2020-08-26 18:17:07 +00:00
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--- Overlap command. Places a specified node on top of each column.
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-- @module worldeditadditions.overlay
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function worldeditadditions.fillcaves(pos1, pos2, node_name)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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-- pos2 will always have the highest co-ordinates now
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-- Fetch the nodes in the specified area
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local manip, area = worldedit.manip_helpers.init(pos1, pos2)
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local data = manip:get_data()
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local node_id_replace = minetest.get_content_id(node_name)
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local node_id_ignore = minetest.get_content_id("ignore")
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-- minetest.log("action", "pos1: " .. worldeditadditions.vector.tostring(pos1))
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-- minetest.log("action", "pos2: " .. worldeditadditions.vector.tostring(pos2))
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-- z y x is the preferred loop order, but that isn't really possible here
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local changes = { replaced = 0 }
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for z = pos2.z, pos1.z, -1 do
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for x = pos2.x, pos1.x, -1 do
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local is_first_node_in_col = true
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local prev_is_air = false
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local found_toplayer = false
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for y = pos2.y, pos1.y, -1 do
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local i = area:index(x, y, z)
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2021-02-23 00:19:24 +00:00
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local is_air = worldeditadditions.is_airlike(data[i]) or worldeditadditions.is_liquidlike(data[i])
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2020-08-26 18:17:07 +00:00
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local is_ignore = data[i] == node_id_ignore
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-- If the previous node was air and this one isn't, then we've found the top level
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if prev_is_air and not is_air then
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found_toplayer = true
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elseif is_first_node_in_col and not is_air then
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found_toplayer = true
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elseif found_toplayer and is_air and not is_ignore then
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-- We've found the top layer already and this node is air,
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-- so we should fill it in
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data[i] = node_id_replace
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changes.replaced = changes.replaced + 1
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end
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is_first_node_in_col = false
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prev_is_air = is_air
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end
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end
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end
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-- Save the modified nodes back to disk & return
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worldedit.manip_helpers.finish(manip, data)
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return true, changes
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end
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