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- minetest.register_privilege("worldedit", "Can use WorldEdit commands")
- worldedit.pos1 = {}
- worldedit.pos2 = {}
- worldedit.set_pos = {}
- worldedit.inspect = {}
- worldedit.prob_pos = {}
- worldedit.prob_list = {}
- 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)
- end
- 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
- 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
- end
- end
- -- 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)
- end
- 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
- end
- 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
- end
- local function string_endswith(full, part)
- return full:find(part, 1, true) == #full - #part + 1
- end
- local description_cache = nil
- -- normalizes node "description" `nodename`, returning a string (or nil)
- worldedit.normalize_nodename = function(nodename)
- nodename = nodename:gsub("^%s*(.-)%s*$", "%1") -- strip spaces
- if nodename == "" then return nil end
- local fullname = ItemStack({name=nodename}):get_name() -- resolve aliases
- if minetest.registered_nodes[fullname] or fullname == "air" then -- full name
- return fullname
- end
- nodename = nodename:lower()
- for key, _ in pairs(minetest.registered_nodes) do
- if string_endswith(key:lower(), ":" .. nodename) then -- matches name (w/o mod part)
- return key
- end
- end
- if description_cache == nil then
- -- cache stripped descriptions
- description_cache = {}
- for key, value in pairs(minetest.registered_nodes) do
- local desc = strip_escapes(value.description):gsub("\n.*", "", 1):lower()
- if desc ~= "" then
- description_cache[key] = desc
- end
- end
- end
- for key, desc in pairs(description_cache) do
- if desc == nodename then -- matches description
- return key
- end
- end
- for key, desc in pairs(description_cache) do
- if desc == nodename .. " block" then
- -- fuzzy description match (e.g. "Steel" == "Steel Block")
- return key
- end
- end
- local match = nil
- for key, value in pairs(description_cache) do
- if value:find(nodename, 1, true) ~= nil then
- if match ~= nil then
- return nil
- end
- match = key -- substring description match (only if no ambiguities)
- end
- end
- return match
- end
- -- Determines the axis in which a player is facing, returning an axis ("x", "y", or "z") and the sign (1 or -1)
- function worldedit.player_axis(name)
- local dir = minetest.get_player_by_name(name):get_look_dir()
- local x, y, z = math.abs(dir.x), math.abs(dir.y), math.abs(dir.z)
- if x > y then
- if x > z then
- return "x", dir.x > 0 and 1 or -1
- end
- elseif y > z then
- return "y", dir.y > 0 and 1 or -1
- end
- return "z", dir.z > 0 and 1 or -1
- end
- local function check_filename(name)
- return name:find("^[%w%s%^&'@{}%[%],%$=!%-#%(%)%%%.%+~_]+$") ~= nil
- end
- worldedit.register_command("about", {
- privs = {},
- params = "",
- description = "Get information about the WorldEdit mod",
- 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")
- end,
- })
- -- mostly copied from builtin/chatcommands.lua with minor modifications
- worldedit.register_command("help", {
- privs = {},
- params = "[all/<cmd>]",
- description = "Get help for WorldEdit commands",
- parse = function(param)
- return true, param
- end,
- func = function(name, param)
- local function format_help_line(cmd, def)
- local msg = minetest.colorize("#00ffff", "//"..cmd)
- 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 = {}
- for cmd, def in pairs(worldedit.registered_commands) do
- if minetest.check_player_privs(name, def.privs) then
- cmds[#cmds + 1] = cmd
- 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 = {}
- for cmd, def in pairs(worldedit.registered_commands) do
- if minetest.check_player_privs(name, def.privs) then
- cmds[#cmds + 1] = format_help_line(cmd, def)
- end
- end
- table.sort(cmds)
- return true, "Available commands:\n"..table.concat(cmds, "\n")
- else
- 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
- end
- end,
- })
- worldedit.register_command("inspect", {
- params = "[on/off/1/0/true/false/yes/no/enable/disable]",
