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local wea = worldeditadditions
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local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
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worldeditadditions_core.register_command ( " bonemeal " , {
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params = " [<strength> [<chance> [<node_name> [<node_name> ...]]]] " ,
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description = " Bonemeals everything that's bonemeal-able that has an air node directly above it. Optionally takes a strength value to use (default: 1, maximum: 4), and a chance to actually bonemeal an eligible node (positive integer; nodes have a 1-in-<chance> chance to be bonemealed; higher values mean a lower chance; default: 1 - 100% chance). " ,
privs = { worldedit = true } ,
require_pos = 2 ,
parse = function ( params_text )
if not params_text or params_text == " " then
params_text = " 1 "
end
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local parts = wea_c.split_shell ( params_text )
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local strength = 1
local chance = 1
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local node_names = { } -- An empty table means all nodes
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if # parts >= 1 then
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strength = tonumber ( wea_c.trim ( table.remove ( parts , 1 ) ) )
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if not strength then
return false , " Invalid strength value (value must be an integer) "
end
end
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if # parts >= 1 then
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chance = wea_c.parse . chance ( table.remove ( parts , 1 ) )
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if not chance then
return false , " Invalid chance value (must be a positive integer) "
end
end
if strength < 1 or strength > 4 then
return false , " Error: strength value out of bounds (value must be an integer between 1 and 4 inclusive) "
end
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if # parts > 0 then
for _ , nodename in pairs ( parts ) do
local normalised = worldedit.normalize_nodename ( nodename )
if not normalised then return false , " Error: Unknown node name ' " .. nodename .. " '. " end
table.insert ( node_names , normalised )
end
end
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-- We unconditionally math.floor here because when we tried to test for it directly it was unreliable
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return true , math.floor ( strength ) , math.floor ( chance ) , node_names
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end ,
nodes_needed = function ( name ) -- strength, chance
-- Since every node has to have an air block, in the best-case scenario
-- edit only half the nodes in the selected area
return worldedit.volume ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] ) / 2
end ,
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func = function ( name , strength , chance , node_names )
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local start_time = wea_c.get_ms_time ( )
local pos1 , pos2 = Vector3.sort ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] )
local success , nodes_bonemealed , candidates = wea.bonemeal (
pos1 , pos2 ,
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strength , chance ,
node_names
)
-- nodes_bonemealed is an error message here if success == false
if not success then return success , nodes_bonemealed end
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local percentage = wea_c.round ( ( nodes_bonemealed / candidates ) * 100 , 2 )
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local time_taken = wea_c.format . human_time ( wea_c.get_ms_time ( ) - start_time )
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-- Avoid nan% - since if there aren't any candidates then nodes_bonemealed will be 0 too
if candidates == 0 then percentage = 0 end
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minetest.log ( " action " , name .. " used //bonemeal at " .. pos1 .. " - " .. pos2 .. " , bonemealing " .. nodes_bonemealed .. " nodes (out of " .. candidates .. " nodes) at strength " .. strength .. " in " .. time_taken )
return true , nodes_bonemealed .. " out of " .. candidates .. " (~ " .. percentage .. " %) candidates bonemealed in " .. time_taken
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end
} )