local wea_c = worldeditadditions_core local Vector3 = wea_c.Vector3 -- ██████ ██████ ██ ██ ███ ██ ████████ -- ██ ██ ██ ██ ██ ████ ██ ██ -- ██ ██ ██ ██ ██ ██ ██ ██ ██ -- ██ ██ ██ ██ ██ ██ ██ ██ ██ -- ██████ ██████ ██████ ██ ████ ██ --- Counts the nodes in a given area. -- @param pos1 Vector3 pos1 of the defined region to count nodes in. -- @param pos2 Vector3 pos2 of the defined region to count nodes in. -- @param do_human_counts bool Whether to return human-readable counts (as a string) instead of the raw numbers. -- @returns bool,table,number 1. Whether the operation was successful or not. -- 2. A table mapping node ids to the number of that node id seen. -- 3. The total number of nodes counted. function worldeditadditions.count(pos1, pos2, do_human_counts) pos1, pos2 = Vector3.sort(pos1, pos2) -- pos2 will always have the highest co-ordinates now -- Fetch the nodes in the specified area local manip, area = worldedit.manip_helpers.init(pos1, pos2) local data = manip:get_data() -- z y x is the preferred loop order (because CPU cache I'd guess, since then we're iterating linearly through the data array) local counts = {} for i in area:iterp(pos1, pos2) do if not counts[data[i]] then counts[data[i]] = 0 end counts[data[i]] = counts[data[i]] + 1 end local total = worldedit.volume(pos1, pos2) local results = {} for node_name, count in pairs(counts) do table.insert(results, { count, tostring(wea_c.round((count / total) * 100, 2)).."%", minetest.get_name_from_content_id(node_name) }) end table.sort(results, function(a, b) return a[1] < b[1] end) if do_human_counts then for key,item in pairs(results) do item[1] = wea_c.format.human_size(item[1], 2) end end -- Save the modified nodes back to disk & return -- No need to save - this function doesn't actually change anything -- worldedit.manip_helpers.finish(manip, data) return true, results, total end