local wea = worldeditadditions local Vector3 = wea.Vector3 local function parse_stage2(name, parts) local success, vpos1, vpos2 = wea.parse.axes( parts, wea.player_dir(name) ) if not success then return success, vpos1 end -- In this case, we aren't interested in keeping the multidirectional shape changing information insomuch as an offset to which we should shift the region's contents to. local offset = vpos1 + vpos2 if offset == Vector3.new() then return false, "Refusing to copy region a distance of 0 nodes" end return true, offset:floor() end -- ██████ ██████ ██████ ██ ██ -- ██ ██ ██ ██ ██ ██ ██ -- ██ ██ ██ ██████ ████ -- ██ ██ ██ ██ ██ -- ██████ ██████ ██ ██ worldeditadditions_core.register_command("copy+", { -- TODO: Make this an override params = " [ [...]]", description = "Copies the defined region to another location - potentially across multiple axes at once.", privs = { worldedit = true }, require_pos = 2, parse = function(params_text) if not params_text then params_text = "" end local parts = wea.split_shell(params_text) return true, parts end, nodes_needed = function(name) return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name]) end, func = function(name, parts) local start_time = wea.get_ms_time() local success_a, copy_offset = parse_stage2(name, parts) if not success_a then return success_a, copy_offset end local source_pos1 = Vector3.clone(worldedit.pos1[name]) local source_pos2 = Vector3.clone(worldedit.pos2[name]) local target_pos1 = source_pos1 + copy_offset local target_pos2 = source_pos2 + copy_offset local success_b, nodes_modified = wea.copy( source_pos1, source_pos2, target_pos1, target_pos2 ) if not success_b then return success_b, nodes_modified end local time_taken = wea.get_ms_time() - start_time minetest.log("action", name.." used //copy from "..source_pos1.." - "..source_pos2.." to "..target_pos1.." - "..target_pos2..", modifying "..nodes_modified.." nodes in "..wea.format.human_time(time_taken)) return true, nodes_modified.." nodes copied using offset "..copy_offset.." in "..wea.format.human_time(time_taken) end })