mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-26 17:12:59 +00:00
118 lines
4.4 KiB
Lua
118 lines
4.4 KiB
Lua
--- Makes an associative table of node_name => weight into a list of node ids.
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-- Node names with a heigher weight are repeated more times.
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function worldeditadditions.make_weighted(tbl)
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local result = {}
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for node_name, weight in pairs(tbl) do
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local next_id = minetest.get_content_id(node_name)
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print("[make_weighted] seen "..node_name.." @ weight "..weight.." → id "..next_id)
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for i = 1, weight do
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table.insert(result, next_id)
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end
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end
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return result, #result
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end
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--- Unwinds a list of { node = string, weight = number } tables into a list of node ids.
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-- The node ids will be repeated multiple times according to their weights
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-- (e.g. an entry with a weight of 2 will be repeated twice).
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-- @param list table[] The list to unwind.
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-- @return number[],number The unwound list of node ids, follows by the number of node ids in total.
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function worldeditadditions.unwind_node_list(list)
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local result = {}
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for i,item in ipairs(list) do
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local node_id = minetest.get_content_id(item.node)
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for i = 1, item.weight do
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table.insert(result, node_id)
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end
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end
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return result, #result
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end
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local node_id_air = minetest.get_content_id("air")
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local node_id_ignore = minetest.get_content_id("ignore")
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--- Determines whether the given node/content id is an airlike node or not.
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-- @param id number The content/node id to check.
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-- @return bool Whether the given node/content id is an airlike node or not.
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function worldeditadditions.is_airlike(id)
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-- Do a fast check against air and ignore
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if id == node_id_air then
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return true
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elseif id == node_id_ignore then -- ignore = not loaded yet IIRC (so it could be anything)
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return false
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end
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-- If the node isn't registered, then it might not be an air node
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if not minetest.registered_nodes[id] then return false end
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if minetest.registered_nodes[id].sunlight_propagates == true then
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return true
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end
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-- Check for membership of the airlike group
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local name = minetest.get_name_from_content_id(id)
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local airlike_value = minetest.get_item_group(name, "airlike")
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if airlike_value ~= nil and airlike_value > 0 then
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return true
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end
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-- Just in case
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if worldeditadditions.string_starts(this_node_name, "wielded_light") then
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return true
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end
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-- Just in case
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return false
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end
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--- Determines whether the given node/content id is a liquid-ish node or not.
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-- @param id number The content/node id to check.
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-- @return bool Whether the given node/content id is a liquid-ish node or not.
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function worldeditadditions.is_liquidlike(id)
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print("[is_liquidlike]")
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if id == node_id_ignore then return false end
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local node_name = minetest.get_name_from_content_id(id)
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if node_name == nil or not minetest.registered_nodes[node_name] then return false end
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local liquidtype = minetest.registered_nodes[node_name].liquidtype
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print("[is_liquidlike]", "id", id, "liquidtype", liquidtype)
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if liquidtype == nil or liquidtype == "none" then return false end
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-- If it's not none, then it has to be a liquid as the only other values are source and flowing
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return true
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end
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--- Given a manip object and associates, generates a 2D x/z heightmap.
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-- Note that pos1 and pos2 should have already been pushed through
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-- worldedit.sort_pos(pos1, pos2) before passing them to this function.
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-- @param pos1 Vector Position 1 of the region to operate on
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-- @param pos2 Vector Position 2 of the region to operate on
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-- @param manip VoxelManip The VoxelManip object.
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-- @param area area The associated area object.
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-- @param data table The associated data object.
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-- @return table The ZERO-indexed heightmap data (as 1 single flat array).
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function worldeditadditions.make_heightmap(pos1, pos2, manip, area, data)
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-- z y x (in reverse for little-endian machines) is the preferred loop order, but that isn't really possible here
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local heightmap = {}
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local hi = 0
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local changes = { updated = 0, skipped_columns = 0 }
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for z = pos1.z, pos2.z, 1 do
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for x = pos1.x, pos2.x, 1 do
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local found_node = false
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-- Scan each column top to bottom
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for y = pos2.y+1, pos1.y, -1 do
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local i = area:index(x, y, z)
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if not worldeditadditions.is_airlike(data[i]) then
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-- It's the first non-airlike node in this column
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-- Start heightmap values from 1 (i.e. there's at least 1 node in the column)
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heightmap[hi] = (y - pos1.y) + 1
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found_node = true
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break
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end
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end
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if not found_node then heightmap[hi] = -1 end
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hi = hi + 1
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end
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end
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return heightmap
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end
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