finish updating comments

@module is now banished to the history booked!

Phew, I'm pooped.
This commit is contained in:
Starbeamrainbowlabs 2023-07-07 01:25:42 +01:00
parent 20935d8379
commit 3194a2c53e
Signed by: sbrl
GPG Key ID: 1BE5172E637709C2
10 changed files with 57 additions and 23 deletions

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@ -23,6 +23,7 @@ end
-- @param node_weights string[]
-- @param min_slope number?
-- @param max_slope number?
-- @returns table<string,number>
function worldeditadditions.layers(pos1, pos2, node_weights, min_slope, max_slope)
pos1, pos2 = Vector3.sort(pos1, pos2)
if not min_slope then min_slope = math.rad(0) end

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@ -117,6 +117,8 @@ end
--- Generates a 2D maze.
-- **Algorithm origin:** https://starbeamrainbowlabs.com/blog/article.php?article=posts/070-Language-Review-Lua.html
--
-- The defined region must be at least 3 x 1 x 3 (x, y, z) for a maze to generate successfully.
-- @param pos1 Vector3 pos1 of the defined region to draw the 2D maze in in.
-- @param pos2 Vector3 pos2 of the defined region to draw the 2D maze in in.
-- @param target_node string The (normalised) node name to draw the maze in.

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@ -1,10 +1,6 @@
local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
--- Generates a maze.
-- Algorithm origin: https://starbeamrainbowlabs.com/blog/article.php?article=posts/070-Language-Review-Lua.html
-- @module worldeditadditions.maze
----------------------------------
-- function to print out the world
----------------------------------
@ -171,6 +167,20 @@ end
-- local world = maze(os.time(), width, height)
--- Generates a 3D maze.
-- **Algorithm origin:** https://starbeamrainbowlabs.com/blog/article.php?article=posts/070-Language-Review-Lua.html
--
-- The defined region must be at least 3 x 3 x 3 (x, y, z) for a maze to generate.
-- @param pos1 Vector3 pos1 of the defined region to draw the 3D maze in in.
-- @param pos2 Vector3 pos2 of the defined region to draw the 3D maze in in.
-- @param target_node string The (normalised) node name to draw the maze in.
-- @param path_length=2 number Step this many nodes forwards at once when generating the maze. Higher values create long thin corridors.
-- @param path_width=1 number Make all corridors this number of nodes wide when generating the maze. Higher values result in wider corridors.
-- **Caution:** Make sure this value is not higher than `path_length - 1`, otherwise the maze algorithm won't work right!
-- @param path_depth=1 number Make all corridors this number of nodes tall when generating the maze. Higher values results in higher ceilings in the maze.
-- **Caution:** The same warning as with `path_width` applies here also!
-- @returns number The number of nodes replaced (i.e. the volume fo the region defined by pos1 and pos2).
function worldeditadditions.maze3d(pos1, pos2, target_node, seed, path_length, path_width, path_depth)
pos1, pos2 = Vector3.sort(pos1, pos2)
-- pos2 will always have the highest co-ordinates now

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@ -1,5 +1,3 @@
--- Copies a region to another location, potentially overwriting the exiting region.
-- @module worldeditadditions.copy
local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
@ -10,6 +8,15 @@ local Vector3 = wea_c.Vector3
-- ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ██ ██████ ████ ███████
--- Moves a region to another location, overwriting any nodes at the target location.
-- @param source_pos1 Vector3 pos1 of the source region to move.
-- @param source_pos2 Vector3 pos2 of the source region to move.
-- @param target_pos1 Vector3 pos1 of the target region to move to.
-- @param target_pos2 Vector3 pos2 of the target region to move to.
-- @param airapply=false bool Whether to only replace target nodes that are air-like, leaving those that are not air-like. If false, then all target nodes are replaced regardless of whether they are air-like nodes or not.
-- **Caution:** If true, then **nodes in the source region will be removed and replaced with air, even if they are unable to be placed in the target location!**
-- @returns bool,numbers 1. Whether the move operation was successful or not
-- 2. The total number of nodes actually placed in the target region.
function worldeditadditions.move(source_pos1, source_pos2, target_pos1, target_pos2, airapply)
---
-- 0: Preamble
@ -38,6 +45,7 @@ function worldeditadditions.move(source_pos1, source_pos2, target_pos1, target_p
---
-- z y x is the preferred loop order (because CPU cache, since then we're iterating linearly through the data array backwards. This only holds true for little-endian machines however)
local total_placed = 0
for z = source_pos2.z, source_pos1.z, -1 do
for y = source_pos2.y, source_pos1.y, -1 do
for x = source_pos2.x, source_pos1.x, -1 do
@ -52,6 +60,7 @@ function worldeditadditions.move(source_pos1, source_pos2, target_pos1, target_p
end
if should_replace then
data_target[target_i] = data_source[source_i]
total_placed = total_placed + 1
end
end
end
@ -96,7 +105,6 @@ function worldeditadditions.move(source_pos1, source_pos2, target_pos1, target_p
local source = Vector3.new(x, y, z)
local source_i = area_source:index(x, y, z)
local target = source:subtract(offset)
local target_i = area_target:index(target.x, target.y, target.z)
if not source:is_contained(target_pos1, target_pos2) then
data_source[source_i] = node_id_air
@ -118,5 +126,5 @@ function worldeditadditions.move(source_pos1, source_pos2, target_pos1, target_p
-- 6: Finish up and return
---
return true, worldedit.volume(target_pos1, target_pos2)
return true, total_placed
end