- description = "Enable or disable node inspection",
- privs = {worldedit=true},
- parse = function(param)
- if param == "on" or param == "1" or param == "true" or param == "yes" or param == "enable" or param == "" then
- 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
- 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 "-")))
- else
- 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)
- worldedit.register_command("reset", {
- params = "",
- description = "Reset the region so that it is empty",
- privs = {worldedit=true},
- func = function(name)
- worldedit.pos1[name] = nil
- worldedit.pos2[name] = nil
- worldedit.marker_update(name)
- 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,
- })
- worldedit.register_command("mark", {
- params = "",
- description = "Show markers at the region positions",
- privs = {worldedit=true},
- func = function(name)
- worldedit.marker_update(name)
- worldedit.player_notify(name, "region marked")
- end,
- })
- worldedit.register_command("unmark", {
- params = "",
- description = "Hide markers if currently shown",
- privs = {worldedit=true},
- func = function(name)
- local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
- worldedit.pos1[name] = nil
- worldedit.pos2[name] = nil
- worldedit.marker_update(name)
- worldedit.pos1[name] = pos1
- worldedit.pos2[name] = pos2
- worldedit.player_notify(name, "region unmarked")
- end,
- })
- worldedit.register_command("pos1", {
- params = "",
- description = "Set WorldEdit region position 1 to the player's location",
- privs = {worldedit=true},
- func = function(name)
- local pos = minetest.get_player_by_name(name):get_pos()
- 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,
- })
- worldedit.register_command("pos2", {
- params = "",
- description = "Set WorldEdit region position 2 to the player's location",
- privs = {worldedit=true},
- func = function(name)
- local pos = minetest.get_player_by_name(name):get_pos()
- 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,
- })
- worldedit.register_command("p", {
- 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},
- 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,
- 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,
- })
- worldedit.register_command("fixedpos", {
- params = "set1/set2 <x> <y> <z>",
- description = "Set a WorldEdit region position to the position at (<x>, <y>, <z>)",
- privs = {worldedit=true},
- parse = function(param)
- local found, _, flag, x, y, z = param:find("^(set[12])%s+([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)$")
- if found == nil then
- return false
- end
- return true, flag, {x=tonumber(x), y=tonumber(y), z=tonumber(z)}
- end,
- func = function(name, flag, pos)
- 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)
- worldedit.register_command("volume", {
- params = "",
- description = "Display the volume of the current WorldEdit region",
- privs = {worldedit=true},
- require_pos = 2,
- func = function(name)
- 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,
- })
- worldedit.register_command("deleteblocks", {
- params = "",
- description = "remove all MapBlocks (16x16x16) containing the selected area from the map",
- privs = {worldedit=true},
- require_pos = 2,
- nodes_needed = check_region,
- func = function(name)
- 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
- end,
- })
- worldedit.register_command("set", {
- params = "<node>",
- description = "Set the current WorldEdit region to <node>",
- privs = {worldedit=true},
- 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)
- local count = worldedit.set(worldedit.pos1[name], worldedit.pos2[name], node)
- worldedit.player_notify(name, count .. " nodes set")
- end,
- })
- worldedit.register_command("param2", {
- params = "<param2>",
- description = "Set param2 of all nodes in the current WorldEdit region to <param2>",
- privs = {worldedit=true},
- require_pos = 2,
- parse = function(param)
- local param2 = tonumber(param)
- if not param2 then
- return false
- elseif param2 < 0 or param2 > 255 then
- return false, "Param2 is out of range (must be between 0 and 255 inclusive!)"
