version 0.21

master
davedevils 2015-06-29 19:55:56 +02:00
parent bd1233aaf1
commit c8d70b992c
1717 changed files with 68882 additions and 0 deletions

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[mod] Visible Player Armor [3d_armor]
=====================================
depends: default, inventory_plus, unified_skins
Adds craftable armor that is visible to other players. Each armor item worn contibutes to
a player's armor group level making them less vulnerable to weapons.
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
default settings: [minetest.conf]
# Set number of seconds between armor updates.
3d_armor_update_time = 1

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local time = 0
local update_time = tonumber(minetest.setting_get("3d_armor_update_time"))
if not update_time then
update_time = 1
minetest.setting_set("3d_armor_update_time", tostring(update_time))
end
armor = {
player_hp = {},
elements = {"head", "torso", "legs", "feet"},
--[[formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
.."list[current_player;main;0,4.5;8,4;]"
.."list[detached:player_name_armor;armor_head;3,0;1,1;]"
.."list[detached:player_name_armor;armor_torso;3,1;1,1;]"
.."list[detached:player_name_armor;armor_legs;3,2;1,1;]"
.."list[detached:player_name_armor;armor_feet;3,3;1,1;]",]]
}
armor.def = {
state = 0,
count = 0
}
armor.set_player_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local player_inv = player:get_inventory()
local armor_texture = uniskins.default_texture
local armor_level = 0
local state = 0
local items = 0
local textures = {}
for _,v in ipairs(self.elements) do
local stack = player_inv:get_stack("armor_"..v, 1)
local level = stack:get_definition().groups["armor_"..v]
if level then
local item = stack:get_name()
table.insert(textures, item:gsub("%:", "_")..".png")
armor_level = armor_level + level
state = state + stack:get_wear()
items = items+1
end
end
if table.getn(textures) > 0 then
armor_texture = table.concat(textures, "^")
end
local armor_groups = {fleshy=100}
if armor_level > 0 then
armor_groups.level = math.floor(armor_level / 20)
armor_groups.fleshy = 100 - armor_level
end
player:set_armor_groups(armor_groups)
uniskins.armor[name] = armor_texture
uniskins:update_player_visuals(player)
armor.def[name].state = state
armor.def[name].count = items
end
armor.update_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local hp = player:get_hp() or 0
if hp == 0 or hp == self.player_hp[name] then
return
end
if self.player_hp[name] > hp then
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not armor_inv then
return
end
local heal_max = 0
local state = 0
local items = 0
for _,v in ipairs(self.elements) do
local stack = armor_inv:get_stack("armor_"..v, 1)
if stack:get_count() > 0 then
local use = stack:get_definition().groups["armor_use"] or 0
local heal = stack:get_definition().groups["armor_heal"] or 0
local item = stack:get_name()
stack:add_wear(use)
armor_inv:set_stack("armor_"..v, 1, stack)
player_inv:set_stack("armor_"..v, 1, stack)
state = state + stack:get_wear()
items = items+1
if stack:get_count() == 0 then
local desc = minetest.registered_items[item].description
if desc then
minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
end
self:set_player_armor(player)
end
heal_max = heal_max + heal
end
end
armor.def[name].state = state
armor.def[name].count = items
if heal_max > math.random(100) then
player:set_hp(self.player_hp[name])
return
end
end
self.player_hp[name] = hp
end
-- Register Callbacks
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.armor then
local formspec = armor.formspec:gsub("player_name", name)
inventory_plus.set_inventory_formspec(player, formspec)
return
end
for field, _ in pairs(fields) do
if string.sub(field,0,string.len("skins_set_")) == "skins_set_" then
minetest.after(0, function(player)
uniskins.skin[name] = skins.skins[name]..".png"
uniskins:update_player_visuals(player)
end, player)
end
end
end)
minetest.register_on_joinplayer(function(player)
--inventory_plus.register_button(player,"armor", "Armor")
local player_inv = player:get_inventory()
local name = player:get_player_name()
local armor_inv = minetest.create_detached_inventory(name.."_armor",{
on_put = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, stack)
armor:set_player_armor(player)
end,
on_take = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, nil)
armor:set_player_armor(player)
end,
allow_put = function(inv, listname, index, stack, player)
if inv:is_empty(listname) then
return 1
end
return 0
end,
allow_take = function(inv, listname, index, stack, player)
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return 0
end,
})
for _,v in ipairs(armor.elements) do
local list = "armor_"..v
player_inv:set_size(list, 1)
armor_inv:set_size(list, 1)
armor_inv:set_stack(list, 1, player_inv:get_stack(list, 1))
end
armor.player_hp[name] = 0
armor.def[name] = {
state = 0,
count = 0
}
minetest.after(0, function(player)
armor:set_player_armor(player)
end, player)
end)
minetest.register_globalstep(function(dtime)
time = time + dtime
if time > update_time then
for _,player in ipairs(minetest.get_connected_players()) do
armor:update_armor(player)
end
time = 0
end
end)

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armor_api = {
player_hp = {},
}
armor_api.get_armor_textures = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local textures = {}
local player_inv = player:get_inventory()
for _,v in ipairs({"head", "torso", "legs", "feet"}) do
local stack = player_inv:get_stack("armor_"..v, 1)
if stack:get_definition().groups["armor_"..v] then
local item = stack:get_name()
textures[v] = item:gsub("%:", "_")..".png"
end
end
return textures
end
armor_api.set_player_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local player_inv = player:get_inventory()
local armor_level = 0
for _,v in ipairs({"head", "torso", "legs", "feet"}) do
local stack = player_inv:get_stack("armor_"..v, 1)
local armor = stack:get_definition().groups["armor_"..v] or 0
armor_level = armor_level + armor
end
local armor_groups = {fleshy=100}
if armor_level > 0 then
armor_groups.level = math.floor(armor_level / 20)
armor_groups.fleshy = 100 - armor_level
end
player:set_armor_groups(armor_groups)
uniskins:update_player_visuals(player)
end
armor_api.update_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local hp = player:get_hp()
if hp == nil or hp == 0 or hp == self.player_hp[name] then
return
end
if self.player_hp[name] > hp then
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_outfit"})
if armor_inv == nil then
return
end
local heal_max = 0
for _,v in ipairs({"head", "torso", "legs", "feet"}) do
local stack = armor_inv:get_stack("armor_"..v, 1)
if stack:get_count() > 0 then
local use = stack:get_definition().groups["armor_use"] or 0
local heal = stack:get_definition().groups["armor_heal"] or 0
local item = stack:get_name()
stack:add_wear(use)
armor_inv:set_stack("armor_"..v, 1, stack)
player_inv:set_stack("armor_"..v, 1, stack)
if stack:get_count() == 0 then
local desc = minetest.registered_items[item].description
if desc then
minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
end
self:set_player_armor(player)
end
heal_max = heal_max + heal
end
end
if heal_max > math.random(100) then
player:set_hp(self.player_hp[name])
return
end
end
self.player_hp[name] = hp
end

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3d_armor -- Crafting Guide
--------------------------
Helmets:
+---+---+---+
| X | X | X |
+---+---+---+
| X | | X |
+---+---+---+
| | | |
+---+---+---+
[3d_armor:helmet_wood] X = [default:wood]
[3d_armor:helmet_steel] X = [default:steel_ingot]
[3d_armor:helmet_bronze] X = [default:bronze_ingot]
[3d_armor:helmet_diamond] X = [default:diamond]
Chestplates:
+---+---+---+
| X | | X |
+---+---+---+
| X | X | X |
+---+---+---+
| X | X | X |
+---+---+---+
[3d_armor:chestplate_wood] X = [default:wood]
[3d_armor:chestplate_steel] X = [default:steel_ingot]
[3d_armor:chestplate_bronze] X = [default:bronze_ingot]
[3d_armor:chestplate_diamond] X = [default:diamond]
Leggings:
+---+---+---+
| X | X | X |
+---+---+---+
| X | | X |
+---+---+---+
| X | | X |
+---+---+---+
[3d_armor:leggings_wood] X = [default:wood]
[3d_armor:leggings_steel] X = [default:steel_ingot]
[3d_armor:leggings_bronze] X = [default:bronze_ingot]
[3d_armor:leggings_diamond] X = [default:diamond]
Boots:
+---+---+---+
| X | | X |
+---+---+---+
| X | | X |
+---+---+---+
[3d_armor:boots_wood] X = [default:wood]
[3d_armor:boots_steel] X = [default:steel_ingot]
[3d_armor:boots_bronze] X = [default:bronze_ingot
[3d_armor:boots_diamond] X = [default:diamond]

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default
unified_skins

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dofile(minetest.get_modpath(minetest.get_current_modname()).."/armor.lua")
-- Regisiter Head Armor
minetest.register_tool("3d_armor:helmet_leather", {
description = "Leather Helmet",
inventory_image = "3d_armor_inv_helmet_leather.png",
groups = {armor_head=5, armor_heal=0, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_steel", {
description = "Steel Helmet",
inventory_image = "3d_armor_inv_helmet_steel.png",
groups = {armor_head=10, armor_heal=5, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_gold", {
description = "Golden Helmet",
inventory_image = "3d_armor_inv_helmet_gold.png",
groups = {armor_head=15, armor_heal=10, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_diamond",{
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_helmet_diamond.png",
groups = {armor_head=20, armor_heal=15, armor_use=750},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_chain", {
description = "Chain Helmet",
inventory_image = "3d_armor_inv_helmet_chain.png",
groups = {armor_head=15, armor_heal=10, armor_use=500},
wear = 0,
})
-- Regisiter Torso Armor
minetest.register_tool("3d_armor:chestplate_leather", {
description = "Leather Chestplate",
inventory_image = "3d_armor_inv_chestplate_leather.png",
groups = {armor_torso=15, armor_heal=0, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_steel", {
description = "Steel Chestplate",
inventory_image = "3d_armor_inv_chestplate_steel.png",
groups = {armor_torso=20, armor_heal=5, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_gold", {
description = "Golden Chestplate",
inventory_image = "3d_armor_inv_chestplate_gold.png",
groups = {armor_torso=25, armor_heal=10, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_diamond",{
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_chestplate_diamond.png",
groups = {armor_torso=30, armor_heal=15, armor_use=750},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_chain", {
description = "Chain Chestplate",
inventory_image = "3d_armor_inv_chestplate_chain.png",
groups = {armor_torso=25, armor_heal=10, armor_use=500},
wear = 0,
})
-- Regisiter Leg Armor
minetest.register_tool("3d_armor:leggings_leather", {
description = "Leather Leggings",
inventory_image = "3d_armor_inv_leggings_leather.png",
groups = {armor_legs=10, armor_heal=0, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_steel", {
description = "Steel Leggings",
inventory_image = "3d_armor_inv_leggings_steel.png",
groups = {armor_legs=15, armor_heal=5, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_gold", {
description = "Golden Leggings",
inventory_image = "3d_armor_inv_leggings_gold.png",
groups = {armor_legs=20, armor_heal=10, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_diamond",{
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_leggings_diamond.png",
groups = {armor_legs=25, armor_heal=15, armor_use=750},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_chain", {
description = "Chain Leggings",
inventory_image = "3d_armor_inv_leggings_chain.png",
groups = {armor_legs=20, armor_heal=10, armor_use=500},
wear = 0,
})
-- Regisiter Boots
minetest.register_tool("3d_armor:boots_leather", {
description = "Leather Boots",
inventory_image = "3d_armor_inv_boots_leather.png",
groups = {armor_feet=5, armor_heal=0, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:boots_steel", {
description = "Steel Boots",
inventory_image = "3d_armor_inv_boots_steel.png",
groups = {armor_feet=10, armor_heal=5, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:boots_gold", {
description = "Golden Boots",
inventory_image = "3d_armor_inv_boots_gold.png",
groups = {armor_feet=15, armor_heal=10, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:boots_diamond",{
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_boots_diamond.png",
groups = {armor_feet=20, armor_heal=15, armor_use=750},
wear = 0,
})
minetest.register_tool("3d_armor:boots_chain", {
description = "Chain Boots",
inventory_image = "3d_armor_inv_boots_chain.png",
groups = {armor_feet=15, armor_heal=10, armor_use=500},
wear = 0,
})
-- Register Craft Recipies
local craft_ingreds = {
leather = "default:wood",
steel = "default:steel_ingot",
gold = "default:gold_ingot",
diamond = "default:diamond",
chain = "fire:fire",
}
for k, v in pairs(craft_ingreds) do
minetest.register_craft({
output = "3d_armor:helmet_"..k,
recipe = {
{v, v, v},
{v, "", v},
{"", "", ""},
},
})
minetest.register_craft({
output = "3d_armor:chestplate_"..k,
recipe = {
{v, "", v},
{v, v, v},
{v, v, v},
},
})
minetest.register_craft({
output = "3d_armor:leggings_"..k,
recipe = {
{v, v, v},
{v, "", v},
{v, "", v},
},
})
minetest.register_craft({
output = "3d_armor:boots_"..k,
recipe = {
{v, "", v},
{v, "", v},
},
})
end

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7
mods/3d_armor/LICENSE.md Normal file
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3D Armor - Visible Player Armor
===============================
Source Code: Copyright (C) 2013 Stuart Jones - LGPL
Special credit to Jordach and MirceaKitsune for providing the default 3d character model.

