def = assert ( worldedit.registered_commands [ cmd_name ] )
if def.require_pos == 2 then
local pos1 , pos2 = worldedit.pos1 [ name ] , worldedit.pos2 [ name ]
if pos1 == nil or pos2 == nil then
worldedit.player_notify ( name , " no region selected " )
return
end
elseif def.require_pos == 1 then
local pos1 = worldedit.pos1 [ name ]
if pos1 == nil then
worldedit.player_notify ( name , " no position 1 selected " )
return
end
end
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local parsed = { def.parse ( param ) }
local success = table.remove ( parsed , 1 )
if not success then
worldedit.player_notify ( name , parsed [ 1 ] or " invalid usage " )
return
end
if def.nodes_needed then
local count = def.nodes_needed ( name , unpack ( parsed ) )
safe_region ( name , count , function ( )
local success , msg = def.func ( name , unpack ( parsed ) )
if msg then
minetest.chat_send_player ( name , msg )
end
end )
else
-- no "safe region" check
local success , msg = def.func ( name , unpack ( parsed ) )
if msg then
minetest.chat_send_player ( name , msg )
end
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end
end
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-- Registers a chatcommand for WorldEdit
-- name = "about" -- Name of the chat command (without any /)
-- def = {
-- privs = {}, -- Privileges needed
-- params = "", -- Human readable parameter list (optional)
-- -- setting params = "" will automatically provide a parse() if not given
-- description = "", -- Description
-- require_pos = 0, -- Number of positions required to be set (optional)
-- parse = function(param)
-- return true, foo, bar, ...
-- -- or
-- return false
-- -- or
-- return false, "error message"
-- end,
-- nodes_needed = function(name, foo, bar, ...), -- (optional)
-- return n
-- end,
-- func = function(name, foo, bar, ...)
-- return success, "message"
-- end,
-- }
function worldedit . register_command ( name , def )
local def = table.copy ( def )
assert ( name and # name > 0 )
assert ( def.privs )
def.require_pos = def.require_pos or 0
assert ( def.require_pos >= 0 and def.require_pos < 3 )
if def.params == " " and not def.parse then
def.parse = function ( param ) return true end
else
assert ( def.parse )
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end
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assert ( def.nodes_needed == nil or type ( def.nodes_needed ) == " function " )
assert ( def.func )
-- for development
--[[if def.require_pos == 2 and not def.nodes_needed then
minetest.log ( " warning " , " // " .. name .. " might be missing nodes_needed " )
end --]]
minetest.register_chatcommand ( " / " .. name , {
privs = def.privs ,
params = def.params ,
description = def.description ,
func = function ( player_name , param )
return chatcommand_handler ( name , player_name , param )
end ,
} )
worldedit.registered_commands [ name ] = def
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end
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dofile ( minetest.get_modpath ( " worldedit_commands " ) .. " /cuboid.lua " )
dofile ( minetest.get_modpath ( " worldedit_commands " ) .. " /mark.lua " )
dofile ( minetest.get_modpath ( " worldedit_commands " ) .. " /wand.lua " )
local function check_region ( name )
return worldedit.volume ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] )
end
-- Strips any kind of escape codes (translation, colors) from a string
-- https://github.com/minetest/minetest/blob/53dd7819277c53954d1298dfffa5287c306db8d0/src/util/string.cpp#L777
local function strip_escapes ( input )
local s = function ( idx ) return input : sub ( idx , idx ) end
local out = " "
local i = 1
while i <= # input do
if s ( i ) == " \027 " then -- escape sequence
i = i + 1
if s ( i ) == " ( " then -- enclosed
i = i + 1
while i <= # input and s ( i ) ~= " ) " do
if s ( i ) == " \\ " then
i = i + 2
else
i = i + 1
end
end
end
else
out = out .. s ( i )
end
i = i + 1
end
--print(("%q -> %q"):format(input, out))
return out
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end
local function string_endswith ( full , part )
return full : find ( part , 1 , true ) == # full - # part + 1
end
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local description_cache = nil
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-- normalizes node "description" `nodename`, returning a string (or nil)
worldedit.normalize_nodename = function ( nodename )
nodename = nodename : gsub ( " ^%s*(.-)%s*$ " , " %1 " ) -- strip spaces
if nodename == " " then return nil end
local fullname = ItemStack ( { name = nodename } ) : get_name ( ) -- resolve aliases
if minetest.registered_nodes [ fullname ] or fullname == " air " then -- full name
return fullname
end
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nodename = nodename : lower ( )
for key , _ in pairs ( minetest.registered_nodes ) do
if string_endswith ( key : lower ( ) , " : " .. nodename ) then -- matches name (w/o mod part)
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return key
end
end
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if description_cache == nil then
-- cache stripped descriptions
description_cache = { }
for key , value in pairs ( minetest.registered_nodes ) do
local desc = strip_escapes ( value.description ) : gsub ( " \n .* " , " " , 1 ) : lower ( )
if desc ~= " " then
description_cache [ key ] = desc
end
end
end
for key , desc in pairs ( description_cache ) do
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if desc == nodename then -- matches description
return key
end
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end
for key , desc in pairs ( description_cache ) do
if desc == nodename .. " block " then
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-- fuzzy description match (e.g. "Steel" == "Steel Block")
return key
end
end
local match = nil
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for key , value in pairs ( description_cache ) do
if value : find ( nodename , 1 , true ) ~= nil then
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if match ~= nil then
return nil
end
match = key -- substring description match (only if no ambiguities)
end
end
return match
end
-- Determines the axis in which a player is facing, returning an axis ("x", "y", or "z") and the sign (1 or -1)
function worldedit . player_axis ( name )
local dir = minetest.get_player_by_name ( name ) : get_look_dir ( )
local x , y , z = math.abs ( dir.x ) , math.abs ( dir.y ) , math.abs ( dir.z )
if x > y then
if x > z then
return " x " , dir.x > 0 and 1 or - 1
end
elseif y > z then
return " y " , dir.y > 0 and 1 or - 1
end
return " z " , dir.z > 0 and 1 or - 1
end
local function check_filename ( name )
return name : find ( " ^[%w%s%^&'@{}%[%],%$=!%-#%(%)%%%.%+~_]+$ " ) ~= nil
end
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worldedit.register_command ( " about " , {
privs = { } ,
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params = " " ,
description = " Get information about the WorldEdit mod " ,
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func = function ( name )
worldedit.player_notify ( name , " WorldEdit " .. worldedit.version_string ..
" is available on this server. Type //help to get a list of " ..
" commands, or get more information at " ..
