Minetest-WorldEditAdditions/worldeditadditions/lib/count.lua

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local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
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-- ██████ ██████ ██ ██ ███ ██ ████████
-- ██ ██ ██ ██ ██ ████ ██ ██
-- ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██████ ██████ ██████ ██ ████ ██
--- Counts the nodes in a given area.
-- @param pos1 Vector3 pos1 of the defined region to count nodes in.
-- @param pos2 Vector3 pos2 of the defined region to count nodes in.
-- @param do_human_counts bool Whether to return human-readable counts (as a string) instead of the raw numbers.
-- @returns bool,table<number,number>,number 1. Whether the operation was successful or not.
-- 2. A table mapping node ids to the number of that node id seen.
-- 3. The total number of nodes counted.
function worldeditadditions.count(pos1, pos2, do_human_counts)
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pos1, pos2 = Vector3.sort(pos1, pos2)
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-- pos2 will always have the highest co-ordinates now
-- Fetch the nodes in the specified area
local manip, area = worldedit.manip_helpers.init(pos1, pos2)
local data = manip:get_data()
-- z y x is the preferred loop order (because CPU cache I'd guess, since then we're iterating linearly through the data array)
local counts = {}
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for i in area:iterp(pos1, pos2) do
if not counts[data[i]] then
counts[data[i]] = 0
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end
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counts[data[i]] = counts[data[i]] + 1
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end
local total = worldedit.volume(pos1, pos2)
local results = {}
for node_name, count in pairs(counts) do
table.insert(results, {
count,
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tostring(wea_c.round((count / total) * 100, 2)).."%",
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minetest.get_name_from_content_id(node_name)
})
end
table.sort(results, function(a, b) return a[1] < b[1] end)
if do_human_counts then
for key,item in pairs(results) do
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item[1] = wea_c.format.human_size(item[1], 2)
end
end
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-- Save the modified nodes back to disk & return
-- No need to save - this function doesn't actually change anything
-- worldedit.manip_helpers.finish(manip, data)
return true, results, total
end