41
mods/3d_armor/README.md Normal file
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Modpack - 3d Armor
==================
[mod] Unified Skins [unified_skins]
-----------------------------------
depends: default
A 3d character model re-texturing api used as the framework for this modpack.
Compatible with player skins mod [skins] by Zeg9 and Player Textures [player_textures] by sdzen.
Note: Currently only supports 64x32px player skins.
[mod] Visible Wielded Items [wieldview]
---------------------------------------
depends: unified_skins
Makes hand wielded items visible to other players.
Note: Currently only supports 16x16px texture packs, sorry!
[mod] Visible Player Armor [3d_armor]
-------------------------------------
depends: unified_skins, inventory_plus
Adds craftable armor that is visible to other players. Each armor item worn contributes to
a player's armor group level making them less vulnerable to weapons.
Armor takes damage when a player is hurt, however, many armor items offer a 'stackable'
percentage chance of restoring the lost health points.
[mod] Shields [shields]
-------------------------------------
depends: 3d_armor
Originally a part of 3d_armor, shields have been re-included as an optional extra.
If you do not want shields then simply remove the shields folder from the modpack.

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A 3d character model re-texturing api used as the framework for this modpack.
depends: default
Compatible with player skins mod [skins] by Zeg9 and Player Textures [player_textures] by sdzen.
Note: Currently only 64x32px player skins.

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default

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uniskins = {
skin = {},
armor = {},
wielditem = {},
default_skin = "character.png",
default_texture = "uniskins_trans.png",
}
uniskins.update_player_visuals = function(self, player)
if not player then
return
end
local name = player:get_player_name()
player:set_properties({
visual = "mesh",
mesh = "uniskins_character.x",
textures = {
self.skin[name],
self.armor[name],
self.wielditem[name]
},
visual_size = {x=1, y=1},
})
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
uniskins.skin[name] = uniskins.default_skin
uniskins.armor[name] = uniskins.default_texture
uniskins.wielditem[name] = uniskins.default_texture
if minetest.get_modpath("player_textures") then
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
local f = io.open(filename..".png")
if f then
f:close()
uniskins.skin[name] = "player_"..name..".png"
end
end
if minetest.get_modpath("skins") then
local skin = skins.skins[name]
if skin and skins.get_type(skin) == skins.type.MODEL then
uniskins.skin[name] = skin..".png"
end
end
end)

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[mod] visible wielded items [wieldview]
=======================================
depends: default, unified_skins
Makes hand wielded items visible to other players. Compatible with player skins mod [skins].
Note: Currently only supports 16x16px texture packs, sorry!
default settings: [minetest.conf]
# Set number of seconds between visible wielded item updates.
wieldview_update_time = 2
# Show nodes as tiles, disabled by default
wieldview_node_tiles = false

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default
unified_skins

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local time = 0
local update_time = tonumber(minetest.setting_get("wieldview_update_time"))
if not update_time then
update_time = 2
minetest.setting_set("wieldview_update_time", tostring(update_time))
end
local node_tiles = minetest.setting_getbool("wieldview_node_tiles")
if not node_tiles then
node_tiles = false
minetest.setting_set("wieldview_node_tiles", "false")
end
dofile(minetest.get_modpath(minetest.get_current_modname()).."/transform.lua")
wieldview = {
wielded_item = {},
}
wieldview.get_item_texture = function(self, item)
local texture = uniskins.default_texture
if item ~= "" then
if minetest.registered_items[item] then
if minetest.registered_items[item].inventory_image ~= "" then
texture = minetest.registered_items[item].inventory_image
elseif node_tiles == true and minetest.registered_items[item].tiles then
texture = minetest.registered_items[item].tiles[1]
end
end
if wieldview_transform[item] then
texture = texture.."^[transform"..wieldview_transform[item]
end
end
return texture
end
wieldview.update_wielded_item = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local stack = player:get_wielded_item()
local item = stack:get_name()
if not item then
return
end
if self.wielded_item[name] then
if self.wielded_item[name] == item then
return
end
uniskins.wielditem[name] = self:get_item_texture(item)
uniskins:update_player_visuals(player)
end
self.wielded_item[name] = item
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
wieldview.wielded_item[name] = ""
minetest.after(0, function(player)
wieldview:update_wielded_item(player)
end, player)
end)
minetest.register_globalstep(function(dtime)
time = time + dtime
if time > update_time then
for _,player in ipairs(minetest.get_connected_players()) do
wieldview:update_wielded_item(player)
end
time = 0
end
end)

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-- Wielded Item Transformations - http://dev.minetest.net/texture
wieldview_transform = {
["default:torch"]="R270",
["default:sapling"]="R270",
["flowers:dandelion_white"]="R270",
["flowers:dandelion_yellow"]="R270",
["flowers:geranium"]="R270",
["flowers:rose"]="R270",
["flowers:tulip"]="R270",
["flowers:viola"]="R270",
["bucket:bucket_empty"]="R270",
["bucket:bucket_water"]="R270",
["bucket:bucket_lava"]="R270",
["screwdriver:screwdriver"]="R270",
["screwdriver:screwdriver1"]="R270",
["screwdriver:screwdriver2"]="R270",
["screwdriver:screwdriver3"]="R270",
["screwdriver:screwdriver4"]="R270",
["vessels:glass_bottle"]="R270",
["vessels:drinking_glass"]="R270",
["vessels:steel_bottle"]="R270",
}

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--Para ser usado no gerador aleatório.
domb.aleatorio = nil
--Inicialização da variável aleatoria para que seja usada quando necessário.
minetest.after(0.01, function()
domb.aleatorio=PseudoRandom(200 + (minetest.env:get_timeofday()*100000))
end)
-- Identifica vizinhança de um ponto, os pontos retornados tem a parte superior como ponto 1.
-- Totaliza atualmente água, lava e ar. Contabiliza totais e separando fontes de fluindo.
function DOM_vizinhos(ponto)
local p = {}
local vx=0
local vy=0
local vz=0
local tipo = ''
local pontos = 0
-- p.total = 0
p.total_ar = 0
p.total_lava = 0
p.total_lava_fonte = 0
p.total_agua = 0
p.total_agua_fonte = 0
p.n = {'','','','','',''}
--Começa pelo y (altura) de baixo para cima, sendo assim os 3 últimos testes serão os
for vy=-1,1 do
for vx=-1, 1 do
for vz=-1,1 do
p.n[pontos] = ''
tipo = minetest.env:get_node({x=(ponto.x + vx), y=(ponto.y + vy), z=(ponto.z + vz)}).name
--print("Ponto pego: " .. tipo)
-- Busca pontos onde dois eixos estejam zerados e um outro tenha valor.
if vx==0 and vy==0 and vz==0 then
-- Ignora caso seja exatamente o ponto testado.
elseif (vx==0 and vy==0 and vz~= 0) or (vx==0 and vz==0 and vy~=0) or (vy==0 and vz==0 and vx~=0) then
--print("Ponto: " .. tostring(vx) .. " " .. tostring(vy) .. " " .. tostring(vz) .. " (Pontos: " .. tostring(pontos) .. ")")
--print("Tipo: " .. tipo)
if tipo == "default:air" or tipo == "air" then
p.total_ar = p.total_ar + 1
--print("Ar contado, total de " .. tostring(p.total_ar))
elseif tipo == "default:water_source" or tipo == "default:water_flowing" or tipo == "default:water" then
p.total_agua = p.total_agua + 1
--print("Agua contada, total de " .. tostring(p.total_agua) .. ", tipo:" .. tipo)
if tipo == "default:water_source" then
p.total_agua_fonte = p.total_agua_fonte + 1
end
elseif tipo == "default:lava_source" or tipo == "default:lava_flowing" then
p.total_lava = p.total_lava + 1
if tipo == "default:lava_source" then
p.total_lava_fonte = p.total_lava_fonte + 1
end
end
p.n[pontos] = tipo
pontos = pontos + 1
--if(vx==0 and vz==0 and vy==-1) then
--print("Ponto n para x=0, y=-1 e z=0 é o : " .. tostring(pontos))
--end
end
end
end
end
p.total_lava_corrente = p.total_lava - p.total_lava_fonte
p.total_agua_corrente = p.total_agua - p.total_agua_fonte
-- print("Retornando total ar de :" .. tostring(p.total_ar))
return(p)
end
--[[
Rotina que pega o texto e remove eventuais símbolos não desejados.
]]--
function DOM_remove_simbolos(texto)
local t = ""
if texto == "" or texto == nil then
return("")
end
-- Remoção de símbolos proibidos.
t=string.gsub(texto, "(%[)", "")
t=string.gsub(t, "(%])", "")
t=string.gsub(t, "(%()", "")
t=string.gsub(t, "(%))", "")
t=string.gsub(t, "(#)", "")
t=string.gsub(t, "(@)", "")
t=string.gsub(t, "(?)", "")
t=string.gsub(t, "(!)", "")
t=string.gsub(t, "($)", "")
t=string.gsub(t, "(%%)", "")
t=string.gsub(t, "(&)", "")
t=string.gsub(t, "(*)", "")
t=string.gsub(t, "(=)", "")
return(t)
end
--[[
Rotina que pega o texto e remove eventuais espaços no inicio, no final e espacos duplos no meio da string.
]]--
function DOM_remove_espacos(texto)
local t = ""
if texto == "" or texto == nil then
return("")
end
t = texto
--Remove todos os espaços duplos que encontrar.
while string.find(t," ") do
t=string.gsub(texto, "( )", " ")
end
--Remove espaços no final e no início do texto.
t=string.trim(t)
return t
end
--[[
Rotina usada para inspecionar elementos retornando um relatório na linha de comando.
Aceita quantidade variável de parâmetros sendo:
1) Arquivo
2) Linha
3) Teste
4) Parâmetros
]]--
function DOM_inspeciona_condicional(...)
if(arg[3] ~= true) then return end
local a=0
local linha= {tostring(debug.getinfo(2, 'l').currentline)}
local arquivo = debug.getinfo(2, 'S').short_src or debug.getinfo(2,'S').source
if string.len(arquivo) > 25 then
arquivo = "..." arquivo:sub(string.len(arquivo)- 22)
end
if arg[2] ~= nil then
linha = arg[2]
end
if arg[1] ~= nil then
arquivo = arg[1]
end
print("====================================== [DOM Inspeciona] =======")
print(arquivo .. " [" .. linha .. "]")
print(tostring(arg[4]))
print("---------------------------------------------------------------")
for a=5,#arg,1 do
print(string.format("%s", dump(arg[a])))
end
print("");
print("-------------------------------------- [DOM Inspeciona] ---Fim-")
print(arquivo .. " [" .. linha .. "]")
print("===============================================================")
end
--[[
Chama a rotina de inpecao sem a necessidade de passar a condicao.
]]--
function DOM_inspeciona(...)
local linha = debug.getinfo(2, 'l').currentline
local arquivo = debug.getinfo(2, 'S').short_src or debug.getinfo(2,'S').source
if string.len(arquivo) > 25 then
arquivo = "..." .. arquivo:sub(arquivo:len(arquivo)- 22)
end
DOM_inspeciona_condicional(arquivo,linha,true,...)
end
--[[
Inspeção simplificada que não necessita de valores adicionais, apenas o titulo. Mostra a linha
--]]
function DOM_inspeciona_r(titulo)
if titulo == nil then
titulo = ""
end
local linha = debug.getinfo(2, 'l').currentline
local arquivo = debug.getinfo(2, 'S').short_src or debug.getinfo(2,'S').source
if string.len(arquivo) > 25 then
arquivo = "..." arquivo:sub(string.len(arquivo)- 22)
end
print(arquivo .. " [" .. linha .. "] " .. titulo)
end
--[[
Realiza a união do string.format com o print simulando o printf do C++.
--]]
function DOM_print(...)
print(string.format(...))
end
--[[
Permite envio de mensagens para o log no minitest ao invés do terminal, segue a formatação do string.format
--]]
function DOM_log(...)
-- action, error, info
minetest.log("action", "[DOM]"..string.format(...))
end
--[[
Centraliza os valores na matriz 5x5 de acordo com a largura e altura recebidas gerando automaticamente uma margem ao redor da fórmula.
--]]
function DOM_centraliza_matriz_5x5(matriz, largura, altura)
--Centraliza se largura ou altura forem menores que 5.
--Largura ou Altura/Critério: 5/Ignora, 4/Ignora, 3/1 de margem, 2/1 de margem, 1/2 de margem
local i = 0
a=matriz[1][3]
if a~=nil then
if string.find(a,"gravel") then
i = 1
end
end
--DOM_inspeciona("Rotina centraliza matriz: ",matriz)
local margem_superior = math.floor((5-altura)/2)
local margem_lateral = math.floor((5-largura)/2)
local d_a = margem_lateral
local d_b = margem_superior
if margem_superior > 0 or margem_lateral > 0 then
for a=5,margem_lateral+1,-1 do --Colunas
for b=5,margem_superior+1,-1 do --Linhas
-- Transfere valor da posição original para a deslocada tornando o valor da posição original como nulo.
matriz[a][b] = matriz[a-d_a][b-d_b]
matriz[a-d_a][b-d_b] = nil
end
end
end
--DOM_inspeciona("Matriz convertida:",matriz)
---DOM_inspeciona("Saida da rotina centraliza matriz: ",matriz)
return matriz
end
--[[
Cria matriz 5x5 a patir de uma linha de itens separados por virgulas
- Ignora itens a partir do sexto...
--]]
function DOM_cria_matriz_5x5(itens)
local m_5x5={{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil}},{{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil}},{{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil}},{{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil}},{{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil},{nil,nil,nil,nil,nil}}
local i = {}
local a = 0
local largura = 0
if itens ~= "" and itens ~= nil then
if itens.find(itens,",") then
else
table.insert(i,itens)
a = a + 1
end
end
while string.find(itens,",") do
lido = string.sub(itens,1,itens.find(","))
itens = string.sub(itens,itens.find(",")+1)
table.insert(i,lido)
a = a + 1
end
largura = a
while a < 5 do
table.insert(i,nil)
a = a + 1
end
for a=1,5,1 do --Colunas
-- Transfere valores para a linha 3.
m_5x5[3][a] = i[a]
end
m_5x5 = DOM_centraliza_matriz_5x5(m_5x5,largura,5)
return m_5x5
end
--[[
Converte valor posicional xyz para valor em texto separados por virgulas e sem espaços:
<classe> -> "x,y,z"
]]--
function DOM_de_xyz_para_texto(valor)
if valor==nil then
return "0,0,0"
end
local r = ""
r = tostring(valor.x)..",".. tostring(valor.y) ..",".. tostring(valor.z)
return r
end
--[[
Converte valor posicional de texto para a classe xyz:
"x,y,z" -> <classe>
Convert values x,y,z in text to the class xyz:
"x,y,z" -> <classe>
]]--
function DOM_de_texto_para_xyz(valor)
if valor==nil or recebido == "" then
return {x=0,y=0,z=0}
end
--print("Recebido:".. dump(valor))
local r={x=0,y=0,z=0}
local d=valor
r.x=tonumber(d:sub(1,string.find(d,",")-1))
d=d:sub(string.find(d,",")+1)
r.y= tonumber(d:sub(1,string.find(d,",")-1))
d=d:sub(string.find(d,",")+1)
r.z= tonumber(d)
--print("Retorno:".. dump(r))
return r
end
--[[
Mensagem básica de carga
Recebe:
nome do modulo, caminho do modulo
Basic load message
Params:
module name, path of the module
]]--
function DOM_mb(m,c)
-- minetest.log("action", "[DOM]"..m.." loaded from "..minetest.get_modpath(minetest.get_current_modname()))
minetest.log("action", "[DOM]"..m.." is ready.")
end
--[[
Registra comando para chamar rotinas de apoio pelo chat com o comando /dom_util <comando> <parametros...>
Comandos:
apaga x y z Apaga node no lugar especificado.
if comando == "comando" then -- Comando?
minetest.chat_send_player(name, "[DOM]dom_util: ".."Comando?")
elseif comando == "comando2" then -- Comando?
minetest.chat_send_player(name, "[DOM]dom_util: ".."Comando2?")
end
end
--]]
function DOM_registra_comandos_de_uso_geral()
end
--[[
Quebra texto em lista utilizando espaços como delimitadores.
--]]
function DOM_quebra_texto_em_lista (texto)
local lista = {}
lista = DOM_quebra_texto_em_lista_por_delimitador (texto, " ")
return lista
end
--[[
Quebra texto em lista utilizando delimitador pedido.
--]]
function DOM_quebra_texto_em_lista_por_delimitador (texto, delimitador)
local lista = {}
lista.tamanho = 0
local t = ""
local fatia = ""
if texto==nil or texto =="" then return nil end -- Caso texto recebido não seja válido retorna nulo
if delimitador==nil or delimitador =="" then return nil end -- Caso delimitador recebido não seja válido retorna nulo
--print("Texto: \'"..dump(texto).."\'")
t = texto
if not t:find(delimitador) then -- Cria lista com um item caso não seja encontrado nenhum delimitador.
table.insert(lista, t)
lista.tamanho = 1
end
while t:find(delimitador) do -- Enquanto o delimitador puder ser encontrado no texto, fica no laço.
fatia = t:sub(1,t:find(delimitador)-1)
table.insert(lista,fatia)
lista.tamanho= lista.tamanho + 1
t = t:sub(t:find(delimitador)+1)
if not t:find(delimitador) then -- Adiciona o item que sobra ao final após o último delimitador ser removido.
table.insert(lista,t)
lista.tamanho= lista.tamanho + 1
end
end
--print("saída: "..dump(table.tamanho).." => "..dump(table))
return lista
end
--[[
Copia ponto evitando que seja passada matriz por referência
--]]
function DOM_copia_ponto(origem,destino)
--DOM_inspeciona("Copia ponto:",origem,destino)
if destino == nil then
destino = {}
end
destino.x = tonumber(origem.x)
destino.y = tonumber(origem.y)
destino.z = tonumber(origem.z)
return destino
end
-- Pega valores meta de um item, provavelmente se aplica a nodos.
function DOM_get_item_meta (item)
local r = {}
local v = item["metadata"]
if v==nil then
return r
end
if string.find(v,"return {") then
r = minetest.deserialize(v)
end
return r
end
-- Associa valores meta a um item, provavelmente se aplica a nodos.
function DOM_set_item_meta(i, v)
local t = minetest.serialize(v)
i["metadata"]=t
end

