Minetest-WorldEditAdditions/worldeditadditions/lib/overlay.lua

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local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
--- Overlap command. Places a specified node on top of each column.
-- @param pos1 Vector3 pos1 of the defined region to perform the overlay operation in.
-- @param pos2 Vector3 pos2 of the defined region to perform the overlay operation in.
-- @param node_weights table<string,number> A table mapping (normalised) node names to their relative weight. Nodes with a higher weight are placed more often than those with a lower weighting.
-- Consider it like a ratio.
-- @returns table<string,number|table<number,number>> A table of statistics about the operation performed.
-- | Key | Value Type | Meaning |
-- |------------|---------------|---------------|
-- | `updated` | number | The number of nodes placed. |
-- | `skipped_columns` | number | The number of columns skipped. This could be because there is no airlike not in that column, or the top node is not airlike. |
-- | `placed` | table<number,number> | A map of node ids to the number of that node that was placed. |
function worldeditadditions.overlay(pos1, pos2, node_weights)
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pos1, pos2 = Vector3.sort(pos1, pos2)
-- 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()
local node_id_ignore = minetest.get_content_id("ignore")
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local node_ids, node_ids_count = wea_c.make_weighted(node_weights)
-- minetest.log("action", "pos1: " .. pos1)
-- minetest.log("action", "pos2: " .. pos2)
-- z y x is the preferred loop order, but that isn't really possible here
local changes = { updated = 0, skipped_columns = 0, placed = {} }
for z = pos2.z, pos1.z, -1 do
for x = pos2.x, pos1.x, -1 do
local found_air = false
local placed_node = false
-- print("\n\n[overlay] ****** column start ******")
for y = pos2.y, pos1.y, -1 do
local i = area:index(x, y, z)
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-- print("[overlay] pos", x, y, z, "id", data[i], "name", minetest.get_name_from_content_id(data[i]), "is_liquid", wea_c.is_liquidlike(data[i]))
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local is_air = wea_c.is_airlike(data[i])
local is_liquid = wea_c.is_liquidlike(data[i])
-- wielded_light is now handled by wea_c.is_airlike
local is_ignore = data[i] == node_id_ignore
if not is_air and not is_ignore then
local i_above = area:index(x, y + 1, z)
if found_air and not is_liquid then
local new_id = node_ids[math.random(node_ids_count)]
-- We've found an air block previously, so it must be above us
-- Replace the node above us with the target block
data[i_above] = new_id
changes.updated = changes.updated + 1
placed_node = true
if not changes.placed[new_id] then
changes.placed[new_id] = 0
end
changes.placed[new_id] = changes.placed[new_id] + 1
-- print("[overlay] placed above ", x, y, z)
break -- Move on to the next column
end
elseif not is_ignore and not is_liquid then
-- print("[overlay] found air at", x, y, z)
found_air = true
end
if is_liquid then found_air = false end
end
if not placed_node then
changes.skipped_columns = changes.skipped_columns + 1
end
end
end
-- Save the modified nodes back to disk & return
worldedit.manip_helpers.finish(manip, data)
return changes
end