mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-14 04:03:00 +00:00
77 lines
3.2 KiB
Lua
77 lines
3.2 KiB
Lua
local we_c = worldeditadditions_commands
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local wea = worldeditadditions
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local Vector3 = wea.Vector3
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-- ███████ ██████ ██ ██ ██ ██████ ████████
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-- ██ ██ ██ ██ ██ ██ ██ ██
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-- ███████ ██ ██ ██ ██ ██████ ██
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-- ██ ██ ██ ██ ██ ██ ██
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-- ███████ ██████ ██████ ███████ ██ ██
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worldedit.register_command("sculpt", {
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params = "[<brush_name=default> [<height=5> [<brush_size=10>]]]",
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description = "Applies a sculpting brush to the terrain with a given height. See //sculptlist to list all available brushes. Note that while the brush size is configurable, the actual brush size you end up with may be slightly different to that which you request due to brush size restrictions.",
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privs = { worldedit = true },
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require_pos = 1,
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parse = function(params_text)
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if not params_text or params_text == "" then
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params_text = "circle_soft1"
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end
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local parts = wea.split_shell(params_text)
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local brush_name = "circle_soft1"
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local height = 5
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local brush_size = 10
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if #parts >= 1 then
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brush_name = table.remove(parts, 1)
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if not wea.sculpt.brushes[brush_name] then
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return false, "A brush with the name '"..brush_name.."' doesn't exist. Try using //sculptlist to list all available brushes."
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end
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end
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if #parts >= 1 then
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height = tonumber(table.remove(parts, 1))
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if not height then
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return false, "Invalid height value (must be an integer - negative values lower terrain instead of raising it)"
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end
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end
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if #parts >= 1 then
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brush_size = tonumber(table.remove(parts, 1))
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if not brush_size or brush_size < 1 then
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return false, "Invalid brush size. Brush sizes must be a positive integer."
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end
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end
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brush_size = Vector3.new(brush_size, brush_size, 0):floor()
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return true, brush_name, math.floor(height), brush_size
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end,
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nodes_needed = function(name, brush_name, height, brush_size)
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local success, brush, size_actual = wea.sculpt.make_brush(brush_name, brush_size)
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if not success then return 0 end
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-- This solution allows for brushes with negative values
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-- it also allows for brushes that 'break the rules' and have values
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-- that exceed the -1 to 1 range
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local brush_min = wea.min(brush)
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local brush_max = wea.max(brush)
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local range_nodes = (brush_max * height) - (brush_min * height)
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return size_actual.x * size_actual.y * range_nodes
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end,
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func = function(name, brush_name, height, brush_size)
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local start_time = wea.get_ms_time()
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local pos1 = wea.Vector3.clone(worldedit.pos1[name])
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local success, stats = wea.sculpt.apply(
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pos1,
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brush_name, height, brush_size
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)
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if not success then return success, stats.added end
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local time_taken = wea.get_ms_time() - start_time
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minetest.log("action", name .. " used //sculpt at "..pos1..", adding " .. stats.added.." nodes and removing "..stats.removed.." nodes in "..time_taken.."s")
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return true, stats.added.." nodes added and "..stats.removed.." removed in "..wea.format.human_time(time_taken)
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end
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})
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