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domb = {}
--DOM base system library
dofile(minetest.get_modpath("domb").."/domb.lua")
DOM_registra_comandos_de_uso_geral()

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default
domb

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--[[
DOM, renew of the watch mod
Original from Echo, here: http://forum.minetest.net/viewtopic.php?id=3795
]]--
--Rotinas usadas pelo mod
dofile(minetest.get_modpath("watch").."/rotinas.lua")
--Declarações dos objetos
dofile(minetest.get_modpath("watch").."/itens.lua")
-- Apenas para indicar que este módulo foi completamente carregado.
DOM_mb(minetest.get_current_modname(),minetest.get_modpath(minetest.get_current_modname()))

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-- Watch recipe
minetest.register_craft({
description = "Watch",
output = 'watch:watch',
groups = {not_in_creative_inventory=1},
recipe = {
{'', 'default:gold_ingot', ''},
{'default:gold_ingot', 'default:redstone_dust', 'default:gold_ingot'},
{'', 'default:gold_ingot', ''}
}
})
--Watch tool
watch.registra_item("watch:watch",watch.images_a[3],true)
--Faces
for a=0,11,1 do
watch.registra_item("watch:watch_a"..tostring(a),watch.images_a[a+1],false)
end

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--[[
DOM, renew of the watch mod
Original from Echo, here: http://forum.minetest.net/viewtopic.php?id=3795
]]--
watch = {}
watch.ultimo_tempo = -1
-- Image of all 12 possible faces, only cover hours, a day is to short to lost time with game minutes... :-P
watch.images_a = {
"watch_a0.png",
"watch_a1.png",
"watch_a2.png",
"watch_a3.png",
"watch_a4.png",
"watch_a5.png",
"watch_a6.png",
"watch_a7.png",
"watch_a8.png",
"watch_a9.png",
"watch_a10.png",
"watch_a11.png",
}
watch.images_d={
"watch_d0.png",
"watch_d1.png",
"watch_d2.png",
"watch_d3.png",
"watch_d4.png",
"watch_d5.png",
"watch_d6.png",
"watch_d7.png",
"watch_d8.png",
"watch_d9.png",
"watch_d10.png",
"watch_d11.png",
}
--Catch the sever time and convert to hour, 12000 = 12h = 0.5, 6000 = 6h = 0.25
function watch.pega_hora(tipo)
local tempo_r = "12:00"
local t = minetest.env:get_timeofday()
local tempo = t*24 -- Get the time
local tempo_h = math.floor(tempo) -- Get 24h only, losting minutes
local tempo_m =math.floor((tempo - tempo_h)*60) --Get only minutes
--Hour
tempo_h_12=tempo_h
if tempo_h > 12 then -- Converte time to time in 12h format
tempo_h_12 = tempo_h - 12
end
if tipo==2 then -- hh
return(tostring(tempo_h_12))
end
tempo_r = tostring(tempo_h) .. ":"
--Minutes
if tempo_m < 10 then -- Add a zero at left if need.
tempo_r = tempo_r .. "0"
end
tempo_r = tempo_r .. tostring(tempo_m)
return(tempo_r) --HH:MM
end
--When someone try use the watch.
function watch.usa (itemstack, user, pointed_thing)
item=itemstack:to_table()
local meta=DOM_get_item_meta(item)
local w_type="a"
if meta~=nil then
w_type = meta["w_type"]
end
--DOM_inspeciona_r("Valores no meta:"..dump(meta))
--print("Relógio em modo: "..w_type)
meta["time"] = watch.pega_hora(1)
meta["w_type"] = w_type
DOM_set_item_meta(item, meta)
meta=DOM_get_item_meta(item)
--DOM_inspeciona_r("Valores no meta:"..dump(meta))
minetest.chat_send_player(user:get_player_name(), "[Watch] Time now is:" .. meta["time"])
itemstack:replace(item)
return itemstack
end
-- Register itens
function watch.registra_item(nome,imagem,aparece_nas_receitas)
local g = 1
if aparece_nas_receitas then
g = 0
end
--DOM_inspeciona_r("Registrando item "..nome..","..imagem)
minetest.register_tool(nome, {
description = "Watch",
inventory_image = imagem,
groups = {not_in_creative_inventory=g},
metadata = {w_type="d"},
wield_image = "",
stack_max = 1,
on_use = watch.usa,
})
end
minetest.register_globalstep(function(dtime)
local t="a" -- d to digital, a to analogic
now = watch.pega_hora(2)
--DOM_inspeciona_r("Hora:"..now)
if now == "12" then now = "0" end
if watch.ultimo_tempo == now then
return
end
watch.ultimo_tempo = now
local players = minetest.get_connected_players()
for i,player in ipairs(players) do
if string.sub(player:get_wielded_item():get_name(), 0, 11) == "watch:watch" then
player:set_wielded_item("watch:watch_"..t..now)
end
for i,stack in ipairs(player:get_inventory():get_list("main")) do
if i<9 and string.sub(stack:get_name(), 0, 11) == "watch:watch" then
player:get_inventory():remove_item("main", stack:get_name())
player:get_inventory():add_item("main", "watch:watch_"..t..now)
end
end
end
end)