" https://github.com/Uberi/Minetest-WorldEdit " )
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end ,
} )
-- mostly copied from builtin/chatcommands.lua with minor modifications
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worldedit.register_command ( " help " , {
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privs = { } ,
params = " [all/<cmd>] " ,
description = " Get help for WorldEdit commands " ,
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parse = function ( param )
return true , param
end ,
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func = function ( name , param )
local function format_help_line ( cmd , def )
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local msg = minetest.colorize ( " #00ffff " , " // " .. cmd )
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if def.params and def.params ~= " " then
msg = msg .. " " .. def.params
end
if def.description and def.description ~= " " then
msg = msg .. " : " .. def.description
end
return msg
end
if not minetest.check_player_privs ( name , " worldedit " ) then
return false , " You are not allowed to use any WorldEdit commands. "
end
if param == " " then
local msg = " "
local cmds = { }
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for cmd , def in pairs ( worldedit.registered_commands ) do
if minetest.check_player_privs ( name , def.privs ) then
cmds [ # cmds + 1 ] = cmd
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end
end
table.sort ( cmds )
return true , " Available commands: " .. table.concat ( cmds , " " ) .. " \n "
.. " Use '//help <cmd>' to get more information, "
.. " or '//help all' to list everything. "
elseif param == " all " then
local cmds = { }
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for cmd , def in pairs ( worldedit.registered_commands ) do
if minetest.check_player_privs ( name , def.privs ) then
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cmds [ # cmds + 1 ] = format_help_line ( cmd , def )
end
end
table.sort ( cmds )
return true , " Available commands: \n " .. table.concat ( cmds , " \n " )
else
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local def = worldedit.registered_commands [ param ]
if not def then
return false , " Command not available: " .. param
else
return true , format_help_line ( param , def )
end
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end
end ,
} )
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worldedit.register_command ( " inspect " , {
params = " [on/off/1/0/true/false/yes/no/enable/disable] " ,
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description = " Enable or disable node inspection " ,
privs = { worldedit = true } ,
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parse = function ( param )
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if param == " on " or param == " 1 " or param == " true " or param == " yes " or param == " enable " or param == " " then
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return true , true
elseif param == " off " or param == " 0 " or param == " false " or param == " no " or param == " disable " then
return true , false
end
return false
end ,
func = function ( name , enable )
if enable then
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worldedit.inspect [ name ] = true
local axis , sign = worldedit.player_axis ( name )
worldedit.player_notify ( name , string.format ( " inspector: inspection enabled for %s, currently facing the %s axis " ,
name , axis .. ( sign > 0 and " + " or " - " ) ) )
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else
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worldedit.inspect [ name ] = nil
worldedit.player_notify ( name , " inspector: inspection disabled " )
end
end ,
} )
local function get_node_rlight ( pos )
local vecs = { -- neighboring nodes
{ x = 1 , y = 0 , z = 0 } ,
{ x =- 1 , y = 0 , z = 0 } ,
{ x = 0 , y = 1 , z = 0 } ,
{ x = 0 , y =- 1 , z = 0 } ,
{ x = 0 , y = 0 , z = 1 } ,
{ x = 0 , y = 0 , z =- 1 } ,
}
local ret = 0
for _ , v in ipairs ( vecs ) do
ret = math.max ( ret , minetest.get_node_light ( vector.add ( pos , v ) ) )
end
return ret
end
minetest.register_on_punchnode ( function ( pos , node , puncher )
local name = puncher : get_player_name ( )
if worldedit.inspect [ name ] then
local axis , sign = worldedit.player_axis ( name )
local message = string.format ( " inspector: %s at %s (param1=%d, param2=%d, received light=%d) punched facing the %s axis " ,
node.name , minetest.pos_to_string ( pos ) , node.param1 , node.param2 , get_node_rlight ( pos ) , axis .. ( sign > 0 and " + " or " - " ) )
worldedit.player_notify ( name , message )
end
end )
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worldedit.register_command ( " reset " , {
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params = " " ,
description = " Reset the region so that it is empty " ,
privs = { worldedit = true } ,
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func = function ( name )
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worldedit.pos1 [ name ] = nil
worldedit.pos2 [ name ] = nil
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worldedit.marker_update ( name )
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worldedit.set_pos [ name ] = nil
--make sure the user does not try to confirm an operation after resetting pos:
reset_pending ( name )
worldedit.player_notify ( name , " region reset " )
end ,
} )
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worldedit.register_command ( " mark " , {
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params = " " ,
description = " Show markers at the region positions " ,
privs = { worldedit = true } ,
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func = function ( name )
worldedit.marker_update ( name )
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worldedit.player_notify ( name , " region marked " )
end ,
} )
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worldedit.register_command ( " unmark " , {
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params = " " ,
description = " Hide markers if currently shown " ,
privs = { worldedit = true } ,
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func = function ( name )
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local pos1 , pos2 = worldedit.pos1 [ name ] , worldedit.pos2 [ name ]
worldedit.pos1 [ name ] = nil
worldedit.pos2 [ name ] = nil
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worldedit.marker_update ( name )
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worldedit.pos1 [ name ] = pos1
worldedit.pos2 [ name ] = pos2
worldedit.player_notify ( name , " region unmarked " )
end ,
} )
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worldedit.register_command ( " pos1 " , {
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params = " " ,
description = " Set WorldEdit region position 1 to the player's location " ,
privs = { worldedit = true } ,
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func = function ( name )
local pos = minetest.get_player_by_name ( name ) : get_pos ( )
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pos.x , pos.y , pos.z = math.floor ( pos.x + 0.5 ) , math.floor ( pos.y + 0.5 ) , math.floor ( pos.z + 0.5 )
worldedit.pos1 [ name ] = pos
worldedit.mark_pos1 ( name )
worldedit.player_notify ( name , " position 1 set to " .. minetest.pos_to_string ( pos ) )
end ,
} )
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worldedit.register_command ( " pos2 " , {
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params = " " ,
description = " Set WorldEdit region position 2 to the player's location " ,
privs = { worldedit = true } ,
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func = function ( name )
local pos = minetest.get_player_by_name ( name ) : get_pos ( )
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pos.x , pos.y , pos.z = math.floor ( pos.x + 0.5 ) , math.floor ( pos.y + 0.5 ) , math.floor ( pos.z + 0.5 )
worldedit.pos2 [ name ] = pos
worldedit.mark_pos2 ( name )
worldedit.player_notify ( name , " position 2 set to " .. minetest.pos_to_string ( pos ) )
end ,
} )
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worldedit.register_command ( " p " , {
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params = " set/set1/set2/get " ,
description = " Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region " ,
privs = { worldedit = true } ,
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parse = function ( param )
if param == " set " or param == " set1 " or param == " set2 " or param == " get " then
return true , param
end
return false , " unknown subcommand: " .. param
end ,
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func = function ( name , param )
if param == " set " then --set both WorldEdit positions
worldedit.set_pos [ name ] = " pos1 "
worldedit.player_notify ( name , " select positions by punching two nodes " )
elseif param == " set1 " then --set WorldEdit position 1
worldedit.set_pos [ name ] = " pos1only "
worldedit.player_notify ( name , " select position 1 by punching a node " )
elseif param == " set2 " then --set WorldEdit position 2
worldedit.set_pos [ name ] = " pos2 "
worldedit.player_notify ( name , " select position 2 by punching a node " )
elseif param == " get " then --display current WorldEdit positions
if worldedit.pos1 [ name ] ~= nil then
worldedit.player_notify ( name , " position 1: " .. minetest.pos_to_string ( worldedit.pos1 [ name ] ) )
else
worldedit.player_notify ( name , " position 1 not set " )
end
if worldedit.pos2 [ name ] ~= nil then
worldedit.player_notify ( name , " position 2: " .. minetest.pos_to_string ( worldedit.pos2 [ name ] ) )
else
worldedit.player_notify ( name , " position 2 not set " )
end
end
end ,
} )
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worldedit.register_command ( " fixedpos " , {
params = " set1/set2 <x> <y> <z> " ,
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description = " Set a WorldEdit region position to the position at (<x>, <y>, <z>) " ,
privs = { worldedit = true } ,
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parse = function ( param )
