--- Overlap command. Places a specified node on top of each column. -- @module worldeditadditions.overlay function worldeditadditions.overlay(pos1, pos2, node_weights) pos1, pos2 = worldedit.sort_pos(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 = worldeditadditions.make_weighted(node_weights) -- minetest.log("action", "pos1: " .. worldeditadditions.vector.tostring(pos1)) -- minetest.log("action", "pos2: " .. worldeditadditions.vector.tostring(pos2)) -- z y x is the preferred loop order, but that isn't really possible here local changes = { updated = 0, skipped_columns = 0 } for z = pos2.z, pos1.z, -1 do for x = pos2.x, pos1.x, -1 do local found_air = false local placed_node = false for y = pos2.y, pos1.y, -1 do local i = area:index(x, y, z) local is_air = worldeditadditions.is_airlike(data[i]) if not is_air then -- wielded_light nodes are airlike too local this_node_name = minetest.get_name_from_content_id(data[i]) is_air = is_air or worldeditadditions.string_starts(this_node_name, "wielded_light") end local is_ignore = data[i] == node_id_ignore if not is_air and not is_ignore then if found_air 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[area:index(x, y + 1, z)] = new_id changes.updated = changes.updated + 1 placed_node = true break -- Move on to the next column end elseif not is_ignore then found_air = true 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