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Chat Commands
-------------
For more information, see the [README](README.md).
Many commands also have shorter names that can be typed faster. For example, if we wanted to use `//move ? 5`, we could instead type `//m ? 5`. All shortened names are listed below:
| Short Name | Original Name |
|:-----------|:-------------------|
| `//i` | `//inspect` |
| `//rst` | `//reset` |
| `//mk` | `//mark` |
| `//umk` | `//unmark` |
| `//1` | `//pos1` |
| `//2` | `//pos2` |
| `//fp` | `//fixedpos` |
| `//v` | `//volume` |
| `//s` | `//set` |
| `//r` | `//replace` |
| `//ri` | `//replaceinverse` |
| `//hspr` | `//hollowsphere` |
| `//spr` | `//sphere` |
| `//hdo` | `//hollowdome` |
| `//do` | `//dome` |
| `//hcyl` | `//hollowcylinder` |
### `//about`
Get information about the mod.
//about
### `//inspect on/off/1/0/true/false/yes/no/enable/disable/<blank>`
Enable or disable node inspection.
//inspect on
//inspect off
//inspect 1
//inspect 0
//inspect true
//inspect false
//inspect yes
//inspect no
//inspect enable
//inspect disable
//inspect
### `//reset`
Reset the region so that it is empty.
//reset
### `//mark`
Show markers at the region positions.
//mark
### `//unmark`
Hide markers if currently shown.
//unmark
### `//pos1`
Set WorldEdit region position 1 to the player's location.
//pos1
### `//pos2`
Set WorldEdit region position 2 to the player's location.
//pos2
### `//p set/set1/set2/get`
Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region.
//p set
//p set1
//p set2
//p get
### `//fixedpos set1 x y z`
Set a WorldEdit region position to the position at (`<x>`, `<y>`, `<z>`).
//fixedpos set1 0 0 0
//fixedpos set1 -30 5 28
//fixedpos set2 1004 -200 432
### `//volume`
Display the volume of the current WorldEdit region.
//volume
### `//set <node>`
Set the current WorldEdit region to `<node>`.
//set air
//set cactus
//set Blue Lightstone
//set dirt with grass
### `//mix <node1> ...`
Fill the current WorldEdit region with a random mix of `<node1>`, `...`.
//mix air
//mix cactus stone glass sandstone
//mix Bronze
//mix default:cobble air
### `//replace <search node> <replace node>`
Replace all instances of `<search node>` with `<replace node>` in the current WorldEdit region.
//replace Cobblestone air
//replace lightstone_blue glass
//replace dirt Bronze Block
//replace mesecons:wire_00000000_off flowers:flower_tulip
### `//replaceinverse <search node> <replace node>`
Replace all nodes other than `<search node>` with `<replace node>` in the current WorldEdit region.
//replaceinverse Cobblestone air
//replaceinverse flowers:flower_waterlily glass
//replaceinverse dirt Bronze Block
//replaceinverse mesecons:wire_00000000_off flowers:flower_tulip
### `//hollowsphere <radius> <node>`
Add hollow sphere centered at WorldEdit position 1 with radius `<radius>`, composed of `<node>`.
//hollowsphere 5 Diamond Block
//hollowsphere 12 glass
//hollowsphere 17 mesecons:wire_00000000_off
### `//sphere <radius> <node>`
Add sphere centered at WorldEdit position 1 with radius `<radius>`, composed of `<node>`.
//sphere 5 Diamond Block
//sphere 12 glass
//sphere 17 mesecons:wire_00000000_off
### `//hollowdome <radius> <node>`
Add hollow dome centered at WorldEdit position 1 with radius `<radius>`, composed of `<node>`.
//hollowdome 5 Diamond Block
//hollowdome -12 glass
//hollowdome 17 mesecons:wire_00000000_off
### `//dome <radius> <node>`
Add dome centered at WorldEdit position 1 with radius `<radius>`, composed of `<node>`.
//dome 5 Diamond Block
//dome -12 glass
//dome 17 mesecons:wire_00000000_off
### `//hollowcylinder x/y/z/? <length> <radius> <node>`
Add hollow cylinder at WorldEdit position 1 along the x/y/z/? axis with length `<length>` and radius `<radius>`, composed of `<node>`.
//hollowcylinder x +5 8 Bronze Block
//hollowcylinder y 28 10 glass
//hollowcylinder z -12 3 mesecons:wire_00000000_off
//hollowcylinder ? 2 4 default:stone
### `//cylinder x/y/z/? <length> <radius> <node>`
Add cylinder at WorldEdit position 1 along the x/y/z/? axis with length `<length>` and radius `<radius>`, composed of `<node>`.
//cylinder x +5 8 Bronze Block
//cylinder y 28 10 glass
//cylinder z -12 3 mesecons:wire_00000000_off
//cylinder ? 2 4 default:stone
### `//pyramid x/y/z? <height> <node>`
Add pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height `<height>`, composed of `<node>`.
//pyramid x 8 Diamond Block
//pyramid y -5 glass
//pyramid z 2 mesecons:wire_00000000_off
//pyramid ? 12 mesecons:wire_00000000_off
### `//spiral <length> <height> <spacer> <node>`
Add spiral centered at WorldEdit position 1 with side length `<length>`, height `<height>`, space between walls `<spacer>`, composed of `<node>`.
//spiral 20 5 3 Diamond Block
//spiral 5 2 1 glass
//spiral 7 1 5 mesecons:wire_00000000_off
### `//copy x/y/z/? <amount>`
Copy the current WorldEdit region along the x/y/z/? axis by `<amount>` nodes.
//copy x 15
//copy y -7
//copy z +4
//copy ? 8
### `//move x/y/z/? <amount>`
Move the current WorldEdit positions and region along the x/y/z/? axis by `<amount>` nodes.
//move x 15
//move y -7
//move z +4
//move ? -1
### `//stack x/y/z/? <count>`
Stack the current WorldEdit region along the x/y/z/? axis `<count>` times.
//stack x 3
//stack y -1
//stack z +5
//stack ? 12
### `//stack2 <count> <x> <y> <z>`
Stack the current WorldEdit region `<count>` times by offset `<x>`, `<y>`, `<z>`.
//stack2 5 3 8 2
//stack2 1 -1 -1 -1
### `//scale <factor>`
Scale the current WorldEdit positions and region by a factor of positive integer `<factor>` with position 1 as the origin.
//scale 2
//scale 1
//scale 10
### `//transpose x/y/z/? x/y/z/?`
Transpose the current WorldEdit positions and region along the x/y/z/? and x/y/z/? axes.
//transpose x y
//transpose x z
//transpose y z
//transpose ? y
### `//flip x/y/z/?`
Flip the current WorldEdit region along the x/y/z/? axis.
//flip x
//flip y
//flip z
//flip ?
### `//rotate x/y/z/? <angle>`
Rotate the current WorldEdit positions and region along the x/y/z/? axis by angle `<angle>` (90 degree increment).
//rotate x 90
//rotate y 180
//rotate z 270
//rotate ? -90
### `//orient <angle>`
Rotate oriented nodes in the current WorldEdit region around the Y axis by angle `<angle>` (90 degree increment)
//orient 90
//orient 180
//orient 270
//orient -90
### `//fixlight`
Fixes the lighting in the current WorldEdit region.
//fixlight
### `//hide`
Hide all nodes in the current WorldEdit region non-destructively.
//hide
### `//suppress <node>`
Suppress all <node> in the current WorldEdit region non-destructively.
//suppress Diamond Block
//suppress glass
//suppress mesecons:wire_00000000_off
### `//highlight <node>`
Highlight <node> in the current WorldEdit region by hiding everything else non-destructively.
//highlight Diamond Block
//highlight glass
//highlight mesecons:wire_00000000_off
### `//restore`
Restores nodes hidden with WorldEdit in the current WorldEdit region.
//restore
### `//save <file>`
Save the current WorldEdit region to "(world folder)/schems/`<file>`.we".
//save some random filename
//save huge_base
### `//allocate <file>`
Set the region defined by nodes from "(world folder)/schems/`<file>`.we" as the current WorldEdit region.
//allocate some random filename
//allocate huge_base
### `//load <file>`
Load nodes from "(world folder)/schems/`<file>`.we" with position 1 of the current WorldEdit region as the origin.
//load some random filename
//load huge_base
### `//lua <code>`
Executes `<code>` as a Lua chunk in the global namespace.
//lua worldedit.pos1["singleplayer"] = {x=0, y=0, z=0}
//lua worldedit.rotate(worldedit.pos1["singleplayer"], worldedit.pos2["singleplayer"], "y", 90)
### `//luatransform <code>`
Executes `<code>` as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region.
//luatransform minetest.add_node(pos, {name="default:stone"})
//luatransform if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name="default:water_source"})
### `//mtschemcreate <file>`
Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/`<file>`.mts".
//mtschemcreate some random filename
//mtschemcreate huge_base
### `//mtschemplace <file>`
Load nodes from "(world folder)/schems/`<file>`.mts" with position 1 of the current WorldEdit region as the origin.
//mtschemplace some random filename
//mtschemplace huge_base
### `//mtschemprob start/finish/get`
After using `//mtschemprob start` all nodes punched will bring up a text field where a probablity can be entered.
This mode can be left with `//mtschemprob finish`. `//mtschemprob get` will display the probabilities saved for the nodes.
//mtschemprob get
### `//clearobjects`
Clears all objects within the WorldEdit region.
//clearobjects

661
mods/WorldEdit/LICENSE.txt Normal file
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GNU AFFERO GENERAL PUBLIC LICENSE
Version 3, 19 November 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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WorldEdit v1.0 for Minetest 0.4.8+
==================================
The ultimate in-game world editing tool for [Minetest](http://minetest.net/)! Tons of functionality to help with building, fixing, and more.
For more information, see the [forum topic](https://forum.minetest.net/viewtopic.php?id=572) at the Minetest forums.
# New users should see the [tutorial](Tutorial.md).
![Screenshot](http://i.imgur.com/lwhodrv.png)
Installing
----------
If you are using Windows, consider installing this mod using [MODSTER](https://forum.minetest.net/viewtopic.php?id=6497), a super simple mod installer that will take care of everything for you. If you are using MODSTER, skip directly to step 6 in the instructions below.
There is a nice installation guide over at the [Minetest Wiki](http://wiki.minetest.com/wiki/Installing_mods). Here is a short summary:
1. Download the mod from the [official releases page](https://github.com/Uberi/Minetest-WorldEdit/releases). The download links are labelled "Source Code". If you are using Windows, you will probably want to download the ZIP version.
2. You should have a file named `SOMETHING.zip` or `SOMETHING.tar.gz`.
3. Extract this file using your archiver of choice. If you are using Windows, open the ZIP file and move the folder inside to a safe place outside of the ZIP file.
4. Make sure that you now have a folder with a file named README.md inside it. If you just have another folder inside this folder, use this nested folder instead.
5. Move this folder into the `MINETEST_FOLDER/mods` folder, where `MINETEST_FOLDER` is the folder Minetest is located in.
6. Open Minetest to a world selection screen.
7. Select a world you want to use WorldEdit in by left clicking on it once, and press the **Configure** button.
8. You should have a mod selection screen. Select the one named something like `Minetest-WorldEdit` by left clicking once and press the **Enable MP** button.
9. Press the **Save** button. You can now use WorldEdit in that world. Repeat steps 7 to 9 to enable WorldEdit for other worlds too.
If you are having trouble, try asking for help in the [IRC channel](http://webchat.freenode.net/?channels=#minetest) (faster but may not always have helpers online) or ask on the [forum topic](https://forum.minetest.net/viewtopic.php?id=572) (slower but more likely to get help).
Usage
-----
WorldEdit works primarily through the WorldEdit GUI and chat commands. Depending on your key bindings, you can invoke chat entry with the "t" key, and open the chat console with the "F10" key.
WorldEdit has a huge potential for abuse by untrusted players. Therefore, users will not be able to use WorldEdit unless they have the `worldedit` privelege. This is available by default in single player, but in multiplayer the permission must be explicitly given by someone with the right credentials, using the follwoing chat command: `/grant <player name> worldedit`. This privelege can later be removed using the following chat command: `/revoke <player name> worldedit`.
Certain functions/commands such as WorldEdit GUI's "Run Lua" function (equivalent to the `//lua` and `//luatransform` chat command) additionally require the `server` privilege. This is because it is extremely dangerous to give access to these commands to untrusted players, since they essentially are able to control the computer the server is running on. Give this privilege only to people you trust with your computer.
For in-game information about these commands, type `/help <command name>` in the chat. For example, to learn more about the `//copy` command, simply type `/help /copy` to display information relevant to copying a region.
Interface
---------
WorldEdit is accessed in-game in two main ways.
The GUI adds a screen to each player's inventory that gives access to various WorldEdit functions. The [tutorial](Tutorial.md) and the [Chat Commands Reference](Chat Commands.md) may be helpful in learning to use it.
The chat interface adds many chat commands that perform various WorldEdit powered tasks. It is documented in the [Chat Commands Reference](Chat Commands.md).
Compatibility
-------------
This mod supports Minetest versions 0.4.8 and newer. Older versions of WorldEdit may work with older versions of Minetest, but are not recommended or supported.
WorldEdit works quite well with other mods, and does not have any known mod conflicts.
WorldEdit GUI works with [Unified Inventory](https://forum.minetest.net/viewtopic.php?id=3933) and [Inventory++](https://forum.minetest.net/viewtopic.php?id=6204), but these are not required to use the mod.
If you use any other inventory manager mods, note that they may conflict with the WorldEdit GUI. If this is the case, it may be necessary to disable them.
WorldEdit API
-------------
WorldEdit exposes all significant functionality in a simple Lua interface. Adding WorldEdit to the file "depends.txt" in your mod gives you access to all of the `worldedit` functions. The API is useful for tasks such as high-performance node manipulation, alternative interfaces, and map creation.
If you don't add WorldEdit to your "depends.txt" file, each file in the WorldEdit mod is also independent. For example, one may import the WorldEdit primitives API using the following code:
dofile(minetest.get_modpath("worldedit").."/primitives.lua")
AGPLv3 compatible mods may further include WorldEdit files in their own mods. This may be useful if a modder wishes to completely avoid any dependencies on WorldEdit. Note that it is required to give credit to the authors.
This API is documented in the [WorldEdit API Reference](WorldEdit API.md).
Axes
----
The coordinate system is the same as that used by Minetest; positive Y is upwards, positive X is rightwards, and positive Z is forwards, if a player is facing North (positive Z axis).
When an axis is specified in a WorldEdit chat command, it is specified as one of the following values: `x`, `y`, `z`, or `?`.
In the GUI, there is a dropdown menu for this purpose. The "Look direction" option has the same effect as `?` does in chat commands.
The value `?` represents the axis the player is currently facing. If the player is facing more than one axis, the axis the player face direction is closest to will be used.
Nodes
-----
Node names are required for many types of commands that identify or modify specific types of nodes. They can be specified in a number of ways.
First, by description - the tooltip that appears when hovering over the item in an inventory. This is case insensitive and includes values such as "Cobblestone" and "bronze block". Note that certain commands (namely, `//replace` and `//replaceinverse`) do not support descriptions that contain spaces in the `<searchnode>` field.
Second, by name - the node name that is defined by code, but without the mod name prefix. This is case sensitive and includes values such as "piston_normal_off" and "cactus". Nodes defined in the `default` mod always take precedence over other nodes when searching for the correct one, and if there are multiple possible nodes (such as "a:celery" and "b:celery"), one is chosen in no particular order.
Finally, by full name - the unambiguous identifier of the node, prefixes and all. This is case sensitive and includes values such as "default:stone" and "mesecons:wire_00000000_off".
The node name "air" can be used anywhere a normal node name can, and acts as a blank node. This is useful for clearing or removing nodes. For example, `//set air` would remove all the nodes in the current WorldEdit region. Similarly, `//sphere 10 air`, when WorldEdit position 1 underground, would dig a large sphere out of the ground.
Regions
-------
Most WorldEdit commands operate on regions. Regions are a set of two positions that define a 3D cuboid. They are local to each player and chat commands affect only the region for the player giving the commands.
Each positions together define two opposing corners of the cube. With two opposing corners it is possible to determine both the location and dimensions of the region.
Regions are not saved between server restarts. They start off as empty regions, and cannot be used with most WorldEdit commands until they are set to valid values.
Markers
-------
Entities are used to mark the location of the WorldEdit regions. They appear as boxes containing the number 1 or 2, and represent position 1 and 2 of the WorldEdit region, respectively.
To remove the entities, simply punch them. This does not reset the positions themselves.
Schematics
----------
WorldEdit supports two different types of schematics.
The first is the WorldEdit Schematic format, with the file extension ".we", and in some older versions, ".wem". There have been several previous versions of the WorldEdit Schematic format, but WorldEdit is capable of loading any past versions, and will always support them - there is no need to worry about schematics becoming obselete.
The current version of the WorldEdit Schematic format, internally known as version 4, is essentially an array of node data tables in Lua 5.2 table syntax. Specifically:
return {
{
["y"] = <y-axis coordinate>,
["x"] = <x-axis coordinate>,
["name"] = <node name>,
["z"] = <z-axis coordinate>,
["meta"] = <metadata table>,
["param2"] = <param2 value>,
["param1"] = <y-axis coordinate>,
},
<...>
}
The ordering of the values and minor aspects of the syntax, such as trailing commas or newlines, are not guaranteed to stay the same in future versions.
The WorldEdit Schematic format is accessed via the WorldEdit API, or WorldEdit serialization chat commands such as `//serialize` and `//deserialize`.
The second is the Minetest Schematic format (MTS). The details of this format may be found in the Minetest documentation and are out of the scope of this document. Access to this format is done via specialized MTS commands such as `//mtschemcreate` and `//mtschemplace`.
Authors
-------
WorldEdit would not be possible without the contributions of many developers and designers. Below, they are listed alphabetically:
cheapie
cornernote
cyisfor
electricface
kaeza
khonkhortisan
sfan5
ShadowNinja
spillz
Uberi/Temperest
License
-------
Copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
This mod is licensed under the [GNU Affero General Public License](http://www.gnu.org/licenses/agpl-3.0.html).
Basically, this means everyone is free to use, modify, and distribute the files, as long as these modifications are also licensed the same way.
Most importantly, the Affero variant of the GPL requires you to publish your modifications in source form, even if the mod is run only on the server, and not distributed.