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local found , _ , flag , x , y , z = param : find ( " ^(set[12])%s+([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)$ " )
if found == nil then
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return false
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end
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return true , flag , { x = tonumber ( x ) , y = tonumber ( y ) , z = tonumber ( z ) }
end ,
func = function ( name , flag , pos )
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if flag == " set1 " then
worldedit.pos1 [ name ] = pos
worldedit.mark_pos1 ( name )
worldedit.player_notify ( name , " position 1 set to " .. minetest.pos_to_string ( pos ) )
else --flag == "set2"
worldedit.pos2 [ name ] = pos
worldedit.mark_pos2 ( name )
worldedit.player_notify ( name , " position 2 set to " .. minetest.pos_to_string ( pos ) )
end
end ,
} )
minetest.register_on_punchnode ( function ( pos , node , puncher )
local name = puncher : get_player_name ( )
if name ~= " " and worldedit.set_pos [ name ] ~= nil then --currently setting position
if worldedit.set_pos [ name ] == " pos1 " then --setting position 1
worldedit.pos1 [ name ] = pos
worldedit.mark_pos1 ( name )
worldedit.set_pos [ name ] = " pos2 " --set position 2 on the next invocation
worldedit.player_notify ( name , " position 1 set to " .. minetest.pos_to_string ( pos ) )
elseif worldedit.set_pos [ name ] == " pos1only " then --setting position 1 only
worldedit.pos1 [ name ] = pos
worldedit.mark_pos1 ( name )
worldedit.set_pos [ name ] = nil --finished setting positions
worldedit.player_notify ( name , " position 1 set to " .. minetest.pos_to_string ( pos ) )
elseif worldedit.set_pos [ name ] == " pos2 " then --setting position 2
worldedit.pos2 [ name ] = pos
worldedit.mark_pos2 ( name )
worldedit.set_pos [ name ] = nil --finished setting positions
worldedit.player_notify ( name , " position 2 set to " .. minetest.pos_to_string ( pos ) )
elseif worldedit.set_pos [ name ] == " prob " then --setting Minetest schematic node probabilities
worldedit.prob_pos [ name ] = pos
minetest.show_formspec ( puncher : get_player_name ( ) , " prob_val_enter " , " field[text;;] " )
end
end
end )
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worldedit.register_command ( " volume " , {
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params = " " ,
description = " Display the volume of the current WorldEdit region " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
func = function ( name )
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local pos1 , pos2 = worldedit.pos1 [ name ] , worldedit.pos2 [ name ]
local volume = worldedit.volume ( pos1 , pos2 )
local abs = math.abs
worldedit.player_notify ( name , " current region has a volume of " .. volume .. " nodes ( "
.. abs ( pos2.x - pos1.x ) + 1 .. " * "
.. abs ( pos2.y - pos1.y ) + 1 .. " * "
.. abs ( pos2.z - pos1.z ) + 1 .. " ) " )
end ,
} )
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worldedit.register_command ( " deleteblocks " , {
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params = " " ,
description = " remove all MapBlocks (16x16x16) containing the selected area from the map " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
nodes_needed = check_region ,
func = function ( name )
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local pos1 , pos2 = worldedit.pos1 [ name ] , worldedit.pos2 [ name ]
local success = minetest.delete_area ( pos1 , pos2 )
if success then
worldedit.player_notify ( name , " Area deleted. " )
else
worldedit.player_notify ( name , " There was an error during deletion of the area. " )
end
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end ,
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} )
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worldedit.register_command ( " set " , {
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params = " <node> " ,
description = " Set the current WorldEdit region to <node> " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
local node = worldedit.normalize_nodename ( param )
if not node then
return false , " invalid node name: " .. param
end
return true , node
end ,
nodes_needed = check_region ,
func = function ( name , node )
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local count = worldedit.set ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] , node )
worldedit.player_notify ( name , count .. " nodes set " )
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end ,
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} )
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worldedit.register_command ( " param2 " , {
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params = " <param2> " ,
description = " Set param2 of all nodes in the current WorldEdit region to <param2> " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
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local param2 = tonumber ( param )
if not param2 then
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return false
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elseif param2 < 0 or param2 > 255 then
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return false , " Param2 is out of range (must be between 0 and 255 inclusive!) "
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end
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return true , param2
end ,
nodes_needed = check_region ,
func = function ( name , param2 )
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local count = worldedit.set_param2 ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] , param2 )
worldedit.player_notify ( name , count .. " nodes altered " )
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end ,
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} )
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worldedit.register_command ( " mix " , {
params = " <node1> [count1] <node2> [count2] ... " ,
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description = " Fill the current WorldEdit region with a random mix of <node1>, ... " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
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local nodes = { }
for nodename in param : gmatch ( " [^%s]+ " ) do
if tonumber ( nodename ) ~= nil and # nodes > 0 then
local last_node = nodes [ # nodes ]
for i = 1 , tonumber ( nodename ) do
nodes [ # nodes + 1 ] = last_node
end
else
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local node = worldedit.normalize_nodename ( nodename )
if not node then
return false , " invalid node name: " .. nodename
end
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nodes [ # nodes + 1 ] = node
end
end
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if # nodes == 0 then
return false
end
return true , nodes
end ,
nodes_needed = check_region ,
func = function ( name , nodes )
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local pos1 , pos2 = worldedit.pos1 [ name ] , worldedit.pos2 [ name ]
local count = worldedit.set ( pos1 , pos2 , nodes )
worldedit.player_notify ( name , count .. " nodes set " )
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end ,
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} )
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local check_replace = function ( param )
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local found , _ , searchnode , replacenode = param : find ( " ^([^%s]+)%s+(.+)$ " )
if found == nil then
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return false
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end
local newsearchnode = worldedit.normalize_nodename ( searchnode )
if not newsearchnode then
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return false , " invalid search node name: " .. searchnode
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end
local newreplacenode = worldedit.normalize_nodename ( replacenode )
if not newreplacenode then
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return false , " invalid replace node name: " .. replacenode
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end
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return true , newsearchnode , newreplacenode
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end
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worldedit.register_command ( " replace " , {
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params = " <search node> <replace node> " ,
description = " Replace all instances of <search node> with <replace node> in the current WorldEdit region " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
parse = check_replace ,
nodes_needed = check_region ,
func = function ( name , search_node , replace_node )
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local count = worldedit.replace ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] ,
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search_node , replace_node )
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worldedit.player_notify ( name , count .. " nodes replaced " )
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end ,
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} )
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worldedit.register_command ( " replaceinverse " , {
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params = " <search node> <replace node> " ,
description = " Replace all nodes other than <search node> with <replace node> in the current WorldEdit region " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
parse = check_replace ,
nodes_needed = check_region ,
func = function ( name , search_node , replace_node )
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local count = worldedit.replace ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] ,
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search_node , replace_node , true )
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worldedit.player_notify ( name , count .. " nodes replaced " )
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end ,
