269 lines
8.5 KiB
Lua
269 lines
8.5 KiB
Lua
local S = minetest.get_translator("worldedit_commands")
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local function check_region(name)
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return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
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end
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worldedit.register_command("copy", {
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params = "x/y/z/? <amount>",
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description = S("Copy the current WorldEdit region along the given axis by <amount> nodes"),
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category = S("Transformations"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = function(param)
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local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$")
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if found == nil then
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return false
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end
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return true, axis, tonumber(amount)
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end,
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nodes_needed = function(name, axis, amount)
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return check_region(name) * 2
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end,
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func = function(name, axis, amount)
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if axis == "?" then
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local sign
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axis, sign = worldedit.player_axis(name)
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amount = amount * sign
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end
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local count = worldedit.copy(worldedit.pos1[name], worldedit.pos2[name], axis, amount)
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return true, S("@1 nodes copied", count)
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end,
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})
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worldedit.register_command("move", {
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params = "x/y/z/? <amount>",
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description = S("Move the current WorldEdit region along the given axis by <amount> nodes"),
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category = S("Transformations"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = function(param)
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local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$")
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if found == nil then
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return false
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end
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return true, axis, tonumber(amount)
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end,
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nodes_needed = function(name, axis, amount)
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return check_region(name) * 2
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end,
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func = function(name, axis, amount)
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if axis == "?" then
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local sign
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axis, sign = worldedit.player_axis(name)
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amount = amount * sign
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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)
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pos1[axis] = pos1[axis] + amount
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pos2[axis] = pos2[axis] + amount
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worldedit.marker_update(name)
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return true, S("@1 nodes moved", count)
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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 = S("Stack the current WorldEdit region along the given axis <count> times"),
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category = S("Transformations"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = function(param)
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local found, _, axis, repetitions = param:find("^([xyz%?])%s+([+-]?%d+)$")
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if found == nil then
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return false
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end
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return true, axis, tonumber(repetitions)
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end,
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nodes_needed = function(name, axis, repetitions)
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return check_region(name) * math.abs(repetitions)
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end,
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func = function(name, axis, repetitions)
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if axis == "?" then
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local sign
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axis, sign = worldedit.player_axis(name)
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repetitions = repetitions * sign
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end
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local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
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local count = worldedit.volume(pos1, pos2) * math.abs(repetitions)
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worldedit.stack(pos1, pos2, axis, repetitions, function()
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worldedit.player_notify(name, S("@1 nodes stacked", count), "ok")
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end)
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end,
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})
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worldedit.register_command("stack2", {
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params = "<count> <x> <y> <z>",
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description = S("Stack the current WorldEdit region <count> times by offset <x>, <y>, <z>"),
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category = S("Transformations"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = function(param)
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local repetitions, incs = param:match("(%d+)%s*(.+)")
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if repetitions == nil then
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return false, S("invalid count: @1", param)
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end
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local x, y, z = incs:match("([+-]?%d+) ([+-]?%d+) ([+-]?%d+)")
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if x == nil then
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return false, S("invalid increments: @1", param)
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end
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return true, tonumber(repetitions), vector.new(tonumber(x), tonumber(y), tonumber(z))
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end,
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nodes_needed = function(name, repetitions, offset)
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return check_region(name) * repetitions
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end,
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func = function(name, repetitions, offset)
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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()
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worldedit.player_notify(name, S("@1 nodes stacked", count), "ok")
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end)
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end,
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})
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worldedit.register_command("stretch", {
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params = "<stretchx> <stretchy> <stretchz>",
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description = S("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"),
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category = S("Transformations"),
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privs = {worldedit=true},
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require_pos = 2,
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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
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return false
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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
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return false, S("invalid scaling factors: @1", param)
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end
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return true, stretchx, stretchy, stretchz
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end,
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nodes_needed = function(name, stretchx, stretchy, stretchz)
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return check_region(name) * stretchx * stretchy * stretchz
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end,
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func = function(name, stretchx, stretchy, stretchz)
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local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
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local count, pos1, pos2 = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz)
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--reset markers to scaled positions
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worldedit.pos1[name] = pos1
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worldedit.pos2[name] = pos2
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worldedit.marker_update(name)
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return true, S("@1 nodes stretched", count)
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end,
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})
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worldedit.register_command("transpose", {
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params = "x/y/z/? x/y/z/?",
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description = S("Transpose the current WorldEdit region along the given axes"),
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category = S("Transformations"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = function(param)
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local found, _, axis1, axis2 = param:find("^([xyz%?])%s+([xyz%?])$")
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if found == nil then
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return false
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elseif axis1 == axis2 then
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return false, S("invalid usage: axes must be different")
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end
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return true, axis1, axis2
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end,
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nodes_needed = check_region,
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func = function(name, axis1, axis2)
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local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
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if axis1 == "?" then axis1 = worldedit.player_axis(name) end
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if axis2 == "?" then axis2 = worldedit.player_axis(name) end
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local count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
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--reset markers to transposed positions
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worldedit.pos1[name] = pos1
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worldedit.pos2[name] = pos2
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worldedit.marker_update(name)
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return true, S("@1 nodes transposed", count)
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end,
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})
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worldedit.register_command("flip", {
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params = "x/y/z/?",
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description = S("Flip the current WorldEdit region along the given axis"),
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category = S("Transformations"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = function(param)
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if param ~= "x" and param ~= "y" and param ~= "z" and param ~= "?" then
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return false
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end
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return true, param
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end,
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nodes_needed = check_region,
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func = function(name, param)
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if param == "?" then param = worldedit.player_axis(name) end
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local count = worldedit.flip(worldedit.pos1[name], worldedit.pos2[name], param)
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return true, S("@1 nodes flipped", count)
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end,
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})
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worldedit.register_command("rotate", {
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params = "x/y/z/? <angle>",
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description = S("Rotate the current WorldEdit region around the given axis by angle <angle> (90 degree increment)"),
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category = S("Transformations"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = function(param)
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local found, _, axis, angle = param:find("^([xyz%?])%s+([+-]?%d+)$")
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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 or angle % 360 == 0 then
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return false, S("invalid usage: angle must be multiple of 90")
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end
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return true, axis, angle
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end,
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nodes_needed = check_region,
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func = function(name, axis, angle)
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local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
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if axis == "?" then axis = worldedit.player_axis(name) end
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local count, pos1, pos2 = worldedit.rotate(pos1, pos2, axis, angle)
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--reset markers to rotated positions
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worldedit.pos1[name] = pos1
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worldedit.pos2[name] = pos2
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worldedit.marker_update(name)
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return true, S("@1 nodes rotated", count)
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end,
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})
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worldedit.register_command("orient", {
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params = "<angle>",
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description = S("Rotate oriented nodes in the current WorldEdit region around the Y axis by angle <angle> (90 degree increment)"),
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category = S("Transformations"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = function(param)
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local found, _, angle = param:find("^([+-]?%d+)$")
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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, S("invalid usage: angle must be multiple of 90")
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end
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return true, angle
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end,
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nodes_needed = check_region,
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func = function(name, angle)
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local count = worldedit.orient(worldedit.pos1[name], worldedit.pos2[name], angle)
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return true, S("@1 nodes oriented", count)
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end,
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})
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