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WorldEdit Tutorial
==================
This is a step-by-step tutorial outlining the basic usage of WorldEdit. For more information, see the [README](README.md).
Let's start with a few assumptions:
* You have a compatible version of Minetest working.
* See the [README](README.md) for compatibility information.
* You have WorldEdit installed as a mod.
* If using Windows, [MODSTER](https://forum.minetest.net/viewtopic.php?pid=101463) makes installing mods totally painless.
* Simply download the file, extract the archive, and move it to the correct mod folder for Minetest.
* See the installation instructions in [README](README.md) if you need more details.
* You are familiar with the basics of the game.
* How to walk, jump, and climb.
* How to dig, place, and punch blocks.
* One of the following:
* How to type into the chat and read text from it.
* How to open the inventory screen and press buttons on it.
Overview
--------
WorldEdit has a "region", which is simply a cuboid area defined by two markers, both of which the player can move around. Every player can have their own region with their own two markers.
WorldEdit GUI buttons and chat commands generally work inside the region selected, or around the first marker.
If you are using the chat commands, follow the steps under **Chat Commands**. If you are using the WorldEdit GUI, follow the steps under **WorldEdit GUI**.
Step 1: Selecting a region
--------------------------
### Chat Commands
In the chat prompt, enter `//p set`. In the chat, you are prompted to punch two nodes to set the positions of the two markers.
Punch a nearby node. Be careful of breakable ones such as torches. A black cube reading "1" will appear around the node. This is the marker for WorldEdit position 1.
Walk away from the node you just punched. Now, punch another node. A black cube reading "2" will appear around the node. This is the marker for WorldEdit position 2.
### WorldEdit GUI
Open the main WorldEdit GUI from your inventory screen. The icon looks like a globe with a red dot in the center.
Press the "Get/Set Positions" button. On the new screen, press the "Set Position 1" button. The inventory screen should close.
Punch a nearby node. Be careful of breakable ones such as torches. A black cube reading "1" will appear around the node. This is the marker for WorldEdit position 1.
Walk away from the node you just punched. Open your inventory again. It should be on the same page as it was before.
Press the "Set Position 2" button. The inventory screen should close.
Now, punch another node. A black cube reading "2" will appear around the node. This is the marker for WorldEdit position 2.
Step 2: Region commands
-----------------------
### Chat Commands
In the chat prompt, enter `//set mese`. In the chat, you will see a message showing the number of nodes set after a small delay.
Look at the place between the two markers: it is now filled with MESE blocks!
The `//set <node>` command fills the region with whatever node you want. It is a region-oriented command, which means it works inside the WorldEdit region only.
Now, try a few different variations, such as `//set torch`, `//set cobble`, and `//set water`.
### WorldEdit GUI
Open the main WorldEdit GUI from your inventory screen.
Press the "Set Nodes" button. You should see a new screen with various options for setting nodes.
Enter "mese" in the "Name" field. Press Search if you would like to see what the node you just entered looks like.
Press the "Set Nodes" button on this screen. In the chat, you will see a message showing the number of nodes set after a small delay.
Look at the place between the two markers: it is now filled with MESE blocks!
The "Set Nodes" function fills the region with whatever node you want. It is a region-oriented command, which means it works inside the WorldEdit region only.
Now, try a few different variations on the node name, such as "torch", "cobble", and "water".
Step 3: Position commands
-------------------------
### Chat Commands
In the chat prompt, enter `//hollowdome 30 glass`. In the chat, you will see a message showing the number of nodes set after a small delay.
Look around marker 1: it is now surrounded by a hollow glass dome!
The `//hollowdome <radius> <node>` command creates a hollow dome centered around marker 1, made of any node you want. It is a position-oriented command, which means it works around marker 1 and can go outside the WorldEdit region.
### WorldEdit GUI
Open the main WorldEdit GUI from your inventory screen.
Press the "Sphere/Dome" button. You should see a new screen with various options for making spheres or domes.
Enter "glass" in the "Name" field. Press Search if you would like to see what the node you just entered looks like.
Enter "30" in the "Radius" field.
Press the "Hollow Dome" button on this screen. In the chat, you will see a message showing the number of nodes added after a small delay.
Look around marker 1: it is now surrounded by a hollow glass dome!
The "Hollow Dome" function creates a hollow dome centered around marker 1, made of any node you want. It is a position-oriented command, which means it works around marker 1 and can go outside the WorldEdit region.
Step 4: Other commands
----------------------
### Chat Commands
There are many more commands than what is shown here. See the [Chat Commands Reference](Chat Commands.md) for a detailed list of them, along with descriptions and examples for every single one.
If you're in-game and forgot how a command works, just use the `/help <command name>` command, without the first forward slash. For example, to see some information about the `//set <node>` command mentioned earlier, simply use `/help /set`.
A very useful command to check out is the `//save <schematic>` command, which can save everything inside the WorldEdit region to a file, stored on the computer hosting the server (the player's computer, in single player mode). You can then later use `//load <schematic>` to load the data in a file into a world, even another world on another computer.
### WorldEdit GUI
This only scratches the surface of what WorldEdit is capable of. Most of the functions in the WorldEdit GUI correspond to chat commands, and so the [Chat Commands Reference](Chat Commands.md) may be useful if you get stuck.
It is helpful to explore the various buttons in the interface and check out what they do. Learning the chat command interface is also useful if you use WorldEdit intensively - an experienced chat command user can usually work faster than an experienced WorldEdit GUI user.

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WorldEdit API
=============
The WorldEdit API is composed of multiple modules, each of which is independent and can be used without the other. Each module is contained within a single file.
If needed, individual modules such as visualization.lua can be removed without affecting the rest of the program. The only file that cannot be removed is init.lua, which is necessary for the mod to run.
For more information, see the [README](README.md).
General
-------
### value = worldedit.version
Contains the current version of WorldEdit in a table of the form `{major=MAJOR_INTEGER, minor=MINOR_INTEGER}`, where `MAJOR_INTEGER` is the major version (the number before the period) as an integer, and `MINOR_INTEGER` is the minor version (the number after the period) as an integer. This is intended for version checking purposes.
### value = worldedit.version_string
Contains the current version of WorldEdit in the form of a string `"MAJOR_INTEGER.MINOR_INTEGER"`, where `MAJOR_INTEGER` is the major version (the number before the period) as an integer, and `MINOR_INTEGER` is the minor version (the number after the period) as an integer. This is intended for display purposes.
Manipulations
-------------
Contained in manipulations.lua, this module allows several node operations to be applied over a region.
### count = worldedit.set(pos1, pos2, nodename)
Sets a region defined by positions `pos1` and `pos2` to `nodename`. To clear a region, use "air" as the value of `nodename`.
Returns the number of nodes set.
### count = worldedit.replace(pos1, pos2, searchnode, replacenode)
Replaces all instances of `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`.
Returns the number of nodes replaced.
### count = worldedit.replaceinverse(pos1, pos2, searchnode, replacenode)
Replaces all nodes other than `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`.
Returns the number of nodes replaced.
### count = worldedit.copy(pos1, pos2, axis, amount)
Copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes.
Returns the number of nodes copied.
### count = worldedit.move(pos1, pos2, axis, amount)
Moves the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes.
Returns the number of nodes moved.
### count = worldedit.stack(pos1, pos2, axis, count)
Duplicates the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") `count` times.
Returns the number of nodes stacked.
### count = worldedit.stack2(pos1, pos2, direction, amount)
Duplicates the region defined by positions `pos1` and `pos2` `amount` times with offset vector `direction`.
Returns the number of nodes stacked.
### count, newpos1, newpos2 = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz)
Stretches the region defined by positions `pos1` and `pos2` by an factor of positive integers `stretchx`, `stretchy`. and `stretchz` along the X, Y, and Z axes, respectively, with `pos1` as the origin.
Returns the number of nodes stretched, the new scaled position 1, and the new scaled position 2.
### count, newpos1, newpos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
Transposes a region defined by the positions `pos1` and `pos2` between the `axis1` and `axis2` axes ("x" or "y" or "z").
Returns the number of nodes transposed, the new transposed position 1, and the new transposed position 2.
### count = worldedit.flip(pos1, pos2, axis)
Flips a region defined by the positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z").
Returns the number of nodes flipped.
### count, newpos2, newpos2 = worldedit.rotate(pos1, pos2, angle)
Rotates a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise around the y axis (supporting 90 degree increments only).
Returns the number of nodes rotated, the new position 1, and the new position 2.
### count = worldedit.orient(pos1, pos2, angle)
Rotates all oriented nodes in a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise (90 degree increment) around the Y axis.
Returns the number of nodes oriented.
### count = worldedit.fixlight(pos1, pos2)
Fixes the lighting in a region defined by positions `pos1` and `pos2`.
Returns the number of nodes updated.
### count = worldedit.clearobjects(pos1, pos2)
Clears all objects in a region defined by the positions `pos1` and `pos2`.
Returns the number of objects cleared.
Primitives
----------
Contained in primitives.lua, this module allows the creation of several geometric primitives.
### count = worldedit.hollow_sphere(pos, radius, nodename)
Adds a hollow sphere centered at `pos` with radius `radius`, composed of `nodename`.
Returns the number of nodes added.
### count = worldedit.sphere(pos, radius, nodename)
Adds a sphere centered at `pos` with radius `radius`, composed of `nodename`.
Returns the number of nodes added.
### count = worldedit.hollow_dome(pos, radius, nodename)
Adds a hollow dome centered at `pos` with radius `radius`, composed of `nodename`.
Returns the number of nodes added.
### count = worldedit.dome(pos, radius, nodename)
Adds a dome centered at `pos` with radius `radius`, composed of `nodename`.
Returns the number of nodes added.
### count = worldedit.hollow_cylinder(pos, axis, length, radius, nodename)
Adds a hollow cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`.
Returns the number of nodes added.
### count = worldedit.cylinder(pos, axis, length, radius, nodename)
Adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`.
Returns the number of nodes added.
### count = worldedit.pyramid(pos, axis, height, nodename)
Adds a pyramid centered at `pos` along the `axis` axis ("x" or "y" or "z") with height `height`.
Returns the number of nodes added.
### count = worldedit.spiral(pos, length, height, spacer, nodename)
Adds a spiral centered at `pos` with side length `length`, height `height`, space between walls `spacer`, composed of `nodename`.
Returns the number of nodes added.
Visualization
-------------
Contained in visualization.lua, this module allows nodes to be visualized in different ways.
### volume = worldedit.volume(pos1, pos2)
Determines the volume of the region defined by positions `pos1` and `pos2`.
Returns the volume.
### count = worldedit.hide(pos1, pos2)
Hides all nodes in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes.
Returns the number of nodes hidden.
### count = worldedit.suppress(pos1, pos2, nodename)
Suppresses all instances of `nodename` in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes.
Returns the number of nodes suppressed.
### count = worldedit.highlight(pos1, pos2, nodename)
Highlights all instances of `nodename` in a region defined by positions `pos1` and `pos2` by non-destructively hiding all other nodes.
Returns the number of nodes found.
### count = worldedit.restore(pos1, pos2)
Restores all nodes hidden with WorldEdit functions in a region defined by positions `pos1` and `pos2`.
Returns the number of nodes restored.
Serialization
-------------
Contained in serialization.lua, this module allows regions of nodes to be serialized and deserialized to formats suitable for use outside MineTest.
### version = worldedit.valueversion(value)
Determines the version of serialized data `value`.
Returns the version as a positive integer or 0 for unknown versions.
### data, count = worldedit.serialize(pos1, pos2)
Converts the region defined by positions `pos1` and `pos2` into a single string.
Returns the serialized data and the number of nodes serialized.
### pos1, pos2, count = worldedit.allocate(originpos, value)
Determines the volume the nodes represented by string `value` would occupy if deserialized at `originpos`.
Returns the two corner positions and the number of nodes.
### count = worldedit.deserialize(originpos, value)
Loads the nodes represented by string `value` at position `originpos`.
Returns the number of nodes deserialized.
Code
----
Contained in code.lua, this module allows arbitrary Lua code to be used with WorldEdit.
### error = worldedit.lua(code)
Executes `code` as a Lua chunk in the global namespace.
Returns an error if the code fails or nil otherwise.
### error = worldedit.luatransform(pos1, pos2, code)
Executes `code` as a Lua chunk in the global namespace with the variable `pos` available, for each node in a region defined by positions `pos1` and `pos2`.
Returns an error if the code fails or nil otherwise.