- end
- return true, param2
- end,
- nodes_needed = check_region,
- func = function(name, param2)
- local count = worldedit.set_param2(worldedit.pos1[name], worldedit.pos2[name], param2)
- worldedit.player_notify(name, count .. " nodes altered")
- end,
- })
- worldedit.register_command("mix", {
- params = "<node1> [count1] <node2> [count2] ...",
- description = "Fill the current WorldEdit region with a random mix of <node1>, ...",
- privs = {worldedit=true},
- require_pos = 2,
- parse = function(param)
- 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
- local node = worldedit.normalize_nodename(nodename)
- if not node then
- return false, "invalid node name: " .. nodename
- end
- nodes[#nodes + 1] = node
- end
- end
- if #nodes == 0 then
- return false
- end
- return true, nodes
- end,
- nodes_needed = check_region,
- func = function(name, nodes)
- local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
- local count = worldedit.set(pos1, pos2, nodes)
- worldedit.player_notify(name, count .. " nodes set")
- end,
- })
- local check_replace = function(param)
- local found, _, searchnode, replacenode = param:find("^([^%s]+)%s+(.+)$")
- if found == nil then
- return false
- end
- local newsearchnode = worldedit.normalize_nodename(searchnode)
- if not newsearchnode then
- return false, "invalid search node name: " .. searchnode
- end
- local newreplacenode = worldedit.normalize_nodename(replacenode)
- if not newreplacenode then
- return false, "invalid replace node name: " .. replacenode
- end
- return true, newsearchnode, newreplacenode
- end
- worldedit.register_command("replace", {
- params = "<search node> <replace node>",
- description = "Replace all instances of <search node> with <replace node> in the current WorldEdit region",
- privs = {worldedit=true},
- require_pos = 2,
- parse = check_replace,
- nodes_needed = check_region,
- func = function(name, search_node, replace_node)
- local count = worldedit.replace(worldedit.pos1[name], worldedit.pos2[name],
- search_node, replace_node)
- worldedit.player_notify(name, count .. " nodes replaced")
- end,
- })
- worldedit.register_command("replaceinverse", {
- params = "<search node> <replace node>",
- description = "Replace all nodes other than <search node> with <replace node> in the current WorldEdit region",
- privs = {worldedit=true},
- require_pos = 2,
- parse = check_replace,
- nodes_needed = check_region,
- func = function(name, search_node, replace_node)
- local count = worldedit.replace(worldedit.pos1[name], worldedit.pos2[name],
- search_node, replace_node, true)
- worldedit.player_notify(name, count .. " nodes replaced")
- end,
- })
- local check_cube = function(param)
- local found, _, w, h, l, nodename = param:find("^(%d+)%s+(%d+)%s+(%d+)%s+(.+)$")
- if found == nil then
- return false
- end
- 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
- end
- worldedit.register_command("hollowcube", {
- 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},
- 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)
- worldedit.player_notify(name, count .. " nodes added")
- end,
- })
- worldedit.register_command("cube", {
- 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},
- 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)
- worldedit.player_notify(name, count .. " nodes added")
- end,
- })
- local check_sphere = function(param)
- local found, _, radius, nodename = param:find("^(%d+)%s+(.+)$")
- if found == nil then
- return false
- end
- local node = worldedit.normalize_nodename(nodename)
- if not node then
- return false, "invalid node name: " .. nodename
- end
- return true, tonumber(radius), node
- end
- worldedit.register_command("hollowsphere", {
- params = "<radius> <node>",
- description = "Add hollow sphere centered at WorldEdit position 1 with radius <radius>, composed of <node>",
- privs = {worldedit=true},
- require_pos = 1,
- parse = check_sphere,
- nodes_needed = function(name, radius, node)
- return math.ceil((4 * math.pi * (radius ^ 3)) / 3) --volume of sphere
- end,
- func = function(name, radius, node)
- local count = worldedit.sphere(worldedit.pos1[name], radius, node, true)
- worldedit.player_notify(name, count .. " nodes added")
- end,
- })
- worldedit.register_command("sphere", {
- params = "<radius> <node>",
- description = "Add sphere centered at WorldEdit position 1 with radius <radius>, composed of <node>",
- privs = {worldedit=true},
