Minetest-WorldEditAdditions/worldeditadditions/lib/bonemeal.lua

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local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
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--- Bonemeal command.
-- Applies bonemeal to all nodes with an air bloc above then.
-- @param strength The strength to apply - see bonemeal:on_use
-- @param chance Positive integer that represents the chance bonemealing will occur
-- @returns bool,number,number 1. Whether the command succeeded or not.
-- 2. The number of nodes actually bonemealed
-- 3. The number of possible candidates we could have bonemealed
function worldeditadditions.bonemeal(pos1, pos2, strength, chance, nodename_list)
if not nodename_list then nodename_list = {} end
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pos1, pos2 = Vector3.sort(pos1, pos2)
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-- pos2 will always have the highest co-ordinates now
-- This command requires the bonemeal mod to be installed
-- We check here too because other mods might call this function directly and bypass the chat command system
if not minetest.get_modpath("bonemeal") then
return false, "Bonemeal mod not loaded"
end
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local node_list = wea_c.table.map(nodename_list, function(nodename)
return minetest.get_content_id(nodename)
end)
local node_list_count = #nodename_list
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-- Fetch the nodes in the specified area
local manip, area = worldedit.manip_helpers.init(pos1, pos2)
local data = manip:get_data()
local node_id_air = minetest.get_content_id("air")
-- z y x is the preferred loop order (because CPU cache I'd guess), but that isn't really possible here
local nodes_bonemealed = 0
local candidates = 0
for z = pos2.z, pos1.z, -1 do
for x = pos2.x, pos1.x, -1 do
for y = pos2.y, pos1.y, -1 do
local i = area:index(x, y, z)
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if not wea_c.is_airlike(data[i]) then
local should_bonemeal = true
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if node_list_count > 0 and not wea_c.table.contains(node_list, data[i]) then
should_bonemeal = false
end
-- It's not an air node, so let's try to bonemeal it
if should_bonemeal and math.random(0, chance - 1) == 0 then
bonemeal:on_use(
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Vector3.new(x, y, z),
strength,
nil
)
nodes_bonemealed = nodes_bonemealed + 1
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end
candidates = candidates + 1
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end
end
end
end
-- Save the modified nodes back to disk & return
-- Note that we do NOT save it back to disk here, because we haven't actually changed anything
-- We just grabbed the data via manip to allow for rapid node name lookups
-- worldedit.manip_helpers.finish(manip, data)
return true, nodes_bonemealed, candidates
end