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- --- 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
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