local we_c = worldeditadditions_commands
local wea = worldeditadditions

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worldedit.register_command("bonemeal", {
	params = "[<strength> [<chance> [<node_name> [<node_name> ...]]]]",
	description = "Bonemeals everything that's bonemeal-able that has an air node directly above it. Optionally takes a strength value to use (default: 1, maximum: 4), and a chance to actually bonemeal an eligible node (positive integer; nodes have a 1-in-<chance> chance to be bonemealed; higher values mean a lower chance; default: 1 - 100% chance).",
	privs = { worldedit = true },
	require_pos = 2,
	parse = function(params_text)
		if not params_text or params_text == "" then
			params_text = "1"
		end
		
		local parts = wea.split_shell(params_text)
		
		local strength = 1
		local chance = 1
		local node_names = {} -- An empty table means all nodes
		
		if #parts >= 1 then
			strength = tonumber(wea.trim(table.remove(parts, 1)))
			if not strength then
				return false, "Invalid strength value (value must be an integer)"
			end
		end
		if #parts >= 1 then
			chance = worldeditadditions.parse.chance(table.remove(parts, 1))
			if not chance then
				return false, "Invalid chance value (must be a positive integer)"
			end
		end
		
		if strength < 1 or strength > 4 then
			return false, "Error: strength value out of bounds (value must be an integer between 1 and 4 inclusive)"
		end
		
		
		if #parts > 0 then
			for _,nodename in pairs(parts) do
				local normalised = worldedit.normalize_nodename(nodename)
				if not normalised then return false, "Error: Unknown node name '"..nodename.."'." end
				table.insert(node_names, normalised)
			end
		end
		
		-- We unconditionally math.floor here because when we tried to test for it directly it was unreliable
		return true, math.floor(strength), math.floor(chance), node_names
	end,
	nodes_needed = function(name) -- strength, chance
		-- Since every node has to have an air block, in the best-case scenario
		-- edit only half the nodes in the selected area
		return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name]) / 2
	end,
	func = function(name, strength, chance, node_names)
		local start_time = worldeditadditions.get_ms_time()
		local success, nodes_bonemealed, candidates = worldeditadditions.bonemeal(
			worldedit.pos1[name], worldedit.pos2[name],
			strength, chance,
			node_names
		)
		-- nodes_bonemealed is an error message here if success == false
		if not success then return success, nodes_bonemealed end
		
		local percentage = worldeditadditions.round((nodes_bonemealed / candidates)*100, 2)
		local time_taken = worldeditadditions.get_ms_time() - start_time
		-- Avoid nan% - since if there aren't any candidates then nodes_bonemealed will be 0 too
		if candidates == 0 then percentage = 0 end
		
		minetest.log("action", name .. " used //bonemeal at "..worldeditadditions.vector.tostring(worldedit.pos1[name]).." - "..worldeditadditions.vector.tostring(worldedit.pos2[name])..", bonemealing " .. nodes_bonemealed.." nodes (out of "..candidates.." nodes) at strength "..strength.." in "..time_taken.."s")
		return true, nodes_bonemealed.." out of "..candidates.." (~"..percentage.."%) candidates bonemealed in "..worldeditadditions.format.human_time(time_taken)
	end
})