- require_pos = 1,
- parse = check_sphere,
- nodes_needed = function(name, radius, node)
- return math.ceil((4 * math.pi * (radius ^ 3)) / 3) --volume of sphere
- end,
- func = function(name, radius, node)
- local count = worldedit.sphere(worldedit.pos1[name], radius, node)
- worldedit.player_notify(name, count .. " nodes added")
- end,
- })
- local check_dome = function(param)
- local found, _, radius, nodename = param:find("^(%d+)%s+(.+)$")
- if found == nil then
- return false
- end
- local node = worldedit.normalize_nodename(nodename)
- if not node then
- return false, "invalid node name: " .. nodename
- end
- return true, tonumber(radius), node
- end
- worldedit.register_command("hollowdome", {
- params = "<radius> <node>",
- description = "Add hollow dome centered at WorldEdit position 1 with radius <radius>, composed of <node>",
- privs = {worldedit=true},
- 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)
- worldedit.player_notify(name, count .. " nodes added")
- end,
- })
- worldedit.register_command("dome", {
- params = "<radius> <node>",
- description = "Add dome centered at WorldEdit position 1 with radius <radius>, composed of <node>",
- privs = {worldedit=true},
- 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)
- worldedit.player_notify(name, count .. " nodes added")
- end,
- })
- local check_cylinder = function(param)
- -- 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
- return false
- end
- 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
- end
- worldedit.register_command("hollowcylinder", {
- params = "x/y/z/? <length> <radius1> [radius2] <node>",
- 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>",
- privs = {worldedit=true},
- 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)
- if axis == "?" then
- local sign
- axis, sign = worldedit.player_axis(name)
- length = length * sign
- end
- local count = worldedit.cylinder(worldedit.pos1[name], axis, length, radius1, radius2, node, true)
- worldedit.player_notify(name, count .. " nodes added")
- end,
- })
- worldedit.register_command("cylinder", {
- params = "x/y/z/? <length> <radius1> [radius2] <node>",
- description = "Add cylinder at WorldEdit position 1 along the given axis with length <length>, base radius <radius1> (and top radius [radius2]), composed of <node>",
- privs = {worldedit=true},
- 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)
- if axis == "?" then
- local sign
- axis, sign = worldedit.player_axis(name)
- length = length * sign
- end
- local count = worldedit.cylinder(worldedit.pos1[name], axis, length, radius1, radius2, node)
- worldedit.player_notify(name, count .. " nodes added")
- end,
- })
- local check_pyramid = function(param)
- local found, _, axis, height, nodename = param:find("^([xyz%?])%s+([+-]?%d+)%s+(.+)$")
- if found == nil then
- return false
- end
- local node = worldedit.normalize_nodename(nodename)
- if not node then
- return false, "invalid node name: " .. nodename
- end
- return true, axis, tonumber(height), node
- end
-
- worldedit.register_command("hollowpyramid", {
- params = "x/y/z/? <height> <node>",
- description = "Add hollow pyramid centered at WorldEdit position 1 along the given axis with height <height>, composed of <node>",
- privs = {worldedit=true},
- 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)
- 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")
- end,
- })
- worldedit.register_command("pyramid", {
- params = "x/y/z/? <height> <node>",
- description = "Add pyramid centered at WorldEdit position 1 along the given axis with height <height>, composed of <node>",
- privs = {worldedit=true},
- 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)
- 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")
- end,
- })
- worldedit.register_command("spiral", {
- 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},
- require_pos = 1,
- parse = function(param)
- local found, _, length, height, space, nodename = param:find("^(%d+)%s+(%d+)%s+(%d+)%s+(.+)$")
- if found == nil then
- return false
- end
- local node = worldedit.normalize_nodename(nodename)
- if not node then
- return false, "invalid node name: " .. nodename
- end
- 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,
- })
- worldedit.register_command("copy", {
- params = "x/y/z/? <amount>",
- description = "Copy the current WorldEdit region along the given axis by <amount> nodes",