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worldedit = worldedit or {}
local minetest = minetest -- local copy of global
-- Copies and modifies positions `pos1` and `pos2` so that each component of
-- `pos1` is less than or equal to the corresponding component of `pos2`.
-- Returns the new positions.
worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
-- Executes `code` as a Lua chunk in the global namespace,
-- returning an error if the code fails, or nil otherwise.
worldedit.lua = function(code)
local func, err = loadstring(code)
if not func then -- Syntax error
return err
end
local good, err = pcall(operation)
if not good then -- Runtime error
return err
end
return nil
end
-- Executes `code` as a Lua chunk in the global namespace with the variable
-- pos available, for each node in a region defined by positions `pos1` and
-- `pos2`, returning an error if the code fails, or nil otherwise
worldedit.luatransform = function(pos1, pos2, code)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local factory, err = loadstring("return function(pos) " .. code .. " end")
if not factory then -- Syntax error
return err
end
local func = factory()
-- Keep area loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local good, err = pcall(func, pos)
if not good then -- Runtime error
return err
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return nil
end

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worldedit = worldedit or {}
local minetest = minetest --local copy of global
worldedit.allocate_old = worldedit.allocate
worldedit.deserialize_old = worldedit.deserialize
worldedit.metasave = function(pos1, pos2, filename)
local file, err = io.open(filename, "wb")
if err then return 0 end
local data, count = worldedit.serialize(pos1, pos2)
file:write(data)
file:close()
return count
end
worldedit.metaload = function(originpos, filename)
filename = minetest.get_worldpath() .. "/schems/" .. file .. ".wem"
local file, err = io.open(filename, "wb")
if err then return 0 end
local data = file:read("*a")
return worldedit.deserialize(originpos, data)
end
worldedit.scale = function(pos1, pos2, factor)
return worldedit.stretch(pos1, pos2, factor, factor, factor)
end

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worldedit = worldedit or {}
worldedit.version = {major=1, minor=0}
worldedit.version_string = "1.0"
assert(minetest.get_voxel_manip, string.rep(">", 300) .. "HEY YOU! YES, YOU OVER THERE. THIS VERSION OF WORLDEDIT REQUIRES MINETEST 0.4.8 OR LATER! YOU HAVE AN OLD VERSION." .. string.rep("<", 300))
local path = minetest.get_modpath(minetest.get_current_modname())
local loadmodule = function(path)
local file = io.open(path)
if not file then
return
end
file:close()
return dofile(path)
end
loadmodule(path .. "/manipulations.lua")
loadmodule(path .. "/primitives.lua")
loadmodule(path .. "/visualization.lua")
loadmodule(path .. "/serialization.lua")
loadmodule(path .. "/code.lua")
loadmodule(path .. "/compatibility.lua")
print("[MOD] WorldEdit loaded!")