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} )
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local check_cube = function ( param )
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local found , _ , w , h , l , nodename = param : find ( " ^(%d+)%s+(%d+)%s+(%d+)%s+(.+)$ " )
if found == nil then
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return false
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end
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local node = worldedit.normalize_nodename ( nodename )
if not node then
return false , " invalid node name: " .. nodename
end
return true , tonumber ( w ) , tonumber ( h ) , tonumber ( l ) , node
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end
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worldedit.register_command ( " hollowcube " , {
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params = " <width> <height> <length> <node> " ,
description = " Add a hollow cube with its ground level centered at WorldEdit position 1 with dimensions <width> x <height> x <length>, composed of <node>. " ,
privs = { worldedit = true } ,
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require_pos = 1 ,
parse = check_cube ,
nodes_needed = function ( name , w , h , l , node )
return w * h * l
end ,
func = function ( name , w , h , l , node )
local count = worldedit.cube ( worldedit.pos1 [ name ] , w , h , l , node , true )
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worldedit.player_notify ( name , count .. " nodes added " )
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end ,
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} )
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worldedit.register_command ( " cube " , {
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params = " <width> <height> <length> <node> " ,
description = " Add a cube with its ground level centered at WorldEdit position 1 with dimensions <width> x <height> x <length>, composed of <node>. " ,
privs = { worldedit = true } ,
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require_pos = 1 ,
parse = check_cube ,
nodes_needed = function ( name , w , h , l , node )
return w * h * l
end ,
func = function ( name , w , h , l , node )
local count = worldedit.cube ( worldedit.pos1 [ name ] , w , h , l , node )
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worldedit.player_notify ( name , count .. " nodes added " )
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end ,
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} )
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local check_sphere = function ( param )
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local found , _ , radius , nodename = param : find ( " ^(%d+)%s+(.+)$ " )
if found == nil then
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return false
end
local node = worldedit.normalize_nodename ( nodename )
if not node then
return false , " invalid node name: " .. nodename
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end
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return true , tonumber ( radius ) , node
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end
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worldedit.register_command ( " hollowsphere " , {
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params = " <radius> <node> " ,
description = " Add hollow sphere centered at WorldEdit position 1 with radius <radius>, composed of <node> " ,
privs = { worldedit = true } ,
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require_pos = 1 ,
parse = check_sphere ,
nodes_needed = function ( name , radius , node )
return math.ceil ( ( 4 * math.pi * ( radius ^ 3 ) ) / 3 ) --volume of sphere
end ,
func = function ( name , radius , node )
local count = worldedit.sphere ( worldedit.pos1 [ name ] , radius , node , true )
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worldedit.player_notify ( name , count .. " nodes added " )
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end ,
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} )
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worldedit.register_command ( " sphere " , {
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params = " <radius> <node> " ,
description = " Add sphere centered at WorldEdit position 1 with radius <radius>, composed of <node> " ,
privs = { worldedit = true } ,
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require_pos = 1 ,
parse = check_sphere ,
nodes_needed = function ( name , radius , node )
return math.ceil ( ( 4 * math.pi * ( radius ^ 3 ) ) / 3 ) --volume of sphere
end ,
func = function ( name , radius , node )
local count = worldedit.sphere ( worldedit.pos1 [ name ] , radius , node )
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worldedit.player_notify ( name , count .. " nodes added " )
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end ,
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} )
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local check_dome = function ( param )
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local found , _ , radius , nodename = param : find ( " ^(%d+)%s+(.+)$ " )
if found == nil then
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return false
end
local node = worldedit.normalize_nodename ( nodename )
if not node then
return false , " invalid node name: " .. nodename
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end
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return true , tonumber ( radius ) , node
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end
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worldedit.register_command ( " hollowdome " , {
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params = " <radius> <node> " ,
description = " Add hollow dome centered at WorldEdit position 1 with radius <radius>, composed of <node> " ,
privs = { worldedit = true } ,
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require_pos = 1 ,
parse = check_dome ,
nodes_needed = function ( name , radius , node )
return math.ceil ( ( 2 * math.pi * ( radius ^ 3 ) ) / 3 ) --volume of dome
end ,
func = function ( name , radius , node )
local count = worldedit.dome ( worldedit.pos1 [ name ] , radius , node , true )
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worldedit.player_notify ( name , count .. " nodes added " )
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end ,
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} )
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worldedit.register_command ( " dome " , {
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params = " <radius> <node> " ,
description = " Add dome centered at WorldEdit position 1 with radius <radius>, composed of <node> " ,
privs = { worldedit = true } ,
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require_pos = 1 ,
parse = check_dome ,
nodes_needed = function ( name , radius , node )
return math.ceil ( ( 2 * math.pi * ( radius ^ 3 ) ) / 3 ) --volume of dome
end ,
func = function ( name , radius , node )
local count = worldedit.dome ( worldedit.pos1 [ name ] , radius , node )
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worldedit.player_notify ( name , count .. " nodes added " )
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end ,
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} )
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local check_cylinder = function ( param )
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-- two radii
local found , _ , axis , length , radius1 , radius2 , nodename = param : find ( " ^([xyz%?])%s+([+-]?%d+)%s+(%d+)%s+(%d+)%s+(.+)$ " )
if found == nil then
-- single radius
found , _ , axis , length , radius1 , nodename = param : find ( " ^([xyz%?])%s+([+-]?%d+)%s+(%d+)%s+(.+)$ " )
radius2 = radius1
end
if found == nil then
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return false
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end
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local node = worldedit.normalize_nodename ( nodename )
if not node then
return false , " invalid node name: " .. nodename
end
return true , axis , tonumber ( length ) , tonumber ( radius1 ) , tonumber ( radius2 ) , node
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end
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worldedit.register_command ( " hollowcylinder " , {
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params = " x/y/z/? <length> <radius1> [radius2] <node> " ,
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description = " Add hollow cylinder at WorldEdit position 1 along the given axis with length <length>, base radius <radius1> (and top radius [radius2]), composed of <node> " ,
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privs = { worldedit = true } ,
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require_pos = 1 ,
parse = check_cylinder ,
nodes_needed = function ( name , axis , length , radius1 , radius2 , node )
local radius = math.max ( radius1 , radius2 )
return math.ceil ( math.pi * ( radius ^ 2 ) * length )
end ,
func = function ( name , axis , length , radius1 , radius2 , node )
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if axis == " ? " then
local sign
axis , sign = worldedit.player_axis ( name )
length = length * sign
end
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local count = worldedit.cylinder ( worldedit.pos1 [ name ] , axis , length , radius1 , radius2 , node , true )
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worldedit.player_notify ( name , count .. " nodes added " )
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end ,
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} )
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worldedit.register_command ( " cylinder " , {
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params = " x/y/z/? <length> <radius1> [radius2] <node> " ,
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description = " Add cylinder at WorldEdit position 1 along the given axis with length <length>, base radius <radius1> (and top radius [radius2]), composed of <node> " ,
