Upgrade //overlay to support a mix of nodes

This commit is contained in:
Starbeamrainbowlabs 2020-06-07 20:46:46 +01:00
parent 435964daec
commit e26d5b1580
Signed by: sbrl
GPG Key ID: 1BE5172E637709C2
7 changed files with 102 additions and 27 deletions

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@ -8,7 +8,7 @@ If you can dream of it, it probably belongs here!
## Quick Command Reference
- [`//floodfill [<replace_node> [<radius>]]`](#floodfill-replace_node-radius-floodfill)
- [`//overlay <node_name>`](#overlay-node_name)
- [`//overlay <node_name_a> [<chance_a>] <node_name_b> [<chance_b>] [<node_name_N> [<chance_N>]] ...`](#overlay-node_name)
- [`//ellipsoid <rx> <ry> <rz> <node_name>`](#ellipsoid-rx-ry-rz-node_name)
- [`//hollowellipsoid <rx> <ry> <rz> <node_name>`](#hollowellipsoid-rx-ry-rz-node_name)
- [`//torus <major_radius> <minor_radius> <node_name>`](#torus-major_radius-minor_radius-node_name)
@ -35,19 +35,25 @@ Floods all connected nodes of the same type starting at _pos1_ with <replace_nod
//floodfill glass 25
```
### `//overlay <node_name>`
Places <replace_node> in the last contiguous air space encountered above the first non-air node. In other words, overlays all top-most nodes in the specified area with <replace_node>.
### `//overlay <node_name_a> [<chance_a>] <node_name_b> [<chance_b>] [<node_name_N> [<chance_N>]] ...`
Places `<node_name_a>` in the last contiguous air space encountered above the first non-air node. In other words, overlays all top-most nodes in the specified area with `<node_name_a>`. Optionally supports a mix of node names and chances, as `//mix` (WorldEdit) and `//replacemix` (WorldEditAdditions) does.
Will also work in caves, as it scans columns of nodes from top to bottom, skipping every non-air node until it finds one - and only then will it start searching for a node to place the target node on top of.
Note that all-air columns are skipped - so if you experience issues with it not overlaying correctly, try `//expand down 1` to add an extra node's space to your defined region.
Note also that columns without any air nodes in them at all are also skipped, so try `//expand y 1` to add an extra layer to your defined region.
```
//overlay grass
//overlay glass
//overlay grass_with_dirt
//overlay grass_with_dirt 10 dirt
//overlay grass_with_dirt 10 dirt 2 sand 1
//overlay sandstone dirt 2 sand 5
```
### `//ellipsoid <rx> <ry> <rz> <node_name>`
Creates a solid ellipsoid at position 1 with the radius `(rx, ry, rz)`.

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@ -9,6 +9,7 @@ worldeditadditions = {}
worldeditadditions.modpath = minetest.get_modpath("worldeditadditions")
dofile(worldeditadditions.modpath.."/utils/strings.lua")
dofile(worldeditadditions.modpath.."/utils/numbers.lua")
dofile(worldeditadditions.modpath.."/utils/nodes.lua")
dofile(worldeditadditions.modpath.."/utils.lua")
dofile(worldeditadditions.modpath.."/lib/floodfill.lua")

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@ -1,7 +1,7 @@
--- Overlap command. Places a specified node on top of each column.
-- @module worldeditadditions.overlay
function worldeditadditions.overlay(pos1, pos2, target_node)
function worldeditadditions.overlay(pos1, pos2, node_weights)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
-- pos2 will always have the highest co-ordinates now
@ -10,7 +10,9 @@ function worldeditadditions.overlay(pos1, pos2, target_node)
local data = manip:get_data()
local node_id_air = minetest.get_content_id("air")
local node_id_target = minetest.get_content_id(target_node)
local node_id_ignore = minetest.get_content_id("ignore")
local node_ids, node_ids_count = worldeditadditions.make_weighted(node_weights)
-- minetest.log("action", "pos1: " .. worldeditadditions.vector.tostring(pos1))
-- minetest.log("action", "pos2: " .. worldeditadditions.vector.tostring(pos2))
@ -24,16 +26,26 @@ function worldeditadditions.overlay(pos1, pos2, target_node)
local placed_node = false
for y = pos2.y, pos1.y, -1 do
if data[area:index(x, y, z)] ~= node_id_air then
local i = area:index(x, y, z)
local is_air = data[i] == node_id_air
if not is_air then -- wielded_light nodes are airlike too
local this_node_name = minetest.get_name_from_content_id(data[i])
is_air = is_air or worldeditadditions.string_starts(this_node_name, "wielded_light")
end
local is_ignore = data[i] == node_id_ignore
if not is_air and not is_ignore then
if found_air 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[area:index(x, y + 1, z)] = node_id_target
data[area:index(x, y + 1, z)] = new_id
changes.updated = changes.updated + 1
placed_node = true
break -- Move on to the next column
end
else
elseif not is_ignore then
found_air = true
end
end

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@ -22,18 +22,10 @@ function worldeditadditions.replacemix(pos1, pos2, target_node, target_node_chan
local distribution = {}
-- Generate the list of node ids
local node_ids_replace = {}
local node_ids_replace, node_ids_replace_count = worldeditadditions.make_weighted(replacements)
for node_name, weight in pairs(replacements) do
local next_id = minetest.get_content_id(node_name)
for i = 1, weight do
table.insert(
node_ids_replace,
next_id
)
end
distribution[next_id] = 0
distribution[minetest.get_content_id(node_name)] = 0
end
local node_ids_replace_count = #node_ids_replace
for i in area:iterp(pos1, pos2) do

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@ -0,0 +1,16 @@
--- Makes an associative table of node_name => weight into a list of node ids.