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worldedit = worldedit or {}
local minetest = minetest --local copy of global
-- Copies and modifies positions `pos1` and `pos2` so that each component of
-- `pos1` is less than or equal to the corresponding component of `pos2`.
-- Returns the new positions.
worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
--determines the volume of the region defined by positions `pos1` and `pos2`, returning the volume
worldedit.volume = function(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
return (pos2.x - pos1.x + 1) * (pos2.y - pos1.y + 1) * (pos2.z - pos1.z + 1)
end
--sets a region defined by positions `pos1` and `pos2` to `nodename`, returning the number of nodes filled
worldedit.set = function(pos1, pos2, nodenames)
if type(nodenames) == "string" then
nodenames = {nodenames}
end
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_ids = {}
for i,v in ipairs(nodenames) do
node_ids[i] = minetest.get_content_id(nodenames[i])
end
if #node_ids == 1 then --only one type of node
local id = node_ids[1]
for i in area:iterp(pos1, pos2) do nodes[i] = id end --fill area with node
else --several types of nodes specified
local id_count, rand = #node_ids, math.random
for i in area:iterp(pos1, pos2) do nodes[i] = node_ids[rand(id_count)] end --fill randomly with all types of specified nodes
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return worldedit.volume(pos1, pos2)
end
--replaces all instances of `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`, returning the number of nodes replaced
worldedit.replace = function(pos1, pos2, searchnode, replacenode)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
local nodes = manip:get_data()
local searchnode_id = minetest.get_content_id(searchnode)
local replacenode_id = minetest.get_content_id(replacenode)
local count = 0
for i in area:iterp(pos1, pos2) do --replace searchnode with replacenode
if nodes[i] == searchnode_id then
nodes[i] = replacenode_id
count = count + 1
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--replaces all nodes other than `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`, returning the number of nodes replaced
worldedit.replaceinverse = function(pos1, pos2, searchnode, replacenode)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
local nodes = manip:get_data()
local searchnode_id = minetest.get_content_id(searchnode)
local replacenode_id = minetest.get_content_id(replacenode)
local count = 0
for i in area:iterp(pos1, pos2) do --replace anything that is not searchnode with replacenode
if nodes[i] ~= searchnode_id then
nodes[i] = replacenode_id
count = count + 1
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes copied
worldedit.copy = function(pos1, pos2, axis, amount) --wip: replace the old version below
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
if amount == 0 then
return
end
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
elseif axis == "y" then
other1, other2 = "x", "z"
else --axis == "z"
other1, other2 = "x", "y"
end
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
--prepare slice along axis
local extent = {
[axis] = 1,
[other1]=pos2[other1] - pos1[other1] + 1,
[other2]=pos2[other2] - pos1[other2] + 1,
}
local nodes = {}
local schematic = {size=extent, data=nodes}
local currentpos = {x=pos1.x, y=pos1.y, z=pos1.z}
local stride = {x=1, y=extent.x, z=extent.x * extent.y}
local get_node = minetest.get_node
for index1 = 1, extent[axis] do --go through each slice
--copy slice into schematic
local newindex1 = (index1 + offset[axis]) * stride[axis] + 1 --offset contributed by axis plus 1 to make it 1-indexed
for index2 = 1, extent[other1] do
local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1]
for index3 = 1, extent[other2] do
local i = newindex2 + (index3 + offset[other2]) * stride[other2]
local node = get_node(pos)
node.param1 = 255 --node will always appear
nodes[i] = node
end
end
--copy schematic to target
currentpos[axis] = currentpos[axis] + amount
place_schematic(currentpos, schematic)
--wip: copy meta
currentpos[axis] = currentpos[axis] + 1
end
return worldedit.volume(pos1, pos2)
end
worldedit.copy2 = function(pos1, pos2, direction, volume)
-- the overlap shouldn't matter as long as we
-- 1) start at the furthest separated corner
-- 2) complete an edge before moving inward, either edge works
-- 3) complete a face before moving inward, similarly
--
-- to do this I
-- 1) find the furthest destination in the direction, of each axis
-- 2) call those the furthest separated corner
-- 3) make sure to iterate inward from there
-- 4) nested loop to make sure complete edge, complete face, then complete cube.
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
local somemeta = get_meta(pos1) -- hax lol
local to_table = somemeta.to_table
local from_table = somemeta.from_table
somemeta = nil
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local sx, sy, sz -- direction sign
local ix, iy, iz -- initial destination
local ex, ey, ez -- final destination
local originalx, originaly, originalz -- source
-- vim -> :'<,'>s/\<\([ioes]\?\)x\>/\1y/g
if direction.x > 0 then
originalx = pos2.x
ix = originalx + direction.x
ex = pos1.x + direction.x
sx = -1
elseif direction.x < 0 then
originalx = pos1.x
ix = originalx + direction.x
ex = pos2.x + direction.x
sx = 1
else
originalx = pos1.x
ix = originalx -- whatever
ex = pos2.x
sx = 1
end
if direction.y > 0 then
originaly = pos2.y
iy = originaly + direction.y
ey = pos1.y + direction.y
sy = -1
elseif direction.y < 0 then
originaly = pos1.y
iy = originaly + direction.y
ey = pos2.y + direction.y
sy = 1
else
originaly = pos1.y
iy = originaly -- whatever
ey = pos2.y
sy = 1
end
if direction.z > 0 then
originalz = pos2.z
iz = originalz + direction.z
ez = pos1.z + direction.z
sz = -1
elseif direction.z < 0 then
originalz = pos1.z
iz = originalz + direction.z
ez = pos2.z + direction.z
sz = 1
else
originalz = pos1.z
iz = originalz -- whatever
ez = pos2.z
sz = 1
end
-- print('copy',originalx,ix,ex,sx,originaly,iy,ey,sy,originalz,iz,ez,sz)
local ox,oy,oz
ox = originalx
for x = ix, ex, sx do
oy = originaly
for y = iy, ey, sy do
oz = originalz
for z = iz, ez, sz do
-- reusing pos1/pos2 as source/dest here
pos1.x, pos1.y, pos1.z = ox, oy, oz
pos2.x, pos2.y, pos2.z = x, y, z
local node = get_node(pos1)
local meta = to_table(get_meta(pos1)) --get meta of current node
add_node(pos2,node)
from_table(get_meta(pos2),meta)
oz = oz + sz
end
oy = oy + sy
end
ox = ox + sx
end
end
--duplicates the region defined by positions `pos1` and `pos2` `amount` times with offset vector `direction`, returning the number of nodes stacked
worldedit.stack2 = function(pos1, pos2, direction, amount, finished)
local i = 0
local translated = {x=0,y=0,z=0}
local function nextone()
if i <= amount then
i = i + 1
translated.x = translated.x + direction.x
translated.y = translated.y + direction.y
translated.z = translated.z + direction.z
worldedit.copy2(pos1, pos2, translated, volume)
minetest.after(0, nextone)
else
if finished then
finished()
end
end
end
nextone()
return worldedit.volume(pos1, pos2) * amount
end
--copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes copied
worldedit.copy = function(pos1, pos2, axis, amount)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
if amount < 0 then
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos) --obtain current node
local meta = get_meta(pos):to_table() --get meta of current node
local value = pos[axis] --store current position
pos[axis] = value + amount --move along axis
add_node(pos, node) --copy node to new position
get_meta(pos):from_table(meta) --set metadata of new node
pos[axis] = value --restore old position
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
else
local pos = {x=pos2.x, y=0, z=0}
while pos.x >= pos1.x do
pos.y = pos2.y
while pos.y >= pos1.y do
pos.z = pos2.z
while pos.z >= pos1.z do
local node = get_node(pos) --obtain current node
local meta = get_meta(pos):to_table() --get meta of current node
local value = pos[axis] --store current position
pos[axis] = value + amount --move along axis
add_node(pos, node) --copy node to new position
get_meta(pos):from_table(meta) --set metadata of new node
pos[axis] = value --restore old position
pos.z = pos.z - 1
end
pos.y = pos.y - 1
end
pos.x = pos.x - 1
end
end
return worldedit.volume(pos1, pos2)
end
--moves the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes moved
worldedit.move = function(pos1, pos2, axis, amount)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
--wip: move slice by slice using schematic method in the move axis and transfer metadata in separate loop (and if the amount is greater than the length in the axis, copy whole thing at a time and erase original after, using schematic method)
local get_node, get_meta, add_node, remove_node = minetest.get_node, minetest.get_meta, minetest.add_node, minetest.remove_node
if amount < 0 then
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos) --obtain current node
local meta = get_meta(pos):to_table() --get metadata of current node
remove_node(pos)
local value = pos[axis] --store current position
pos[axis] = value + amount --move along axis
add_node(pos, node) --move node to new position
get_meta(pos):from_table(meta) --set metadata of new node
pos[axis] = value --restore old position
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
else
local pos = {x=pos2.x, y=0, z=0}
while pos.x >= pos1.x do
pos.y = pos2.y
while pos.y >= pos1.y do
pos.z = pos2.z
while pos.z >= pos1.z do
local node = get_node(pos) --obtain current node
local meta = get_meta(pos):to_table() --get metadata of current node
remove_node(pos)
local value = pos[axis] --store current position
pos[axis] = value + amount --move along axis
add_node(pos, node) --move node to new position
get_meta(pos):from_table(meta) --set metadata of new node
pos[axis] = value --restore old position
pos.z = pos.z - 1
end
pos.y = pos.y - 1
end
pos.x = pos.x - 1
end
end
return worldedit.volume(pos1, pos2)
end
--duplicates the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") `count` times, returning the number of nodes stacked
worldedit.stack = function(pos1, pos2, axis, count)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local length = pos2[axis] - pos1[axis] + 1
if count < 0 then
count = -count
length = -length
end
local amount = 0
local copy = worldedit.copy
local i = 1
function nextone()
if i <= count then
i = i + 1
amount = amount + length
copy(pos1, pos2, axis, amount)
minetest.after(0, nextone)
end
end
nextone()
return worldedit.volume(pos1, pos2) * count
end
--stretches the region defined by positions `pos1` and `pos2` by an factor of positive integers `stretchx`, `stretchy`. and `stretchz` along the X, Y, and Z axes, respectively, with `pos1` as the origin, returning the number of nodes scaled, the new scaled position 1, and the new scaled position 2
worldedit.stretch = function(pos1, pos2, stretchx, stretchy, stretchz) --wip: test this
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--prepare schematic of large node
local get_node, get_meta, place_schematic = minetest.get_node, minetest.get_meta, minetest.place_schematic
local placeholder_node = {name="", param1=255, param2=0}
local nodes = {}
for i = 1, stretchx * stretchy * stretchz do
nodes[i] = placeholder_node
end
local schematic = {size={x=stretchx, y=stretchy, z=stretchz}, data=nodes}
local sizex, sizey, sizez = stretchx - 1, stretchy - 1, stretchz - 1
--make area stay loaded
local manip = minetest.get_voxel_manip()
local new_pos2 = {
x=pos1.x + (pos2.x - pos1.x) * stretchx + sizex,
y=pos1.y + (pos2.y - pos1.y) * stretchy + sizey,
z=pos1.z + (pos2.z - pos1.z) * stretchz + sizez,
}
manip:read_from_map(pos1, new_pos2)
local pos = {x=pos2.x, y=0, z=0}
local bigpos = {x=0, y=0, z=0}
while pos.x >= pos1.x do
pos.y = pos2.y
while pos.y >= pos1.y do
pos.z = pos2.z
while pos.z >= pos1.z do
local node = get_node(pos) --obtain current node
local meta = get_meta(pos):to_table() --get meta of current node
--calculate far corner of the big node
local posx = pos1.x + (pos.x - pos1.x) * stretchx
local posy = pos1.y + (pos.y - pos1.y) * stretchy
local posz = pos1.z + (pos.z - pos1.z) * stretchz
--create large node
placeholder_node.name = node.name
placeholder_node.param2 = node.param2
bigpos.x, bigpos.y, bigpos.z = posx, posy, posz
place_schematic(bigpos, schematic)
--fill in large node meta
if next(meta.fields) ~= nil or next(meta.inventory) ~= nil then --node has meta fields
for x = 0, sizex do
for y = 0, sizey do
for z = 0, sizez do
bigpos.x, bigpos.y, bigpos.z = posx + x, posy + y, posz + z
get_meta(bigpos):from_table(meta) --set metadata of new node
end
end
end
end
pos.z = pos.z - 1
end
pos.y = pos.y - 1
end
pos.x = pos.x - 1
end
return worldedit.volume(pos1, pos2) * stretchx * stretchy * stretchz, pos1, new_pos2
end
--transposes a region defined by the positions `pos1` and `pos2` between the `axis1` and `axis2` axes, returning the number of nodes transposed, the new transposed position 1, and the new transposed position 2
worldedit.transpose = function(pos1, pos2, axis1, axis2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local compare
local extent1, extent2 = pos2[axis1] - pos1[axis1], pos2[axis2] - pos1[axis2]
if extent1 > extent2 then
compare = function(extent1, extent2)
return extent1 > extent2
end
else
compare = function(extent1, extent2)
return extent1 < extent2
end
end
--calculate the new position 2 after transposition
local new_pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
new_pos2[axis1] = pos1[axis1] + extent2
new_pos2[axis2] = pos1[axis2] + extent1
--make area stay loaded
local manip = minetest.get_voxel_manip()
local upperbound = {x=pos2.x, y=pos2.y, z=pos2.z}
if upperbound[axis1] < new_pos2[axis1] then upperbound[axis1] = new_pos2[axis1] end
if upperbound[axis2] < new_pos2[axis2] then upperbound[axis2] = new_pos2[axis2] end
manip:read_from_map(pos1, upperbound)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local extent1, extent2 = pos[axis1] - pos1[axis1], pos[axis2] - pos1[axis2]
if compare(extent1, extent2) then --transpose only if below the diagonal
local node1 = get_node(pos)
local meta1 = get_meta(pos):to_table()
local value1, value2 = pos[axis1], pos[axis2] --save position values
pos[axis1], pos[axis2] = pos1[axis1] + extent2, pos1[axis2] + extent1 --swap axis extents
local node2 = get_node(pos)
local meta2 = get_meta(pos):to_table()
add_node(pos, node1)
get_meta(pos):from_table(meta1)
pos[axis1], pos[axis2] = value1, value2 --restore position values
add_node(pos, node2)
get_meta(pos):from_table(meta2)
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return worldedit.volume(pos1, pos2), pos1, new_pos2
end
--flips a region defined by the positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z"), returning the number of nodes flipped
worldedit.flip = function(pos1, pos2, axis)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
--wip: flip the region slice by slice along the flip axis using schematic method
local pos = {x=pos1.x, y=0, z=0}
local start = pos1[axis] + pos2[axis]
pos2[axis] = pos1[axis] + math.floor((pos2[axis] - pos1[axis]) / 2)
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node1 = get_node(pos)
local meta1 = get_meta(pos):to_table()
local value = pos[axis]
pos[axis] = start - value
local node2 = get_node(pos)
local meta2 = get_meta(pos):to_table()
add_node(pos, node1)
get_meta(pos):from_table(meta1)
pos[axis] = value
add_node(pos, node2)
get_meta(pos):from_table(meta2)
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return worldedit.volume(pos1, pos2)
end
--rotates a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise around axis `axis` (90 degree increment), returning the number of nodes rotated
worldedit.rotate = function(pos1, pos2, axis, angle)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local axis1, axis2
if axis == "x" then
axis1, axis2 = "z", "y"
elseif axis == "y" then
axis1, axis2 = "x", "z"
else --axis == "z"
axis1, axis2 = "y", "x"
end
angle = angle % 360
local count
if angle == 90 then
worldedit.flip(pos1, pos2, axis1)
count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
elseif angle == 180 then
worldedit.flip(pos1, pos2, axis1)
count = worldedit.flip(pos1, pos2, axis2)
elseif angle == 270 then
worldedit.flip(pos1, pos2, axis2)
count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
end
return count, pos1, pos2
end
--rotates all oriented nodes in a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise (90 degree increment) around the Y axis, returning the number of nodes oriented
worldedit.orient = function(pos1, pos2, angle) --wip: support 6D facedir rotation along arbitrary axis
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local registered_nodes = minetest.registered_nodes
local wallmounted = {
[90]={[0]=0, [1]=1, [2]=5, [3]=4, [4]=2, [5]=3},
[180]={[0]=0, [1]=1, [2]=3, [3]=2, [4]=5, [5]=4},
[270]={[0]=0, [1]=1, [2]=4, [3]=5, [4]=3, [5]=2}
}
local facedir = {
[90]={[0]=1, [1]=2, [2]=3, [3]=0},
[180]={[0]=2, [1]=3, [2]=0, [3]=1},
[270]={[0]=3, [1]=0, [2]=1, [3]=2}
}
angle = angle % 360
if angle == 0 then
return 0
end
local wallmounted_substitution = wallmounted[angle]
local facedir_substitution = facedir[angle]
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local count = 0
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos)
local def = registered_nodes[node.name]
if def then
if def.paramtype2 == "wallmounted" then
node.param2 = wallmounted_substitution[node.param2]
local meta = get_meta(pos):to_table()
add_node(pos, node)
get_meta(pos):from_table(meta)
count = count + 1
elseif def.paramtype2 == "facedir" then
node.param2 = facedir_substitution[node.param2]
local meta = get_meta(pos):to_table()
add_node(pos, node)
get_meta(pos):from_table(meta)
count = count + 1
end
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return count
end
--fixes the lighting in a region defined by positions `pos1` and `pos2`, returning the number of nodes updated
worldedit.fixlight = function(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, "air")
local dig_node = minetest.dig_node
for _, pos in ipairs(nodes) do
dig_node(pos)
end
return #nodes
end
--clears all objects in a region defined by the positions `pos1` and `pos2`, returning the number of objects cleared
worldedit.clearobjects = function(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1x, pos1y, pos1z = pos1.x, pos1.y, pos1.z
local pos2x, pos2y, pos2z = pos2.x + 1, pos2.y + 1, pos2.z + 1
local center = {x=(pos1x + pos2x) / 2, y=(pos1y + pos2y) / 2, z=(pos1z + pos2z) / 2} --center of region
local radius = ((center.x - pos1x + 0.5) + (center.y - pos1y + 0.5) + (center.z - pos1z + 0.5)) ^ 0.5 --bounding sphere radius
local count = 0
for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do --all objects in bounding sphere
local entity = obj:get_luaentity()
if not (entity and entity.name:find("^worldedit:")) then --avoid WorldEdit entities
local pos = obj:getpos()
if pos.x >= pos1x and pos.x <= pos2x
and pos.y >= pos1y and pos.y <= pos2y
and pos.z >= pos1z and pos.z <= pos2z then --inside region
obj:remove()
count = count + 1
end
end
end
return count
end

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@ -0,0 +1,470 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--adds a hollow sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.hollow_sphere = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = -radius, radius do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.sphere = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local max_radius = radius * (radius + 1)
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = -radius, radius do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a hollow dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.hollow_dome = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
local miny, maxy = 0, radius
if radius < 0 then
radius = -radius
miny, maxy = -radius, 0
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = miny, maxy do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.dome = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
local miny, maxy = 0, radius
if radius < 0 then
radius = -radius
miny, maxy = -radius, 0
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local max_radius = radius * (radius + 1)
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = miny, maxy do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a hollow cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
elseif axis == "y" then
other1, other2 = "x", "z"
else --axis == "z"
other1, other2 = "x", "y"
end
--handle negative lengths
local currentpos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
currentpos[axis] = currentpos[axis] - length
end
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {
[axis]=currentpos[axis],
[other1]=currentpos[other1] - radius,
[other2]=currentpos[other2] - radius
}
local pos2 = {
[axis]=currentpos[axis] + length - 1,
[other1]=currentpos[other1] + radius,
[other2]=currentpos[other2] + radius
}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
for index2 = -radius, radius do
local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
for index3 = -radius, radius do
local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
local squared = index2 * index2 + index3 * index3
if squared >= min_radius and squared <= max_radius then --position is on surface of cylinder
for index1 = min_slice, max_slice do --add column along axis
local i = newindex3 + index1 * stride[axis]
nodes[i] = node_id
end
count = count + length
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.cylinder = function(pos, axis, length, radius, nodename)
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
elseif axis == "y" then
other1, other2 = "x", "z"
else --axis == "z"
other1, other2 = "x", "y"
end
--handle negative lengths
local currentpos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
currentpos[axis] = currentpos[axis] - length
end
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {
[axis]=currentpos[axis],
[other1]=currentpos[other1] - radius,
[other2]=currentpos[other2] - radius
}
local pos2 = {
[axis]=currentpos[axis] + length - 1,
[other1]=currentpos[other1] + radius,
[other2]=currentpos[other2] + radius
}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local max_radius = radius * (radius + 1)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
for index2 = -radius, radius do
local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
for index3 = -radius, radius do
local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
if index2 * index2 + index3 * index3 <= max_radius then --position is within cylinder
for index1 = min_slice, max_slice do --add column along axis
local i = newindex3 + index1 * stride[axis]
nodes[i] = node_id
end
count = count + length
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a pyramid centered at `pos` with height `height`, composed of `nodename`, returning the number of nodes added
worldedit.pyramid = function(pos, axis, height, nodename)
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
elseif axis == "y" then
other1, other2 = "x", "z"
else --axis == "z"
other1, other2 = "x", "y"
end
local pos1 = {x=pos.x - height, y=pos.y - height, z=pos.z - height}
local pos2 = {x=pos.x + height, y=pos.y + height, z=pos.z + height}
--handle inverted pyramids
local startaxis, endaxis, step
if height > 0 then
height = height - 1
step = 1
pos1[axis] = pos[axis] --upper half of box
else
height = height + 1
step = -1
pos2[axis] = pos[axis] --lower half of box
end
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=pos.x - emerged_pos1.x, y=pos.y - emerged_pos1.y, z=pos.z - emerged_pos1.z}
local size = height * step
local count = 0
for index1 = 0, height, step do --go through each level of the pyramid
local newindex1 = (index1 + offset[axis]) * stride[axis] + 1 --offset contributed by axis plus 1 to make it 1-indexed
for index2 = -size, size do
local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1]
for index3 = -size, size do
local i = newindex2 + (index3 + offset[other2]) * stride[other2]
nodes[i] = node_id
end
end
count = count + (size * 2 + 1) ^ 2
size = size - 1
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a spiral centered at `pos` with side length `length`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added
worldedit.spiral = function(pos, length, height, spacer, nodename)
local extent = math.ceil(length / 2)
local pos1 = {x=pos.x - extent, y=pos.y, z=pos.z - extent}
local pos2 = {x=pos.x + extent, y=pos.y + height, z=pos.z + extent}
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--set up variables
local node_id = minetest.get_content_id(nodename)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local i = offsetz * stride.z + offsety * stride.y + offsetx + 1
--add first column
local count = height
local column = i
for y = 1, height do
nodes[column] = node_id
column = column + stride.y
end
--add spiral segments
local strideaxis, strideother = stride.x, stride.z
local sign = -1
local segment_length = 0
spacer = spacer + 1
for segment = 1, math.floor(length / spacer) * 2 do --go through each segment except the last
if segment % 2 == 1 then --change sign and length every other turn starting with the first
sign = -sign
segment_length = segment_length + spacer
end
for index = 1, segment_length do --fill segment
i = i + strideaxis * sign --move along the direction of the segment
local column = i
for y = 1, height do --add column
nodes[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
strideaxis, strideother = strideother, strideaxis --swap axes
end
--add shorter final segment
sign = -sign
for index = 1, segment_length do
i = i + strideaxis * sign
local column = i
for y = 1, height do --add column
nodes[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end

