//sculpt: put height at the end

This commit is contained in:
Starbeamrainbowlabs 2023-07-01 02:38:14 +01:00
parent 2756eb0eb5
commit f5e2ada5bd
Signed by: sbrl
GPG key ID: 1BE5172E637709C2
3 changed files with 16 additions and 15 deletions

View file

@ -11,7 +11,7 @@ Note to self: See the bottom of this file for the release template text.
- `//sculpt`: - `//sculpt`:
- Fix undefined `default` brush - Fix undefined `default` brush
- Change defaults to `circle`, `height=1`, and `brushsize=8`. - Change defaults to `circle`, `height=1`, and `brushsize=8`.
- **TODO:** change ordering to put `height` after `brushsize` instead of the other way around - Change argument ordering to put `height` after `brushsize` instead of the other way around
- Commands that modify the terrain now ignore liquids - Commands that modify the terrain now ignore liquids
- `//hollow`: Fix safe region bug - `//hollow`: Fix safe region bug
- Significant backend refactoring to tidy things up - Significant backend refactoring to tidy things up

View file

@ -5,10 +5,10 @@ local Vector3 = wea_c.Vector3
--- Applies the given brush with the given height and size to the given position. --- Applies the given brush with the given height and size to the given position.
-- @param pos1 Vector3 The position at which to apply the brush. -- @param pos1 Vector3 The position at which to apply the brush.
-- @param brush_name string The name of the brush to apply. -- @param brush_name string The name of the brush to apply.
-- @param height number The height of the brush application.
-- @param brush_size Vector3 The size of the brush application. Values are interpreted on the X/Y coordinates, and NOT X/Z! -- @param brush_size Vector3 The size of the brush application. Values are interpreted on the X/Y coordinates, and NOT X/Z!
-- @param height number The height of the brush application.
-- @returns bool, string|{ added: number, removed: number } A bool indicating whether the operation was successful or not, followed by either an error message as a string (if it was not successful) or a table of statistics (if it was successful). -- @returns bool, string|{ added: number, removed: number } A bool indicating whether the operation was successful or not, followed by either an error message as a string (if it was not successful) or a table of statistics (if it was successful).
local function apply(pos1, brush_name, height, brush_size) local function apply(pos1, brush_name, brush_size, height)
-- 1: Get & validate brush -- 1: Get & validate brush
local success, brush, brush_size_actual = wea.sculpt.make_brush(brush_name, brush_size) local success, brush, brush_size_actual = wea.sculpt.make_brush(brush_name, brush_size)
if not success then return success, brush end if not success then return success, brush end

View file

@ -9,7 +9,7 @@ local Vector3 = wea_c.Vector3
-- ██ ██ ██ ██ ██ ██ ██ -- ██ ██ ██ ██ ██ ██ ██
-- ███████ ██████ ██████ ███████ ██ ██ -- ███████ ██████ ██████ ███████ ██ ██
worldeditadditions_core.register_command("sculpt", { worldeditadditions_core.register_command("sculpt", {
params = "[<brush_name=default> [<height=1> [<brush_size=8>]]]", params = "[<brush_name=default> [<brush_size=8> [<height=1>]]]",
description = "Applies a sculpting brush to the terrain with a given height. See //sculptlist to list all available brushes. Note that while the brush size is configurable, the actual brush size you end up with may be slightly different to that which you request due to brush size restrictions.", description = "Applies a sculpting brush to the terrain with a given height. See //sculptlist to list all available brushes. Note that while the brush size is configurable, the actual brush size you end up with may be slightly different to that which you request due to brush size restrictions.",
privs = { worldedit = true }, privs = { worldedit = true },
require_pos = 1, require_pos = 1,
@ -21,8 +21,8 @@ worldeditadditions_core.register_command("sculpt", {
local parts = wea_c.split_shell(params_text) local parts = wea_c.split_shell(params_text)
local brush_name = "circle" local brush_name = "circle"
local height = 1
local brush_size = 8 local brush_size = 8
local height = 1
if #parts >= 1 then if #parts >= 1 then
brush_name = table.remove(parts, 1) brush_name = table.remove(parts, 1)
@ -30,24 +30,25 @@ worldeditadditions_core.register_command("sculpt", {
return false, "A brush with the name '"..brush_name.."' doesn't exist. Try using //sculptlist to list all available brushes." return false, "A brush with the name '"..brush_name.."' doesn't exist. Try using //sculptlist to list all available brushes."
end end
end end
if #parts >= 1 then
height = tonumber(table.remove(parts, 1))
if not height then
return false, "Invalid height value (must be an integer - negative values lower terrain instead of raising it)"
end
end
if #parts >= 1 then if #parts >= 1 then
brush_size = tonumber(table.remove(parts, 1)) brush_size = tonumber(table.remove(parts, 1))
if not brush_size or brush_size < 1 then if not brush_size or brush_size < 1 then
return false, "Invalid brush size. Brush sizes must be a positive integer." return false, "Invalid brush size. Brush sizes must be a positive integer."
end end
end end
if #parts >= 1 then
height = tonumber(table.remove(parts, 1))
if not height then
return false,
"Invalid height value (must be an integer - negative values lower terrain instead of raising it)"
end
end
brush_size = Vector3.new(brush_size, brush_size, 0):floor() brush_size = Vector3.new(brush_size, brush_size, 0):floor()
return true, brush_name, math.floor(height), brush_size return true, brush_name, brush_size, math.floor(height)
end, end,
nodes_needed = function(name, brush_name, height, brush_size) nodes_needed = function(name, brush_name, brush_size, height)
local success, brush, size_actual = wea.sculpt.make_brush(brush_name, brush_size) local success, brush, size_actual = wea.sculpt.make_brush(brush_name, brush_size)
if not success then return 0 end if not success then return 0 end
@ -60,13 +61,13 @@ worldeditadditions_core.register_command("sculpt", {
return size_actual.x * size_actual.y * range_nodes return size_actual.x * size_actual.y * range_nodes
end, end,
func = function(name, brush_name, height, brush_size) func = function(name, brush_name, brush_size, height)
local start_time = wea_c.get_ms_time() local start_time = wea_c.get_ms_time()
local pos1 = wea_c.Vector3.clone(worldedit.pos1[name]) local pos1 = wea_c.Vector3.clone(worldedit.pos1[name])
local success, stats = wea.sculpt.apply( local success, stats = wea.sculpt.apply(
pos1, pos1,
brush_name, height, brush_size brush_name, brush_size, height
) )
if not success then return success, stats.added end if not success then return success, stats.added end