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privs = { worldedit = true } ,
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require_pos = 1 ,
parse = check_cylinder ,
nodes_needed = function ( name , axis , length , radius1 , radius2 , node )
local radius = math.max ( radius1 , radius2 )
return math.ceil ( math.pi * ( radius ^ 2 ) * length )
end ,
func = function ( name , axis , length , radius1 , radius2 , node )
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if axis == " ? " then
local sign
axis , sign = worldedit.player_axis ( name )
length = length * sign
end
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local count = worldedit.cylinder ( worldedit.pos1 [ name ] , axis , length , radius1 , radius2 , node )
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worldedit.player_notify ( name , count .. " nodes added " )
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end ,
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} )
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local check_pyramid = function ( param )
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local found , _ , axis , height , nodename = param : find ( " ^([xyz%?])%s+([+-]?%d+)%s+(.+)$ " )
if found == nil then
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return false
end
local node = worldedit.normalize_nodename ( nodename )
if not node then
return false , " invalid node name: " .. nodename
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end
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return true , axis , tonumber ( height ) , node
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end
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worldedit.register_command ( " hollowpyramid " , {
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params = " x/y/z/? <height> <node> " ,
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description = " Add hollow pyramid centered at WorldEdit position 1 along the given axis with height <height>, composed of <node> " ,
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privs = { worldedit = true } ,
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require_pos = 1 ,
parse = check_pyramid ,
nodes_needed = function ( name , axis , height , node )
return math.ceil ( ( ( height * 2 + 1 ) ^ 2 ) * height / 3 )
end ,
func = function ( name , axis , height , node )
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if axis == " ? " then
local sign
axis , sign = worldedit.player_axis ( name )
height = height * sign
end
local count = worldedit.pyramid ( worldedit.pos1 [ name ] , axis , height , node , true )
worldedit.player_notify ( name , count .. " nodes added " )
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end ,
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} )
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worldedit.register_command ( " pyramid " , {
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params = " x/y/z/? <height> <node> " ,
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description = " Add pyramid centered at WorldEdit position 1 along the given axis with height <height>, composed of <node> " ,
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privs = { worldedit = true } ,
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require_pos = 1 ,
parse = check_pyramid ,
nodes_needed = function ( name , axis , height , node )
return math.ceil ( ( ( height * 2 + 1 ) ^ 2 ) * height / 3 )
end ,
func = function ( name , axis , height , node )
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if axis == " ? " then
local sign
axis , sign = worldedit.player_axis ( name )
height = height * sign
end
local count = worldedit.pyramid ( worldedit.pos1 [ name ] , axis , height , node )
worldedit.player_notify ( name , count .. " nodes added " )
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end ,
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} )
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worldedit.register_command ( " spiral " , {
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params = " <length> <height> <space> <node> " ,
description = " Add spiral centered at WorldEdit position 1 with side length <length>, height <height>, space between walls <space>, composed of <node> " ,
privs = { worldedit = true } ,
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require_pos = 1 ,
parse = function ( param )
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local found , _ , length , height , space , nodename = param : find ( " ^(%d+)%s+(%d+)%s+(%d+)%s+(.+)$ " )
if found == nil then
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return false
end
local node = worldedit.normalize_nodename ( nodename )
if not node then
return false , " invalid node name: " .. nodename
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end
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return true , tonumber ( length ) , tonumber ( height ) , tonumber ( space ) , node
end ,
nodes_needed = function ( name , length , height , space , node )
return ( length + space ) * height -- TODO: this is not the upper bound
end ,
func = function ( name , length , height , space , node )
local count = worldedit.spiral ( worldedit.pos1 [ name ] , length , height , space , node )
worldedit.player_notify ( name , count .. " nodes added " )
end ,
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} )
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worldedit.register_command ( " copy " , {
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params = " x/y/z/? <amount> " ,
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description = " Copy the current WorldEdit region along the given axis by <amount> nodes " ,
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privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
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local found , _ , axis , amount = param : find ( " ^([xyz%?])%s+([+-]?%d+)$ " )
if found == nil then
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return false
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end
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return true , axis , tonumber ( amount )
end ,
nodes_needed = function ( name , axis , amount )
return check_region ( name ) * 2
end ,
func = function ( name , axis , amount )
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if axis == " ? " then
local sign
axis , sign = worldedit.player_axis ( name )
amount = amount * sign
end
local count = worldedit.copy ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] , axis , amount )
worldedit.player_notify ( name , count .. " nodes copied " )
end ,
} )
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worldedit.register_command ( " move " , {
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params = " x/y/z/? <amount> " ,
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description = " Move the current WorldEdit region along the given axis by <amount> nodes " ,
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privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
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local found , _ , axis , amount = param : find ( " ^([xyz%?])%s+([+-]?%d+)$ " )
if found == nil then
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return false
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end
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return true , axis , tonumber ( amount )
end ,
nodes_needed = function ( name , axis , amount )
return check_region ( name ) * 2
end ,
func = function ( name , axis , amount )
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if axis == " ? " then
local sign
axis , sign = worldedit.player_axis ( name )
amount = amount * sign
end
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local pos1 , pos2 = worldedit.pos1 [ name ] , worldedit.pos2 [ name ]
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local count = worldedit.move ( pos1 , pos2 , axis , amount )
pos1 [ axis ] = pos1 [ axis ] + amount
pos2 [ axis ] = pos2 [ axis ] + amount
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worldedit.marker_update ( name )
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worldedit.player_notify ( name , count .. " nodes moved " )
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end ,
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} )
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worldedit.register_command ( " stack " , {
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params = " x/y/z/? <count> " ,
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description = " Stack the current WorldEdit region along the given axis <count> times " ,
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privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
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local found , _ , axis , repetitions = param : find ( " ^([xyz%?])%s+([+-]?%d+)$ " )
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if found == nil then
return false
end
return true , axis , tonumber ( repetitions )
end ,
nodes_needed = function ( name , axis , repetitions )
return check_region ( name ) * math.abs ( repetitions )
end ,
func = function ( name , axis , repetitions )
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if axis == " ? " then
local sign
axis , sign = worldedit.player_axis ( name )
repetitions = repetitions * sign
end
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local pos1 , pos2 = worldedit.pos1 [ name ] , worldedit.pos2 [ name ]
local count = worldedit.volume ( pos1 , pos2 ) * math.abs ( repetitions )
worldedit.stack ( pos1 , pos2 , axis , repetitions , function ( )
worldedit.player_notify ( name , count .. " nodes stacked " )
end )
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end ,
} )
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worldedit.register_command ( " stack2 " , {
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params = " <count> <x> <y> <z> " ,
