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Add //overlay, and start filling out README
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5 changed files with 119 additions and 6 deletions
26
README.md
26
README.md
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@ -1,2 +1,26 @@
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# Minetest-WorldEditAdditions
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# Minetest-WorldEditAdditions
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Extra tools and commands to extend WorldEdit for Minetest
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> Extra tools and commands to extend WorldEdit for Minetest
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## Current commands:
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### `//floodfill [<replace_node> [<radius>]]`
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Floods all connected nodes of the same type starting at _pos1_ with <replace_node> (which defaults to `water_source`), in a sphere with a radius of <radius> (which defaults to 50).
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```
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//floodfill
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//floodfill water_source 50
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//floodfill glass 25
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```
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### `//overlay <node_name>`
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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>.
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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.
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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.
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```
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//overlay grass
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//overlay glass
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//overlay grass_with_dirt
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```
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@ -47,7 +47,9 @@ function worldedit.floodfill(start_pos, radius, replace_node)
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-- Calculate the area we want to modify
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-- Calculate the area we want to modify
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local pos1 = vector.add(start_pos, { x = radius, y = 0, z = radius })
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local pos1 = vector.add(start_pos, { x = radius, y = 0, z = radius })
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local pos2 = vector.subtract(start_pos, { x = radius, y = radius, z = radius })
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local pos2 = vector.subtract(start_pos, { x = radius, y = radius, z = radius })
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pos1, pos2 = worldedit.sort_pos(pos1, pos2) -- Just in case
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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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-- 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 manip, area = worldedit.manip_helpers.init(pos1, pos2)
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@ -9,3 +9,4 @@ worldeditadditions = {}
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dofile(minetest.get_modpath("worldeditadditions") .. "/utils.lua")
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dofile(minetest.get_modpath("worldeditadditions") .. "/utils.lua")
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dofile(minetest.get_modpath("worldeditadditions") .. "/floodfill.lua")
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dofile(minetest.get_modpath("worldeditadditions") .. "/floodfill.lua")
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dofile(minetest.get_modpath("worldeditadditions") .. "/overlay.lua")
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52
worldeditadditions/overlay.lua
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52
worldeditadditions/overlay.lua
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--- Overlap command. Places a specified node on top of
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-- @module worldeditadditions.overlay
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function worldedit.overlay(pos1, pos2, target_node)
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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_air = minetest.get_content_id("air")
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local node_id_target = minetest.get_content_id(target_node)
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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 = { updated = 0, skipped_columns = 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 found_air = false
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local placed_node = false
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for y = pos2.y, pos1.y, -1 do
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if data[area:index(x, y, z)] ~= node_id_air then
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if found_air then
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-- We've found an air block previously, so it must be above us
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-- Replace the node above us with the target block
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data[area:index(x, y + 1, z)] = node_id_target
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changes.updated = changes.updated + 1
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placed_node = true
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break -- Move on to the next column
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end
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else
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found_air = true
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end
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end
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if not placed_node then
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changes.skipped_columns = changes.skipped_columns + 1
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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 changes
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end
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@ -25,8 +25,8 @@ local function parse_params_floodfill(params_text)
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end
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end
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minetest.register_chatcommand("/floodfill", {
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minetest.register_chatcommand("/floodfill", {
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params = "<replace_node> [<radius>]",
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params = "[<replace_node> [<radius>]]",
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description = "Floods all connected nodes of the same type starting at pos1 with <replace_node>, in a box-shape with a radius of <radius>, which defaults to 50.",
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description = "Floods all connected nodes of the same type starting at pos1 with <replace_node> (which defaults to `water_source`), in a sphere with a radius of <radius> (which defaults to 50).",
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privs = { worldedit = true },
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privs = { worldedit = true },
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func = safe_region(function(name, params_text)
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func = safe_region(function(name, params_text)
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local replace_node, radius = parse_params_floodfill(params_text)
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local replace_node, radius = parse_params_floodfill(params_text)
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@ -44,7 +44,41 @@ minetest.register_chatcommand("/floodfill", {
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minetest.log("action", name .. " used floodfill at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", replacing " .. nodes_replaced .. " nodes in " .. time_taken .. "s")
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minetest.log("action", name .. " used floodfill at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", replacing " .. nodes_replaced .. " nodes in " .. time_taken .. "s")
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end, function(name, params_text)
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end, function(name, params_text)
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local replace_node, radius = parse_params_floodfill(params_text)
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local replace_node, radius = parse_params_floodfill(params_text)
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-- Volume of a hemisphere
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return math.ceil(((4 * math.pi * (tonumber(radius) ^ 3)) / 3) / 2) -- Volume of a hemisphere
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return math.ceil(((4 * math.pi * (tonumber(radius) ^ 3)) / 3) / 2)
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end)
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})
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minetest.register_chatcommand("/overlay", {
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params = "<replace_node>",
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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>.",
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privs = { worldedit = true },
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func = safe_region(function(name, params_text)
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local target_node = worldedit.normalize_nodename(params_text)
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if not target_node then
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worldedit.player_notify(name, "Error: Invalid node name.")
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return false
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end
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local start_time = os.clock()
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local changes = worldedit.overlay(worldedit.pos1[name], worldedit.pos2[name], target_node)
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local time_taken = os.clock() - start_time
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worldedit.player_notify(name, changes.updated .. " nodes replaced and " .. changes.skipped_columns .. " columns skipped in " .. time_taken .. "s")
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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")
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end, function(name, params_text)
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if not worldedit.normalize_nodename(params_text) then
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worldedit.player_notify(name, "Error: Invalid node name '" .. params_text .. "'.")
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end
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local pos1 = worldedit.pos1[name]
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local pos2 = worldedit.pos2[name]
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local vol = vector.subtract(pos2, pos1)
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return vol.x*vol.z
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end)
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end)
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})
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})
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