local wea_c = worldeditadditions_core local Vector3 = wea_c.Vector3 --- Overlap command. Places a specified node on top of each column. -- @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 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> 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 | 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 -- Fetch the nodes in the specified area local manip, area = worldedit.manip_helpers.init(pos1, pos2) local data = manip:get_data() local node_id_ignore = minetest.get_content_id("ignore") local node_ids, node_ids_count = wea_c.make_weighted(node_weights) -- minetest.log("action", "pos1: " .. pos1) -- minetest.log("action", "pos2: " .. pos2) -- z y x is the preferred loop order, but that isn't really possible here local changes = { updated = 0, skipped_columns = 0, placed = {} } for z = pos2.z, pos1.z, -1 do for x = pos2.x, pos1.x, -1 do local found_air = false local placed_node = false -- print("\n\n[overlay] ****** column start ******") for y = pos2.y, pos1.y, -1 do local i = area:index(x, y, z) -- print("[overlay] pos", x, y, z, "id", data[i], "name", minetest.get_name_from_content_id(data[i]), "is_liquid", wea_c.is_liquidlike(data[i])) local is_air = wea_c.is_airlike(data[i]) local is_liquid = wea_c.is_liquidlike(data[i]) -- wielded_light is now handled by wea_c.is_airlike local is_ignore = data[i] == node_id_ignore if not is_air and not is_ignore then local i_above = area:index(x, y + 1, z) if found_air and not is_liquid 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[i_above] = new_id changes.updated = changes.updated + 1 placed_node = true if not changes.placed[new_id] then changes.placed[new_id] = 0 end changes.placed[new_id] = changes.placed[new_id] + 1 -- print("[overlay] placed above ", x, y, z) break -- Move on to the next column end elseif not is_ignore and not is_liquid then -- print("[overlay] found air at", x, y, z) found_air = true end if is_liquid then found_air = false end end if not placed_node then changes.skipped_columns = changes.skipped_columns + 1 end end end -- Save the modified nodes back to disk & return worldedit.manip_helpers.finish(manip, data) return changes end