description = " Stack the current WorldEdit region <count> times by offset <x>, <y>, <z> " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
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local repetitions , incs = param : match ( " (%d+)%s*(.+) " )
if repetitions == nil then
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return false , " invalid count: " .. param
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end
local x , y , z = incs : match ( " ([+-]?%d+) ([+-]?%d+) ([+-]?%d+) " )
if x == nil then
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return false , " invalid increments: " .. param
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end
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return true , tonumber ( repetitions ) , { x = tonumber ( x ) , y = tonumber ( y ) , z = tonumber ( z ) }
end ,
nodes_needed = function ( name , repetitions , offset )
return check_region ( name ) * repetitions
end ,
func = function ( name , repetitions , offset )
local pos1 , pos2 = worldedit.pos1 [ name ] , worldedit.pos2 [ name ]
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local count = worldedit.volume ( pos1 , pos2 ) * repetitions
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worldedit.stack2 ( pos1 , pos2 , offset , repetitions , function ( )
worldedit.player_notify ( name , count .. " nodes stacked " )
end )
end ,
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} )
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worldedit.register_command ( " stretch " , {
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params = " <stretchx> <stretchy> <stretchz> " ,
description = " Scale the current WorldEdit positions and region by a factor of <stretchx>, <stretchy>, <stretchz> along the X, Y, and Z axes, repectively, with position 1 as the origin " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
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local found , _ , stretchx , stretchy , stretchz = param : find ( " ^(%d+)%s+(%d+)%s+(%d+)$ " )
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if found == nil then
return false
end
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stretchx , stretchy , stretchz = tonumber ( stretchx ) , tonumber ( stretchy ) , tonumber ( stretchz )
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if stretchx == 0 or stretchy == 0 or stretchz == 0 then
return false , " invalid scaling factors: " .. param
end
return true , stretchx , stretchy , stretchz
end ,
nodes_needed = function ( name , stretchx , stretchy , stretchz )
return check_region ( name ) * stretchx * stretchy * stretchz
end ,
func = function ( name , stretchx , stretchy , stretchz )
local pos1 , pos2 = worldedit.pos1 [ name ] , worldedit.pos2 [ name ]
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local count , pos1 , pos2 = worldedit.stretch ( pos1 , pos2 , stretchx , stretchy , stretchz )
--reset markers to scaled positions
worldedit.pos1 [ name ] = pos1
worldedit.pos2 [ name ] = pos2
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worldedit.marker_update ( name )
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worldedit.player_notify ( name , count .. " nodes stretched " )
end ,
} )
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worldedit.register_command ( " transpose " , {
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params = " x/y/z/? x/y/z/? " ,
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description = " Transpose the current WorldEdit region along the given axes " ,
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privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
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local found , _ , axis1 , axis2 = param : find ( " ^([xyz%?])%s+([xyz%?])$ " )
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if found == nil then
return false
elseif axis1 == axis2 then
return false , " invalid usage: axes must be different "
end
return true , axis1 , axis2
end ,
nodes_needed = check_region ,
func = function ( name , axis1 , axis2 )
local pos1 , pos2 = worldedit.pos1 [ name ] , worldedit.pos2 [ name ]
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if axis1 == " ? " then axis1 = worldedit.player_axis ( name ) end
if axis2 == " ? " then axis2 = worldedit.player_axis ( name ) end
local count , pos1 , pos2 = worldedit.transpose ( pos1 , pos2 , axis1 , axis2 )
--reset markers to transposed positions
worldedit.pos1 [ name ] = pos1
worldedit.pos2 [ name ] = pos2
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worldedit.marker_update ( name )
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worldedit.player_notify ( name , count .. " nodes transposed " )
end ,
} )
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worldedit.register_command ( " flip " , {
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params = " x/y/z/? " ,
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description = " Flip the current WorldEdit region along the given axis " ,
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privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
if param ~= " x " and param ~= " y " and param ~= " z " and param ~= " ? " then
return false
end
return true , param
end ,
nodes_needed = check_region ,
func = function ( name , param )
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if param == " ? " then param = worldedit.player_axis ( name ) end
local count = worldedit.flip ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] , param )
worldedit.player_notify ( name , count .. " nodes flipped " )
end ,
} )
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worldedit.register_command ( " rotate " , {
params = " x/y/z/? <angle> " ,
description = " Rotate the current WorldEdit region around the given axis by angle <angle> (90 degree increment) " ,
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privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
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local found , _ , axis , angle = param : find ( " ^([xyz%?])%s+([+-]?%d+)$ " )
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if found == nil then
return false
end
angle = tonumber ( angle )
if angle % 90 ~= 0 or angle % 360 == 0 then
return false , " invalid usage: angle must be multiple of 90 "
end
return true , axis , angle
end ,
nodes_needed = check_region ,
func = function ( name , axis , angle )
local pos1 , pos2 = worldedit.pos1 [ name ] , worldedit.pos2 [ name ]
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if axis == " ? " then axis = worldedit.player_axis ( name ) end
local count , pos1 , pos2 = worldedit.rotate ( pos1 , pos2 , axis , angle )
--reset markers to rotated positions
worldedit.pos1 [ name ] = pos1
worldedit.pos2 [ name ] = pos2
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worldedit.marker_update ( name )
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worldedit.player_notify ( name , count .. " nodes rotated " )
end ,
} )
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worldedit.register_command ( " orient " , {
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params = " <angle> " ,
description = " Rotate oriented nodes in the current WorldEdit region around the Y axis by angle <angle> (90 degree increment) " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
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local found , _ , angle = param : find ( " ^([+-]?%d+)$ " )
if found == nil then
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return false
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end
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angle = tonumber ( angle )
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if angle % 90 ~= 0 then
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return false , " invalid usage: angle must be multiple of 90 "
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end
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return true , angle
end ,
nodes_needed = check_region ,
func = function ( name , angle )
local count = worldedit.orient ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] , angle )
worldedit.player_notify ( name , count .. " nodes oriented " )
end ,
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} )
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worldedit.register_command ( " fixlight " , {
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params = " " ,
description = " Fix the lighting in the current WorldEdit region " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
nodes_needed = check_region ,
func = function ( name )
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local count = worldedit.fixlight ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] )
worldedit.player_notify ( name , count .. " nodes updated " )
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end ,
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} )
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worldedit.register_command ( " drain " , {
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params = " " ,
description = " Remove any fluid node within the current WorldEdit region " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
nodes_needed = check_region ,
func = function ( name )
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-- TODO: make an API function for this
local count = 0
local pos1 , pos2 = worldedit.sort_pos ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] )
for x = pos1.x , pos2.x do
for y = pos1.y , pos2.y do
for z = pos1.z , pos2.z do
local n = minetest.get_node ( { x = x , y = y , z = z } ) . name
local d = minetest.registered_nodes [ n ]
if d ~= nil and ( d [ " drawtype " ] == " liquid " or d [ " drawtype " ] == " flowingliquid " ) then
minetest.remove_node ( { x = x , y = y , z = z } )
count = count + 1
end
end
end
end
worldedit.player_notify ( name , count .. " nodes updated " )
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end ,
} )
local clearcut_cache
local function clearcut ( pos1 , pos2 )
-- decide which nodes we consider plants
if clearcut_cache == nil then
clearcut_cache = { }
for name , def in pairs ( minetest.registered_nodes ) do