- privs = {worldedit=true},
- require_pos = 2,
- parse = function(param)
- local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$")
- if found == nil then
- return false
- end
- return true, axis, tonumber(amount)
- end,
- nodes_needed = function(name, axis, amount)
- return check_region(name) * 2
- end,
- func = function(name, axis, amount)
- if axis == "?" then
- local sign
- axis, sign = worldedit.player_axis(name)
- amount = amount * sign
- end
- local count = worldedit.copy(worldedit.pos1[name], worldedit.pos2[name], axis, amount)
- worldedit.player_notify(name, count .. " nodes copied")
- end,
- })
- worldedit.register_command("move", {
- params = "x/y/z/? <amount>",
- description = "Move the current WorldEdit region along the given axis by <amount> nodes",
- privs = {worldedit=true},
- require_pos = 2,
- parse = function(param)
- local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$")
- if found == nil then
- return false
- end
- return true, axis, tonumber(amount)
- end,
- nodes_needed = function(name, axis, amount)
- return check_region(name) * 2
- end,
- func = function(name, axis, amount)
- if axis == "?" then
- local sign
- axis, sign = worldedit.player_axis(name)
- amount = amount * sign
- end
- local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
- local count = worldedit.move(pos1, pos2, axis, amount)
- pos1[axis] = pos1[axis] + amount
- pos2[axis] = pos2[axis] + amount
- worldedit.marker_update(name)
- worldedit.player_notify(name, count .. " nodes moved")
- end,
- })
- worldedit.register_command("stack", {
- params = "x/y/z/? <count>",
- description = "Stack the current WorldEdit region along the given axis <count> times",
- privs = {worldedit=true},
- require_pos = 2,
- parse = function(param)
- local found, _, axis, repetitions = param:find("^([xyz%?])%s+([+-]?%d+)$")
- 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)
- if axis == "?" then
- local sign
- axis, sign = worldedit.player_axis(name)
- repetitions = repetitions * sign
- end
- 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)
- end,
- })
- worldedit.register_command("stack2", {
- params = "<count> <x> <y> <z>",
- description = "Stack the current WorldEdit region <count> times by offset <x>, <y>, <z>",
- privs = {worldedit=true},
- require_pos = 2,
- parse = function(param)
- local repetitions, incs = param:match("(%d+)%s*(.+)")
- if repetitions == nil then
- return false, "invalid count: " .. param
- end
- local x, y, z = incs:match("([+-]?%d+) ([+-]?%d+) ([+-]?%d+)")
- if x == nil then
- return false, "invalid increments: " .. param
- end
- 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]
- local count = worldedit.volume(pos1, pos2) * repetitions
- worldedit.stack2(pos1, pos2, offset, repetitions, function()
- worldedit.player_notify(name, count .. " nodes stacked")
- end)
- end,
- })
- worldedit.register_command("stretch", {
- 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},
- require_pos = 2,
- parse = function(param)
- local found, _, stretchx, stretchy, stretchz = param:find("^(%d+)%s+(%d+)%s+(%d+)$")
- if found == nil then
- return false
- end
- stretchx, stretchy, stretchz = tonumber(stretchx), tonumber(stretchy), tonumber(stretchz)
- 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]
- local count, pos1, pos2 = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz)
- --reset markers to scaled positions
- worldedit.pos1[name] = pos1
- worldedit.pos2[name] = pos2
- worldedit.marker_update(name)
- worldedit.player_notify(name, count .. " nodes stretched")
- end,
- })
- worldedit.register_command("transpose", {
- params = "x/y/z/? x/y/z/?",
- description = "Transpose the current WorldEdit region along the given axes",
- privs = {worldedit=true},
- require_pos = 2,
- parse = function(param)
- local found, _, axis1, axis2 = param:find("^([xyz%?])%s+([xyz%?])$")
- if found == nil then
- return false
- elseif axis1 == axis2 then
- return false, "invalid usage: axes must be different"
- end
- return true, axis1, axis2
- end,
- nodes_needed = check_region,
- func = function(name, axis1, axis2)
- local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
- if axis1 == "?" then axis1 = worldedit.player_axis(name) end
- if axis2 == "?" then axis2 = worldedit.player_axis(name) end
- local count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
- --reset markers to transposed positions
