local wea = worldeditadditions local wea_c = worldeditadditions_core local Vector3 = wea_c.Vector3 -- ██████ ███████ ██████ ██ █████ ██████ ███████ ███ ███ ██ ██ ██ -- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ████ ██ ██ ██ -- ██████ █████ ██████ ██ ███████ ██ █████ ██ ████ ██ ██ ███ -- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ -- ██ ██ ███████ ██ ███████ ██ ██ ██████ ███████ ██ ██ ██ ██ ██ wea_c.register_command("replacemix", { params = " [] [] [ []] [ []] ...", description = "Replaces target_node with a mix of other nodes. Functions simmilarly to //mix. is optional and the chance to replace the target node at all. replace_node_a is the node to replace target_node with. If multiple nodes are specified in a space separated list, then when replacing an instance of target_node one is randomly chosen from the list. Just like with //mix, if a positive integer is present after a replace_node, that adds a weighting to that particular node making it more common.", privs = { worldedit = true }, require_pos = 2, parse = function(params_text) if not params_text or params_text == "" then return false, "Error: No arguments specified" end local parts = wea_c.split_shell(params_text) local target_node = nil local target_node_chance = 1 local replace_nodes = {} local mode = "target_node" local last_node_name = nil for i, part in ipairs(parts) do if mode == "target_node" then target_node = worldedit.normalize_nodename(part) if not target_node then return false, "Error: Invalid target_node name" end mode = "target_chance" elseif mode == "target_chance" and wea_c.parse.chance(part) then target_node_chance = wea_c.parse.chance(part) mode = "replace_node" elseif (mode == "target_chance" and not wea_c.parse.chance(part, "weight")) or mode == "replace_node" then mode = "replace_node" if wea_c.parse.chance(part, "weight") then if not last_node_name then return false, "Error: No previous node name was found (this is a probably a bug)." end replace_nodes[last_node_name] = math.floor(wea_c.parse.chance(part, "weight")) else if last_node_name and not replace_nodes[last_node_name] then replace_nodes[last_node_name] = 1 end local node_name = worldedit.normalize_nodename(part) if not node_name then return false, "Error: Invalid replace node name '"..part.."'." end last_node_name = node_name end end end if not target_node then return false, "Error: No target node specified." end if not last_node_name then return false, "Error: At least 1 replace node must be specified." end if not replace_nodes[last_node_name] then replace_nodes[last_node_name] = 1 end -- We unconditionally math.floor here because when we tried to test for it directly it was unreliable return true, target_node, target_node_chance, replace_nodes end, nodes_needed = function(name) -- target_node, target_node_chance, replace_nodes return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name]) end, func = function(name, target_node, target_node_chance, replace_nodes) local start_time = wea_c.get_ms_time() local pos1, pos2 = Vector3.sort(worldedit.pos1[name], worldedit.pos2[name]) local success, changed, candidates, distribution = wea.replacemix( worldedit.pos1[name], worldedit.pos2[name], target_node, target_node_chance, replace_nodes ) if not success then return success, changed end local nodes_total = worldedit.volume(pos1, pos2) local percentage_replaced = wea_c.round((changed / candidates)*100, 2) local distribution_table = wea_c.format.node_distribution( distribution, changed, true -- Add a grand total to the bottom ) local time_taken = wea_c.get_ms_time() - start_time minetest.log("action", name .. " used //replacemix at "..pos1.." - "..pos2..", replacing " .. changed.." nodes (out of "..nodes_total.." nodes) in "..time_taken.."s") return true, distribution_table..changed.." out of "..candidates.." (~"..percentage_replaced.."%) candidates replaced in "..wea_c.format.human_time(time_taken) end })