local groups = def.groups or { }
if (
-- the groups say so
groups.flower or groups.grass or groups.flora or groups.plant or
groups.leaves or groups.tree or groups.leafdecay or groups.sapling or
-- drawtype heuristic
( def.is_ground_content and def.buildable_to and
( def.sunlight_propagates or not def.walkable )
and def.drawtype == " plantlike " ) or
-- if it's flammable, it probably needs to go too
( def.is_ground_content and not def.walkable and groups.flammable )
) then
clearcut_cache [ name ] = true
end
end
end
local plants = clearcut_cache
local count = 0
local prev , any
for x = pos1.x , pos2.x do
for z = pos1.z , pos2.z do
prev = false
any = false
-- first pass: remove floating nodes that would be left over
for y = pos1.y , pos2.y do
local n = minetest.get_node ( { x = x , y = y , z = z } ) . name
if plants [ n ] then
prev = true
any = true
elseif prev then
local def = minetest.registered_nodes [ n ] or { }
local groups = def.groups or { }
if groups.attached_node or ( def.buildable_to and groups.falling_node ) then
minetest.remove_node ( { x = x , y = y , z = z } )
count = count + 1
else
prev = false
end
end
end
-- second pass: remove plants, top-to-bottom to avoid item drops
if any then
for y = pos2.y , pos1.y , - 1 do
local n = minetest.get_node ( { x = x , y = y , z = z } ) . name
if plants [ n ] then
minetest.remove_node ( { x = x , y = y , z = z } )
count = count + 1
end
end
end
end
end
return count
end
worldedit.register_command ( " clearcut " , {
params = " " ,
description = " Remove any plant, tree or foilage-like nodes in the selected region " ,
privs = { worldedit = true } ,
require_pos = 2 ,
nodes_needed = check_region ,
func = function ( name )
local pos1 , pos2 = worldedit.sort_pos ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] )
local count = clearcut ( pos1 , pos2 )
worldedit.player_notify ( name , count .. " nodes removed " )
end ,
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} )
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worldedit.register_command ( " hide " , {
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params = " " ,
description = " Hide all nodes in the current WorldEdit region non-destructively " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
nodes_needed = check_region ,
func = function ( name )
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local count = worldedit.hide ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] )
worldedit.player_notify ( name , count .. " nodes hidden " )
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end ,
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} )
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worldedit.register_command ( " suppress " , {
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params = " <node> " ,
description = " Suppress all <node> in the current WorldEdit region non-destructively " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
local node = worldedit.normalize_nodename ( param )
if not node then
return false , " invalid node name: " .. param
end
return true , node
end ,
nodes_needed = check_region ,
func = function ( name , node )
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local count = worldedit.suppress ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] , node )
worldedit.player_notify ( name , count .. " nodes suppressed " )
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end ,
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} )
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worldedit.register_command ( " highlight " , {
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params = " <node> " ,
description = " Highlight <node> in the current WorldEdit region by hiding everything else non-destructively " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
local node = worldedit.normalize_nodename ( param )
if not node then
return false , " invalid node name: " .. param
end
return true , node
end ,
nodes_needed = check_region ,
func = function ( name , node )
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local count = worldedit.highlight ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] , node )
worldedit.player_notify ( name , count .. " nodes highlighted " )
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end ,
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} )
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worldedit.register_command ( " restore " , {
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params = " " ,
description = " Restores nodes hidden with WorldEdit in the current WorldEdit region " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
nodes_needed = check_region ,
func = function ( name )
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local count = worldedit.restore ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] )
worldedit.player_notify ( name , count .. " nodes restored " )
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end ,
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} )
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local function detect_misaligned_schematic ( name , pos1 , pos2 )
pos1 , pos2 = worldedit.sort_pos ( pos1 , pos2 )
-- Check that allocate/save can position the schematic correctly
-- The expected behaviour is that the (0,0,0) corner of the schematic stays
-- sat pos1, this only works when the minimum position is actually present
-- in the schematic.
local node = minetest.get_node ( pos1 )
local have_node_at_origin = node.name ~= " air " and node.name ~= " ignore "
if not have_node_at_origin then
worldedit.player_notify ( name ,
" Warning: The schematic contains excessive free space and WILL be " ..
" misaligned when allocated or loaded. To avoid this, shrink your " ..
" area to cover exactly the nodes to be saved. "
)
end
end
worldedit.register_command ( " save " , {
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params = " <file> " ,
description = " Save the current WorldEdit region to \" (world folder)/schems/<file>.we \" " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
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if param == " " then
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return false
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end
if not check_filename ( param ) then
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return false , " Disallowed file name: " .. param
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end
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return true , param
end ,
nodes_needed = check_region ,
func = function ( name , param )
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local result , count = worldedit.serialize ( worldedit.pos1 [ name ] ,
worldedit.pos2 [ name ] )
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detect_misaligned_schematic ( name , worldedit.pos1 [ name ] , worldedit.pos2 [ name ] )
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local path = minetest.get_worldpath ( ) .. " /schems "
-- Create directory if it does not already exist
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minetest.mkdir ( path )
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local filename = path .. " / " .. param .. " .we "
local file , err = io.open ( filename , " wb " )
if err ~= nil then
worldedit.player_notify ( name , " Could not save file to \" " .. filename .. " \" " )
return
end
file : write ( result )
file : flush ( )
file : close ( )
worldedit.player_notify ( name , count .. " nodes saved " )
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end ,
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} )
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worldedit.register_command ( " allocate " , {
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params = " <file> " ,
description = " Set the region defined by nodes from \" (world folder)/schems/<file>.we \" as the current WorldEdit region " ,
privs = { worldedit = true } ,
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require_pos = 1 ,
parse = function ( param )
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if param == " " then
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return false
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end
if not check_filename ( param ) then
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return false , " Disallowed file name: " .. param
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end
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return true , param
end ,
func = function ( name , param )
local pos = worldedit.pos1 [ name ]
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local filename = minetest.get_worldpath ( ) .. " /schems/ " .. param .. " .we "
local file , err = io.open ( filename , " rb " )
if err ~= nil then
worldedit.player_notify ( name , " could not open file \" " .. filename .. " \" " )
return
end
local value = file : read ( " *a " )
file : close ( )
local version = worldedit.read_header ( value )
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if version == nil or version == 0 then
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worldedit.player_notify ( name , " File is invalid! " )
return
elseif version > worldedit.LATEST_SERIALIZATION_VERSION then
worldedit.player_notify ( name , " File was created with newer version of WorldEdit! " )
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return
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end
local nodepos1 , nodepos2 , count = worldedit.allocate ( pos , value )
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if not nodepos1 then
worldedit.player_notify ( name , " Schematic empty, nothing allocated " )
return
end
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worldedit.pos1 [ name ] = nodepos1
worldedit.pos2 [ name ] = nodepos2
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worldedit.marker_update ( name )
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worldedit.player_notify ( name , count .. " nodes allocated " )
end ,
} )
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worldedit.register_command ( " load " , {
