local wea_c = worldeditadditions_core local Vector3 = wea_c.Vector3 -- ███ ██ ██████ ██ ███████ ███████ █████ ██████ ██████ ██ ██ ██ ██████ ██████ -- ████ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ -- ██ ██ ██ ██ ██ ██ ███████ █████ ███████ ██████ ██████ ██ ████ █████ ██ ██ -- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ -- ██ ████ ██████ ██ ███████ ███████ ██ ██ ██ ██ ███████ ██ ███████ ██████ --- Similar to cubeapply, except that it takes 2 positions and randomly keeps changes based on a noise pattern. -- Takes a backup copy of the defined region, runs the given function, and then -- restores the bits that aren't above the nosie threshold. -- @param {Position} pos1 The 1st position defining the region boundary -- @param {Position} pos2 The 2nd positioon defining the region boundary -- @param {Function} func The function to call that performs the action in question. It is expected that the given function will accept no arguments. function worldeditadditions.noiseapply2d(pos1, pos2, threshold, scale, func) local time_taken_all = wea_c.get_ms_time() pos1, pos2 = Vector3.sort(pos1, pos2) if not threshold then threshold = 0.5 end -- pos2 will always have the highest co-ordinates now -- Fetch the nodes in the specified area local manip_before, area_before = worldedit.manip_helpers.init(pos1, pos2) local data_before = manip_before:get_data() local time_taken_fn = wea_c.get_ms_time() func() time_taken_fn = wea_c.get_ms_time() - time_taken_fn local manip_after, area_after = worldedit.manip_helpers.init(pos1, pos2) local data_after = manip_after:get_data() local size2d = pos2 - pos1 + Vector3.new(1, 1, 1) print("DEBUG pos1", pos1, "pos2", pos2, "size2d", size2d) local success, noise = worldeditadditions.noise.make_2d(size2d, pos1, { algorithm = "perlinmt", scale = scale }) if not success then return success, noise end for z = pos2.z, pos1.z, -1 do for y = pos2.y, pos1.y, -1 do for x = pos2.x, pos1.x, -1 do local i_before = area_before:index(x, y, z) local i_after = area_after:index(x, y, z) local i_noise = (z-pos1.z)*size2d.x + (x-pos1.x) -- Roll everything where the noise function returns less than 0.5 if noise[i_noise] < threshold then data_after[i_after] = data_before[i_before] end end 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_after, data_after) time_taken_all = wea_c.get_ms_time() - time_taken_all return true, { all = time_taken_all, fn = time_taken_fn } end