local wea_c = worldeditadditions_core local Vector3 = wea_c.Vector3 --- Flood-fill command for complex lakes etc. -- @param start_pos Vector3 The position to start floodfilling from. -- @param radius number The maximum radius to limit the floodfill operation too. -- @param replace_node string The (normalised) name of the node to replace with when floodfilling. -- @returns number The number of nodes replaced. function worldeditadditions.floodfill(start_pos, radius, replace_node) start_pos = Vector3.clone(start_pos) -- Calculate the area we want to modify local pos1 = start_pos + Vector3.new(radius, 0, radius) local pos2 = start_pos - Vector3.new(radius, radius, radius) pos1, pos2 = Vector3.sort(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() -- Setup for the floodfill operation itself local start_pos_index = area:index(start_pos.x, start_pos.y, start_pos.z) local search_id = data[start_pos_index] local replace_id = minetest.get_content_id(replace_node) local radius_sq = radius*radius if search_id == replace_id then return false end local count = 0 local remaining_nodes = wea_c.Queue.new() remaining_nodes:enqueue(start_pos_index) -- Do the floodfill while remaining_nodes:is_empty() == false do local cur = remaining_nodes:dequeue() -- Replace this node data[cur] = replace_id count = count + 1 -- Check all the nearby nodes -- We don't need to go upwards here, since we're filling in lake-style local xplus = cur + 1 -- +X if data[xplus] == search_id and (Vector3.clone(area:position(xplus)) - start_pos):length_squared() < radius_sq and not remaining_nodes:contains(xplus) then -- minetest.log("action", "[floodfill] [+X] index " .. xplus .. " is a " .. data[xplus] .. ", searching for a " .. search_id) remaining_nodes:enqueue(xplus) end local xminus = cur - 1 -- -X if data[xminus] == search_id and (Vector3.clone(area:position(xminus)) - start_pos):length_squared() < radius_sq and not remaining_nodes:contains(xminus) then -- minetest.log("action", "[floodfill] [-X] index " .. xminus .. " is a " .. data[xminus] .. ", searching for a " .. search_id) remaining_nodes:enqueue(xminus) end local zplus = cur + area.zstride -- +Z if data[zplus] == search_id and (Vector3.clone(area:position(zplus)) - start_pos):length_squared() < radius_sq and not remaining_nodes:contains(zplus) then -- minetest.log("action", "[floodfill] [+Z] index " .. zplus .. " is a " .. data[zplus] .. ", searching for a " .. search_id) remaining_nodes:enqueue(zplus) end local zminus = cur - area.zstride -- -Z if data[zminus] == search_id and (Vector3.clone(area:position(zminus)) - start_pos):length_squared() < radius_sq and not remaining_nodes:contains(zminus) then -- minetest.log("action", "[floodfill] [-Z] index " .. zminus .. " is a " .. data[zminus] .. ", searching for a " .. search_id) remaining_nodes:enqueue(zminus) end local yminus = cur - area.ystride -- -Y if data[yminus] == search_id and (Vector3.clone(area:position(yminus)) - start_pos):length_squared() < radius_sq and not remaining_nodes:contains(yminus) then -- minetest.log("action", "[floodfill] [-Y] index " .. yminus .. " is a " .. data[yminus] .. ", searching for a " .. search_id) remaining_nodes:enqueue(yminus) end count = count + 1 end -- Save the modified nodes back to disk & return worldedit.manip_helpers.finish(manip, data) return count end