-- Node names with a heigher weight are repeated more times.
function worldeditadditions.make_weighted(tbl)
local result = {}
for node_name, weight in pairs(tbl) do
local next_id = minetest.get_content_id(node_name)
print("[make_weighted] seen "..node_name.." @ weight "..weight.." → id "..next_id)
for i = 1, weight do
table.insert(
result,
next_id
)
end
end
return result, #result
end

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@ -73,6 +73,10 @@ function worldeditadditions.str_padstart(str, len, char)
return string.rep(char, len - #str) .. str
end
function worldeditadditions.string_starts(str,start)
return string.sub(str,1,string.len(start))==start
end
--- Turns an associative node_id → count table into a human-readable list.
-- Works well with worldeditadditions.make_ascii_table().
function worldeditadditions.node_distribution_to_list(distribution, nodes_total)
@ -122,3 +126,48 @@ function worldeditadditions.make_ascii_table(data, total)
-- TODO: Add multi-column support here
return table.concat(result, "\n")
end
function worldeditadditions.parse_weighted_nodes(parts)
local MODE_EITHER = 1
local MODE_NODE = 2
local result = {}
local mode = MODE_NODE
local last_node_name = nil
for i, part in ipairs(parts) do
print("i: "..i..", part: "..part)
if mode == MODE_NODE then
print("mode: node");
local next = worldedit.normalize_nodename(part)
if not next then
return false, "Error: Invalid node name '"..part.."'"
end
last_node_name = next
mode = MODE_EITHER
elseif mode == MODE_EITHER then
print("mode: either");
local chance = tonumber(part)
if not chance then
local node_name = worldedit.normalize_nodename(part)
if not node_name then
return false, "Error: Invalid number '"..chance.."'"
end
if last_node_name then
result[last_node_name] = 1
end
last_node_name = node_name
mode = MODE_EITHER
else
result[last_node_name] = math.floor(chance)
mode = MODE_NODE
end
end
end
if last_node_name then
result[last_node_name] = 1
end
return true, result
end

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@ -4,25 +4,24 @@
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██████ ████ ███████ ██ ██ ███████ ██ ██ ██
worldedit.register_command("overlay", {
params = "<replace_node>",
description = "Places <replace_node> in the last contiguous air space encountered above the first non-air node. In other words, overlays all top-most nodes in the specified area with <replace_node>.",
params = "<replace_node_a> [<chance_a>] <replace_node_b> [<chance_b>] [<replace_node_N> [<chance_N>]] ...",
description = "Places <replace_node_a> in the last contiguous air space encountered above the first non-air node. In other words, overlays all top-most nodes in the specified area with <replace_node_a>. Optionally supports a mix of nodes and chances, as in //mix and //replacemix.",
privs = { worldedit = true },
require_pos = 2,
parse = function(params_text)
local target_node = worldedit.normalize_nodename(params_text)
if not target_node then
return false, "Error: Invalid node name"
end
return true, target_node
local success, node_list = worldeditadditions.parse_weighted_nodes(
worldeditadditions.split(params_text, "%s+", false)
)
return success, node_list
end,
nodes_needed = function(name)
-- //overlay only modifies up to 1 node per column in the selected region
local pos1, pos2 = worldedit.sort_pos(worldedit.pos1[name], worldedit.pos2[name])
return (pos2.x - pos1.x) * (pos2.y - pos1.y)
end,
func = function(name, target_node)
func = function(name, node_list)
local start_time = os.clock()
local changes = worldeditadditions.overlay(worldedit.pos1[name], worldedit.pos2[name], target_node)
local changes = worldeditadditions.overlay(worldedit.pos1[name], worldedit.pos2[name], node_list)
local time_taken = os.clock() - start_time
minetest.log("action", name .. " used //overlay at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", replacing " .. changes.updated .. " nodes and skipping " .. changes.skipped_columns .. " columns in " .. time_taken .. "s")