- worldedit.pos1[name] = pos1
- worldedit.pos2[name] = pos2
- worldedit.marker_update(name)
- worldedit.player_notify(name, count .. " nodes transposed")
- end,
- })
- worldedit.register_command("flip", {
- params = "x/y/z/?",
- description = "Flip the current WorldEdit region along the given axis",
- privs = {worldedit=true},
- require_pos = 2,
- parse = function(param)
- if param ~= "x" and param ~= "y" and param ~= "z" and param ~= "?" then
- return false
- end
- return true, param
- end,
- nodes_needed = check_region,
- func = function(name, param)
- if param == "?" then param = worldedit.player_axis(name) end
- local count = worldedit.flip(worldedit.pos1[name], worldedit.pos2[name], param)
- worldedit.player_notify(name, count .. " nodes flipped")
- end,
- })
- worldedit.register_command("rotate", {
- params = "x/y/z/? <angle>",
- description = "Rotate the current WorldEdit region around the given axis by angle <angle> (90 degree increment)",
- privs = {worldedit=true},
- require_pos = 2,
- parse = function(param)
- local found, _, axis, angle = param:find("^([xyz%?])%s+([+-]?%d+)$")
- 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]
- 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
- worldedit.marker_update(name)
- worldedit.player_notify(name, count .. " nodes rotated")
- end,
- })
- worldedit.register_command("orient", {
- params = "<angle>",
- description = "Rotate oriented nodes in the current WorldEdit region around the Y axis by angle <angle> (90 degree increment)",
- privs = {worldedit=true},
- require_pos = 2,
- parse = function(param)
- local found, _, angle = param:find("^([+-]?%d+)$")
- if found == nil then
- return false
- end
- angle = tonumber(angle)
- if angle % 90 ~= 0 then
- return false, "invalid usage: angle must be multiple of 90"
- end
- 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,
- })
- worldedit.register_command("fixlight", {
- params = "",
- description = "Fix the lighting in the current WorldEdit region",
- privs = {worldedit=true},
- require_pos = 2,
- nodes_needed = check_region,
- func = function(name)
- local count = worldedit.fixlight(worldedit.pos1[name], worldedit.pos2[name])
- worldedit.player_notify(name, count .. " nodes updated")
- end,
- })
- worldedit.register_command("drain", {
- params = "",
- description = "Remove any fluid node within the current WorldEdit region",
- privs = {worldedit=true},
- require_pos = 2,
- nodes_needed = check_region,
- func = function(name)
- -- 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")
- 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,
- })
- worldedit.register_command("hide", {
- params = "",
- description = "Hide all nodes in the current WorldEdit region non-destructively",
- privs = {worldedit=true},
- require_pos = 2,
- nodes_needed = check_region,
- func = function(name)
- local count = worldedit.hide(worldedit.pos1[name], worldedit.pos2[name])
- worldedit.player_notify(name, count .. " nodes hidden")
- end,
- })
- worldedit.register_command("suppress", {
- params = "<node>",
- description = "Suppress all <node> in the current WorldEdit region non-destructively",
- privs = {worldedit=true},
- 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)
- local count = worldedit.suppress(worldedit.pos1[name], worldedit.pos2[name], node)
- worldedit.player_notify(name, count .. " nodes suppressed")
- end,
- })
- worldedit.register_command("highlight", {
- params = "<node>",
- description = "Highlight <node> in the current WorldEdit region by hiding everything else non-destructively",
- privs = {worldedit=true},
- 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)
- local count = worldedit.highlight(worldedit.pos1[name], worldedit.pos2[name], node)
- worldedit.player_notify(name, count .. " nodes highlighted")
- end,
- })
- worldedit.register_command("restore", {
- params = "",
- description = "Restores nodes hidden with WorldEdit in the current WorldEdit region",
- privs = {worldedit=true},
- require_pos = 2,
- nodes_needed = check_region,
- func = function(name)
- local count = worldedit.restore(worldedit.pos1[name], worldedit.pos2[name])
- worldedit.player_notify(name, count .. " nodes restored")
- end,
- })
- 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", {
- params = "<file>",
- description = "Save the current WorldEdit region to \"(world folder)/schems/<file>.we\"",
- privs = {worldedit=true},
- require_pos = 2,