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params = " <file> " ,
description = " Load nodes from \" (world folder)/schems/<file>[.we[m]] \" with position 1 of the current WorldEdit region as the origin " ,
privs = { worldedit = true } ,
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require_pos = 1 ,
parse = function ( param )
if param == " " then
return false
end
if not check_filename ( param ) then
return false , " Disallowed file name: " .. param
end
return true , param
end ,
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func = function ( name , param )
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local pos = worldedit.pos1 [ name ]
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if param == " " then
worldedit.player_notify ( name , " invalid usage: " .. param )
return
end
if not string.find ( param , " ^[%w \t .,+-_=!@#$%%^&*()%[%]{};' \" ]+$ " ) then
worldedit.player_notify ( name , " invalid file name: " .. param )
return
end
--find the file in the world path
local testpaths = {
minetest.get_worldpath ( ) .. " /schems/ " .. param ,
minetest.get_worldpath ( ) .. " /schems/ " .. param .. " .we " ,
minetest.get_worldpath ( ) .. " /schems/ " .. param .. " .wem " ,
}
local file , err
for index , path in ipairs ( testpaths ) do
file , err = io.open ( path , " rb " )
if not err then
break
end
end
if err then
worldedit.player_notify ( name , " could not open file \" " .. param .. " \" " )
return
end
local value = file : read ( " *a " )
file : close ( )
local version = worldedit.read_header ( value )
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if version == nil or version == 0 then
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worldedit.player_notify ( name , " File is invalid! " )
return
elseif version > worldedit.LATEST_SERIALIZATION_VERSION then
worldedit.player_notify ( name , " File was created with newer version of WorldEdit! " )
return
end
local count = worldedit.deserialize ( pos , value )
worldedit.player_notify ( name , count .. " nodes loaded " )
end ,
} )
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worldedit.register_command ( " lua " , {
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params = " <code> " ,
description = " Executes <code> as a Lua chunk in the global namespace " ,
privs = { worldedit = true , server = true } ,
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parse = function ( param )
return true , param
end ,
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func = function ( name , param )
local err = worldedit.lua ( param )
if err then
worldedit.player_notify ( name , " code error: " .. err )
minetest.log ( " action " , name .. " tried to execute " .. param )
else
worldedit.player_notify ( name , " code successfully executed " , false )
minetest.log ( " action " , name .. " executed " .. param )
end
end ,
} )
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worldedit.register_command ( " luatransform " , {
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params = " <code> " ,
description = " Executes <code> as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region " ,
privs = { worldedit = true , server = true } ,
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require_pos = 2 ,
parse = function ( param )
return true , param
end ,
nodes_needed = check_region ,
func = function ( name , param )
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local err = worldedit.luatransform ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] , param )
if err then
worldedit.player_notify ( name , " code error: " .. err , false )
minetest.log ( " action " , name .. " tried to execute luatransform " .. param )
else
worldedit.player_notify ( name , " code successfully executed " , false )
minetest.log ( " action " , name .. " executed luatransform " .. param )
end
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end ,
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} )
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worldedit.register_command ( " mtschemcreate " , {
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params = " <file> " ,
description = " Save the current WorldEdit region using the Minetest " ..
" Schematic format to \" (world folder)/schems/<filename>.mts \" " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( param )
if param == " " then
return false
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end
if not check_filename ( param ) then
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return false , " Disallowed file name: " .. param
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end
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return true , param
end ,
nodes_needed = check_region ,
func = function ( name , param )
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local path = minetest.get_worldpath ( ) .. " /schems "
-- Create directory if it does not already exist
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minetest.mkdir ( path )
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local filename = path .. " / " .. param .. " .mts "
local ret = minetest.create_schematic ( worldedit.pos1 [ name ] ,
worldedit.pos2 [ name ] , worldedit.prob_list [ name ] ,
filename )
if ret == nil then
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worldedit.player_notify ( name , " Failed to create Minetest schematic " )
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else
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worldedit.player_notify ( name , " Saved Minetest schematic to " .. param )
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end
worldedit.prob_list [ name ] = { }
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end ,
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} )
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worldedit.register_command ( " mtschemplace " , {
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params = " <file> " ,
description = " Load nodes from \" (world folder)/schems/<file>.mts \" with position 1 of the current WorldEdit region as the origin " ,
privs = { worldedit = true } ,
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require_pos = 1 ,
parse = function ( param )
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if param == " " then
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return false
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end
if not check_filename ( param ) then
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return false , " Disallowed file name: " .. param
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end
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return true , param
end ,
func = function ( name , param )
local pos = worldedit.pos1 [ name ]
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local path = minetest.get_worldpath ( ) .. " /schems/ " .. param .. " .mts "
if minetest.place_schematic ( pos , path ) == nil then
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worldedit.player_notify ( name , " failed to place Minetest schematic " )
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else
worldedit.player_notify ( name , " placed Minetest schematic " .. param ..
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" at " .. minetest.pos_to_string ( pos ) )
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end
end ,
} )
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worldedit.register_command ( " mtschemprob " , {
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params = " start/finish/get " ,
description = " Begins node probability entry for Minetest schematics, gets the nodes that have probabilities set, or ends node probability entry " ,
privs = { worldedit = true } ,
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parse = function ( param )
if param ~= " start " and param ~= " finish " and param ~= " get " then
return false , " unknown subcommand: " .. param
end
return true , param
end ,
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func = function ( name , param )
if param == " start " then --start probability setting
worldedit.set_pos [ name ] = " prob "
worldedit.prob_list [ name ] = { }
worldedit.player_notify ( name , " select Minetest schematic probability values by punching nodes " )
elseif param == " finish " then --finish probability setting
worldedit.set_pos [ name ] = nil
worldedit.player_notify ( name , " finished Minetest schematic probability selection " )
elseif param == " get " then --get all nodes that had probabilities set on them
local text = " "
local problist = worldedit.prob_list [ name ]
if problist == nil then
return
end
for k , v in pairs ( problist ) do
local prob = math.floor ( ( ( v.prob / 256 ) * 100 ) * 100 + 0.5 ) / 100
text = text .. minetest.pos_to_string ( v.pos ) .. " : " .. prob .. " % | "
end
worldedit.player_notify ( name , " currently set node probabilities: " )
worldedit.player_notify ( name , text )
end
end ,
} )
minetest.register_on_player_receive_fields ( function ( player , formname , fields )
if formname == " prob_val_enter " and not ( fields.text == " " or fields.text == nil ) then
local name = player : get_player_name ( )
local prob_entry = { pos = worldedit.prob_pos [ name ] , prob = tonumber ( fields.text ) }
local index = table.getn ( worldedit.prob_list [ name ] ) + 1
worldedit.prob_list [ name ] [ index ] = prob_entry
end
end )
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worldedit.register_command ( " clearobjects " , {
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params = " " ,
description = " Clears all objects within the WorldEdit region " ,
privs = { worldedit = true } ,
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require_pos = 2 ,
nodes_needed = check_region ,
func = function ( name )
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local count = worldedit.clear_objects ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] )
worldedit.player_notify ( name , count .. " objects cleared " )
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end ,
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} )