Minetest-WorldEditAdditions/worldeditadditions/lib/overlay.lua

64 lines
2.1 KiB
Lua

--- 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_air = minetest.get_content_id("air")
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 = data[i] == node_id_air
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