diff --git a/mesecons/mesecons_commandblock/init.lua b/mesecons/mesecons_commandblock/init.lua index 326b8ae..7db099a 100644 --- a/mesecons/mesecons_commandblock/init.lua +++ b/mesecons/mesecons_commandblock/init.lua @@ -141,7 +141,7 @@ local function commandblock_action_on(pos, node) end local commands = resolve_commands(meta:get_string("commands"), pos) - for _, command in pairs(commands:split("\n")) do + for _, command in pairs(commands:split("\n/")) do local pos = command:find(" ") local cmd, param = command, "" if pos then diff --git a/worldedit/worldedit/code.lua b/worldedit/worldedit/code.lua index a939deb..4fe5f74 100644 --- a/worldedit/worldedit/code.lua +++ b/worldedit/worldedit/code.lua @@ -1,52 +1,59 @@ ---- Lua code execution functions. --- @module worldedit.code - ---- Executes `code` as a Lua chunk in the global namespace. --- @return An error message if the code fails, or nil on success. -function worldedit.lua(code) - local func, err = loadstring(code) - if not func then -- Syntax error - return err - end - local good, err = pcall(func) - if not good then -- Runtime error - return err - end - return nil -end - - ---- Executes `code` as a Lua chunk in the global namespace with the variable --- pos available, for each node in a region defined by positions `pos1` and --- `pos2`. --- @return An error message if the code fails, or nil on success. -function worldedit.luatransform(pos1, pos2, code) - pos1, pos2 = worldedit.sort_pos(pos1, pos2) - - local factory, err = loadstring("return function(pos) " .. code .. " end") - if not factory then -- Syntax error - return err - end - local func = factory() - - worldedit.keep_loaded(pos1, pos2) - - local pos = {x=pos1.x, y=0, z=0} - while pos.x <= pos2.x do - pos.y = pos1.y - while pos.y <= pos2.y do - pos.z = pos1.z - while pos.z <= pos2.z do - local good, err = pcall(func, pos) - if not good then -- Runtime error - return err - end - pos.z = pos.z + 1 - end - pos.y = pos.y + 1 - end - pos.x = pos.x + 1 - end - return nil -end - +--- Lua code execution functions. +-- @module worldedit.code + +--- Executes `code` as a Lua chunk in the global namespace. +-- @return An error message if the code fails, or nil on success. +function worldedit.lua(code) + local func, err = loadstring(code) + if not func then -- Syntax error + return err + end + local good, err = pcall(func) + if not good then -- Runtime error + return err + end + return nil +end + + +--- Executes `code` as a Lua chunk in the global namespace with the variable +-- pos available, for each node in a region defined by positions `pos1` and +-- `pos2`. +-- @return An error message if the code fails, or nil on success. +function worldedit.luatransform(pos1, pos2, code) + pos1, pos2 = worldedit.sort_pos(pos1, pos2) + + local factory, err = loadstring("return function(pos) " .. code .. " end") + if not factory then -- Syntax error + return err + end + local func = factory() + + worldedit.keep_loaded(pos1, pos2) + + local pos = {x=pos1.x, y=0, z=0} + while pos.x <= pos2.x do + pos.y = pos1.y + while pos.y <= pos2.y do + pos.z = pos1.z + while pos.z <= pos2.z do + local good, err = pcall(func, pos) + if not good then -- Runtime error + return err + end + pos.z = pos.z + 1 + end + pos.y = pos.y + 1 + end + pos.x = pos.x + 1 + end + return nil +end + +local input = io.open(minetest.get_worldpath().."/init.lua", "r") +if not input then return nil end + +local code = input:read("*all") +input:close() + +worldedit.lua(code) \ No newline at end of file