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@ -2,19 +2,19 @@ local wea = worldeditadditions
local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
--- Applies a layer of 2D noise over the terrain in the defined region.
-- @module worldeditadditions.noise2d
-- ███ ██ ██████ ██ ███████ ███████ ██████ ██████
-- ████ ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ██ ██ ██ ██ ██ ███████ █████ █████ ██ ██
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ████ ██████ ██ ███████ ███████ ███████ ██████
--- Applies a layer of 2d noise over the terrain in the defined region.
-- @param pos1 Vector pos1 of the defined region
-- @param pos2 Vector pos2 of the defined region
-- @param noise_params table A noise parameters table.
-- @returns bool,table 1. Whether the operation was successful or not.
-- 2. A table of statistics from the operation. See `worldeditadditions.noise.apply_2d` for the format of this table.
function wea.noise.run2d(pos1, pos2, noise_params)
pos1, pos2 = Vector3.sort(pos1, pos2)
-- pos2 will always have the highest co-ordinates now

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@ -2,8 +2,16 @@ local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
--- Overlap command. Places a specified node on top of each column.
-- @module worldeditadditions.overlay
-- @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)
pos1, pos2 = Vector3.sort(pos1, pos2)
-- pos2 will always have the highest co-ordinates now

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@ -1,9 +1,6 @@
local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
--- Like //mix, but replaces a given node instead.
-- @module worldeditadditions.replacemix
-- TODO: Implement //replacesplat, which picks seeder nodes with a percentage chance, and then some growth passes with e.g. cellular automata? We should probably be pushing towards a release though round about now
-- ██████ ███████ ██████ ██ █████ ██████ ███████ ███ ███ ██ ██ ██
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ████ ██ ██ ██
@ -11,6 +8,17 @@ local Vector3 = wea_c.Vector3
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ██ ███████ ██ ███████ ██ ██ ██████ ███████ ██ ██ ██ ██ ██
--- Like //mix, but replaces a given node instead.
-- TODO: Implement //replacesplat, which picks seeder nodes with a percentage chance, and then some growth passes with e.g. cellular automata? We should probably be pushing towards a release though round about now
-- @param pos1 Vector3 pos1 of the defined region to replace nodes in.
-- @param pos2 Vector3 pos2 of the defined region to replace nodes in.
-- @param target_node string The normalised name of the node to replace.
-- @param target_node_chance number The chance that the target_node should be replaced. This is a 1-in-N chance, so far example a value of 4 would be a 1 in 4 chance of replacement = 25% chance.
-- @param replacements table<string,number> A map of normalised node names to relative weights for the nodes to replace `target_node` with. Nodes with higher weights will be chosen to replace `target_node` more often.
-- @returns bool,number,number,table<number,number> 1. Whether the operation was successful or not.
-- 2. The number of nodes actually placed.
-- 3. The number of nodes that *could* have been replaced if `target_node_chance` were set to 1.
-- 4. A map of node ids to the number of times that node was placed.
function worldeditadditions.replacemix(pos1, pos2, target_node, target_node_chance, replacements)
pos1, pos2 = Vector3.sort(pos1, pos2)
-- pos2 will always have the highest co-ordinates now

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@ -1,9 +1,6 @@
local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
--- Generates torus shapes.
-- @module worldeditadditions.torus
--- Generates a torus shape at the given position with the given parameters.
-- @param position Vector The position at which to generate the torus.
-- @param major_radius number The major radius of the torus - i.e. the distance from the middle to the ring.
@ -11,6 +8,7 @@ local Vector3 = wea_c.Vector3
-- @param target_node string The name of the target node to generate the torus with.
-- @param axes=xz string|nil The axes upon which the torus should lay flat.
-- @param hollow=false boolean Whether the generated torus should be hollow or not.
-- @returns number The number of nodes replaced.
function worldeditadditions.torus(position, major_radius, minor_radius, target_node, axes, hollow)
local matrix = {x='yz', y='xz', z='xy'}
if type(axes) ~= "string" then axes = "xz" end

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@ -1,5 +1,4 @@
--- Executes multiple worldedit commands in sequence.
-- @module worldeditadditions_commands.multi
-- Executes multiple worldedit commands in sequence.
local wea_c = worldeditadditions_core

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@ -1,5 +1,5 @@
--- Executes multiple worldedit commands in sequence.
-- @module worldeditadditions_commands.multi
-- Executes multiple worldedit commands in sequence.
-- **Warning:** If a command is asynchronous (i.e. it doesn't finish when the function registered in the chat command returns), the next command will be executed before the previous one is finished! The solution to this is an implementation of Promise<any> and then ensuring that all functions registered are thenable as in JS, but this has not been implemented yet.
local wea_c = worldeditadditions_core
minetest.register_chatcommand("/multi", {