64 lines
1.8 KiB
Lua
64 lines
1.8 KiB
Lua
--- Lua code execution functions.
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-- @module worldedit.code
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--- Executes `code` as a Lua chunk in the global namespace.
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-- the code will be encapsulated into a function with parameters
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-- * name (the name of the player issuing the //lua command)
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-- * player (the player object of the player)
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-- * pos (the position of the player rounded to integers)
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-- @return string in case of error, tuple of nil, return of code as string in case of success
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function worldedit.lua(code, name)
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local factory, err = loadstring("return function(name, player, pos)\n" .. code .. "\nend")
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if not factory then -- Syntax error
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return err
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end
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local func = factory()
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local player, pos
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if name then
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player = minetest.get_player_by_name(name)
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if player then
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pos = vector.round(player:get_pos())
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end
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end
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local good, err = pcall(func, name, player, pos)
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if not good then -- Runtime error
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return tostring(err)
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end
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return nil, dump(err)
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end
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--- Executes `code` as a Lua chunk in the global namespace with the variable
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-- pos available, for each node in a region defined by positions `pos1` and
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-- `pos2`.
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-- @return An error message if the code fails, or nil on success.
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function worldedit.luatransform(pos1, pos2, code)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local factory, err = loadstring("return function(pos) " .. code .. " end")
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if not factory then -- Syntax error
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return err
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end
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local func = factory()
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worldedit.keep_loaded(pos1, pos2)
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local pos = vector.new(pos1.x, 0, 0)
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while pos.x <= pos2.x do
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pos.y = pos1.y
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while pos.y <= pos2.y do
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pos.z = pos1.z
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while pos.z <= pos2.z do
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local good, err = pcall(func, pos)
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if not good then -- Runtime error
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return tostring(err)
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end
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pos.z = pos.z + 1
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end
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pos.y = pos.y + 1
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end
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pos.x = pos.x + 1
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end
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return nil
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end
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