- 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,
- nodes_needed = check_region,
- func = function(name, param)
- local result, count = worldedit.serialize(worldedit.pos1[name],
- worldedit.pos2[name])
- detect_misaligned_schematic(name, worldedit.pos1[name], worldedit.pos2[name])
- local path = minetest.get_worldpath() .. "/schems"
- -- Create directory if it does not already exist
- minetest.mkdir(path)
- 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")
- end,
- })
- worldedit.register_command("allocate", {
- params = "<file>",
- description = "Set the region defined by nodes from \"(world folder)/schems/<file>.we\" as the current WorldEdit region",
- privs = {worldedit=true},
- 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,
- func = function(name, param)
- local pos = worldedit.pos1[name]
- 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)
- if version == nil or version == 0 then
- 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 nodepos1, nodepos2, count = worldedit.allocate(pos, value)
- if not nodepos1 then
- worldedit.player_notify(name, "Schematic empty, nothing allocated")
- return
- end
- worldedit.pos1[name] = nodepos1
- worldedit.pos2[name] = nodepos2
- worldedit.marker_update(name)
- worldedit.player_notify(name, count .. " nodes allocated")
- end,
- })
- worldedit.register_command("load", {
- 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},
- 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,
- func = function(name, param)
- local pos = worldedit.pos1[name]
- 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)
- if version == nil or version == 0 then
- 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,
- })
- worldedit.register_command("lua", {
- params = "<code>",
- description = "Executes <code> as a Lua chunk in the global namespace",
- privs = {worldedit=true, server=true},
- parse = function(param)
- return true, param
- end,
- 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,
- })
- worldedit.register_command("luatransform", {
- 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},
- require_pos = 2,
- parse = function(param)
- return true, param
- end,
- nodes_needed = check_region,
- func = function(name, param)
- 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
- end,
- })
- worldedit.register_command("mtschemcreate", {
- params = "<file>",
- description = "Save the current WorldEdit region using the Minetest "..
- "Schematic format to \"(world folder)/schems/<filename>.mts\"",
- privs = {worldedit=true},
- require_pos = 2,
- 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,
- nodes_needed = check_region,
- func = function(name, param)
- local path = minetest.get_worldpath() .. "/schems"
- -- Create directory if it does not already exist
- minetest.mkdir(path)
- 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
- worldedit.player_notify(name, "Failed to create Minetest schematic")
- else
- worldedit.player_notify(name, "Saved Minetest schematic to " .. param)
- end
- worldedit.prob_list[name] = {}
- end,
- })
- worldedit.register_command("mtschemplace", {
- 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},
- 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,
- func = function(name, param)
- local pos = worldedit.pos1[name]
- local path = minetest.get_worldpath() .. "/schems/" .. param .. ".mts"
- if minetest.place_schematic(pos, path) == nil then
- worldedit.player_notify(name, "failed to place Minetest schematic")
- else
- worldedit.player_notify(name, "placed Minetest schematic " .. param ..
- " at " .. minetest.pos_to_string(pos))
- end
- end,
- })
- worldedit.register_command("mtschemprob", {
- 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},
- parse = function(param)
- if param ~= "start" and param ~= "finish" and param ~= "get" then
- return false, "unknown subcommand: " .. param
- end
- return true, param
- end,
- 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)
- worldedit.register_command("clearobjects", {
- params = "",
- description = "Clears all objects within the WorldEdit region",
- privs = {worldedit=true},
- require_pos = 2,
- nodes_needed = check_region,
- func = function(name)
- local count = worldedit.clear_objects(worldedit.pos1[name], worldedit.pos2[name])
- worldedit.player_notify(name, count .. " objects cleared")
- end,
- })
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