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worldedit = worldedit or {}
local minetest = minetest --local copy of global
--modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions
worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
--determines the version of serialized data `value`, returning the version as a positive integer or 0 for unknown versions
worldedit.valueversion = function(value)
if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then --previous list format
return 3
elseif value:find("^[^\"']+%{%d+%}") then
if value:find("%[\"meta\"%]") then --previous meta flat table format
return 2
end
return 1 --original flat table format
elseif value:find("%{") then --current nested table format
return 4
end
return 0 --unknown format
end
--converts the region defined by positions `pos1` and `pos2` into a single string, returning the serialized data and the number of nodes serialized
worldedit.serialize = function(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local count = 0
local result = {}
local get_node, get_meta = minetest.get_node, minetest.get_meta
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos)
if node.name ~= "air" and node.name ~= "ignore" then
count = count + 1
local meta = get_meta(pos):to_table()
--convert metadata itemstacks to itemstrings
for name, inventory in pairs(meta.inventory) do
for index, stack in ipairs(inventory) do
inventory[index] = stack.to_string and stack:to_string() or stack
end
end
result[count] = {
x = pos.x - pos1.x,
y = pos.y - pos1.y,
z = pos.z - pos1.z,
name = node.name,
param1 = node.param1,
param2 = node.param2,
meta = meta,
}
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
result = minetest.serialize(result) --convert entries to a string
return result, count
end
--determines the volume the nodes represented by string `value` would occupy if deserialized at `originpos`, returning the two corner positions and the number of nodes
--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible)
worldedit.allocate = function(originpos, value)
local huge = math.huge
local pos1x, pos1y, pos1z = huge, huge, huge
local pos2x, pos2y, pos2z = -huge, -huge, -huge
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local version = worldedit.valueversion(value)
if version == 1 or version == 2 then --flat table format
--obtain the node table
local get_tables = loadstring(value)
if get_tables then --error loading value
return originpos, originpos, count
end
local tables = get_tables()
--transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
local nodes = tables[1]
--check the node array
count = #nodes
if version == 1 then --original flat table format
for index = 1, count do
local entry = nodes[index]
local pos = entry[1]
local x, y, z = originx - pos.x, originy - pos.y, originz - pos.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
else --previous meta flat table format
for index = 1, count do
local entry = nodes[index]
local x, y, z = originx - entry.x, originy - entry.y, originz - entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
end
elseif version == 3 then --previous list format
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
x, y, z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
count = count + 1
end
elseif version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
count = #nodes
for index = 1, count do
local entry = nodes[index]
x, y, z = originx + entry.x, originy + entry.y, originz + entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
end
local pos1 = {x=pos1x, y=pos1y, z=pos1z}
local pos2 = {x=pos2x, y=pos2y, z=pos2z}
return pos1, pos2, count
end
--loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized
--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible)
worldedit.deserialize = function(originpos, value)
--make area stay loaded
local pos1, pos2 = worldedit.allocate(originpos, value)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local add_node, get_meta = minetest.add_node, minetest.get_meta
local version = worldedit.valueversion(value)
if version == 1 or version == 2 then --original flat table format
--obtain the node table
local get_tables = loadstring(value)
if not get_tables then --error loading value
return count
end
local tables = get_tables()
--transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
local nodes = tables[1]
--load the node array
count = #nodes
if version == 1 then --original flat table format
for index = 1, count do
local entry = nodes[index]
local pos = entry[1]
pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z
add_node(pos, entry[2])
end
else --previous meta flat table format
for index = 1, #nodes do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
add_node(entry, entry) --entry acts both as position and as node
get_meta(entry):from_table(entry.meta)
end
end
elseif version == 3 then --previous list format
local pos = {x=0, y=0, z=0}
local node = {name="", param1=0, param2=0}
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
node.name, node.param1, node.param2 = name, param1, param2
add_node(pos, node)
count = count + 1
end
elseif version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
--load the nodes
count = #nodes
for index = 1, count do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
add_node(entry, entry) --entry acts both as position and as node
end
--load the metadata
for index = 1, count do
local entry = nodes[index]
get_meta(entry):from_table(entry.meta)
end
end
return count
end

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worldedit = worldedit or {}
local minetest = minetest --local copy of global
--modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions
worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
--determines the volume of the region defined by positions `pos1` and `pos2`, returning the volume
worldedit.volume = function(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
return (pos2.x - pos1.x + 1) * (pos2.y - pos1.y + 1) * (pos2.z - pos1.z + 1)
end
minetest.register_node("worldedit:placeholder", {
drawtype = "airlike",
paramtype = "light",
sunlight_propagates = true,
diggable = false,
groups = {not_in_creative_inventory=1},
})
--hides all nodes in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes, returning the number of nodes hidden
worldedit.hide = function(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos)
if node.name ~= "worldedit:placeholder" then
local data = get_meta(pos):to_table() --obtain metadata of original node
data.fields.worldedit_placeholder = node.name --add the node's name
node.name = "worldedit:placeholder" --set node name
add_node(pos, node) --add placeholder node
get_meta(pos):from_table(data) --set placeholder metadata to the original node's metadata
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return worldedit.volume(pos1, pos2)
end
--suppresses all instances of `nodename` in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes, returning the number of nodes suppressed
worldedit.suppress = function(pos1, pos2, nodename)
--ignore placeholder supression
if nodename == "worldedit:placeholder" then
return 0
end
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, nodename)
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
for _, pos in ipairs(nodes) do
local node = get_node(pos)
local data = get_meta(pos):to_table() --obtain metadata of original node
data.fields.worldedit_placeholder = node.name --add the node's name
node.name = "worldedit:placeholder" --set node name
add_node(pos, node) --add placeholder node
get_meta(pos):from_table(data) --set placeholder metadata to the original node's metadata
end
return #nodes
end
--highlights all instances of `nodename` in a region defined by positions `pos1` and `pos2` by non-destructively hiding all other nodes, returning the number of nodes found
worldedit.highlight = function(pos1, pos2, nodename)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
local count = 0
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos)
if node.name == nodename then --node found
count = count + 1
elseif node.name ~= "worldedit:placeholder" then --hide other nodes
local data = get_meta(pos):to_table() --obtain metadata of original node
data.fields.worldedit_placeholder = node.name --add the node's name
node.name = "worldedit:placeholder" --set node name
add_node(pos, node) --add placeholder node
get_meta(pos):from_table(data) --set placeholder metadata to the original node's metadata
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return count
end
--restores all nodes hidden with WorldEdit functions in a region defined by positions `pos1` and `pos2`, returning the number of nodes restored
worldedit.restore = function(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, "worldedit:placeholder")
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
for _, pos in ipairs(nodes) do
local node = get_node(pos)
local data = get_meta(pos):to_table() --obtain node metadata
node.name = data.fields.worldedit_placeholder --set node name
data.fields.worldedit_placeholder = nil --delete old nodename
add_node(pos, node) --add original node
get_meta(pos):from_table(data) --set original node metadata
end
return #nodes
end

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worldedit

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worldedit.marker1 = {}
worldedit.marker2 = {}
worldedit.marker_region = {}
--marks worldedit region position 1
worldedit.mark_pos1 = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if pos1 ~= nil then
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos1)
end
if worldedit.marker1[name] ~= nil then --marker already exists
worldedit.marker1[name]:remove() --remove marker
worldedit.marker1[name] = nil
end
if pos1 ~= nil then
--add marker
worldedit.marker1[name] = minetest.add_entity(pos1, "worldedit:pos1")
if worldedit.marker1[name] ~= nil then
worldedit.marker1[name]:get_luaentity().name = name
end
end
worldedit.mark_region(name)
end
--marks worldedit region position 2
worldedit.mark_pos2 = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if pos2 ~= nil then
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos2, pos2)
end
if worldedit.marker2[name] ~= nil then --marker already exists
worldedit.marker2[name]:remove() --remove marker
worldedit.marker2[name] = nil
end
if pos2 ~= nil then
--add marker
worldedit.marker2[name] = minetest.add_entity(pos2, "worldedit:pos2")
if worldedit.marker2[name] ~= nil then
worldedit.marker2[name]:get_luaentity().name = name
end
end
worldedit.mark_region(name)
end
worldedit.mark_region = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if worldedit.marker_region[name] ~= nil then --marker already exists
--wip: make the area stay loaded somehow
for _, entity in ipairs(worldedit.marker_region[name]) do
entity:remove()
end
worldedit.marker_region[name] = nil
end
if pos1 ~= nil and pos2 ~= nil then
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local thickness = 0.2
local sizex, sizey, sizez = (1 + pos2.x - pos1.x) / 2, (1 + pos2.y - pos1.y) / 2, (1 + pos2.z - pos1.z) / 2
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local markers = {}
--XY plane markers
for _, z in ipairs({pos1.z - 0.5, pos2.z + 0.5}) do
local marker = minetest.add_entity({x=pos1.x + sizex - 0.5, y=pos1.y + sizey - 0.5, z=z}, "worldedit:region_cube")
marker:set_properties({
visual_size={x=sizex * 2, y=sizey * 2},
collisionbox = {-sizex, -sizey, -thickness, sizex, sizey, thickness},
})
marker:get_luaentity().name = name
table.insert(markers, marker)
end
--YZ plane markers
for _, x in ipairs({pos1.x - 0.5, pos2.x + 0.5}) do
local marker = minetest.add_entity({x=x, y=pos1.y + sizey - 0.5, z=pos1.z + sizez - 0.5}, "worldedit:region_cube")
marker:set_properties({
visual_size={x=sizez * 2, y=sizey * 2},
collisionbox = {-thickness, -sizey, -sizez, thickness, sizey, sizez},
})
marker:setyaw(math.pi / 2)
marker:get_luaentity().name = name
table.insert(markers, marker)
end
worldedit.marker_region[name] = markers
end
end
minetest.register_entity(":worldedit:pos1", {
initial_properties = {
visual = "cube",
visual_size = {x=1.1, y=1.1},
textures = {"worldedit_pos1.png", "worldedit_pos1.png",
"worldedit_pos1.png", "worldedit_pos1.png",
"worldedit_pos1.png", "worldedit_pos1.png"},
collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
physical = false,
},
on_step = function(self, dtime)
if worldedit.marker1[self.name] == nil then
self.object:remove()
end
end,
on_punch = function(self, hitter)
self.object:remove()
worldedit.marker1[self.name] = nil
end,
})
minetest.register_entity(":worldedit:pos2", {
initial_properties = {
visual = "cube",
visual_size = {x=1.1, y=1.1},
textures = {"worldedit_pos2.png", "worldedit_pos2.png",
"worldedit_pos2.png", "worldedit_pos2.png",
"worldedit_pos2.png", "worldedit_pos2.png"},
collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
physical = false,
},
on_step = function(self, dtime)
if worldedit.marker2[self.name] == nil then
self.object:remove()
end
end,
on_punch = function(self, hitter)
self.object:remove()
worldedit.marker2[self.name] = nil
end,
})
minetest.register_entity(":worldedit:region_cube", {
initial_properties = {
visual = "upright_sprite",
visual_size = {x=1.1, y=1.1},
textures = {"worldedit_cube.png"},
visual_size = {x=10, y=10},
physical = false,
},
on_step = function(self, dtime)
if worldedit.marker_region[self.name] == nil then
self.object:remove()
return
end
end,
on_punch = function(self, hitter)
for _, entity in ipairs(worldedit.marker_region[self.name]) do
entity:remove()
end
worldedit.marker_region[self.name] = nil
end,
})

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local safe_region_callback = {}
local safe_region_param = {}
check_region = function(name, param)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] --obtain positions
if pos1 == nil or pos2 == nil then
worldedit.player_notify(name, "no region selected")
return nil
end
return worldedit.volume(pos1, pos2)
end
--`callback` is a callback to run when the user confirms
--`nodes_needed` is a function accepting `param`, `pos1`, and `pos2` to calculate the number of nodes needed
safe_region = function(callback, nodes_needed)
--default node volume calculation
nodes_needed = nodes_needed or check_region
return function(name, param)
--check if the operation applies to a safe number of nodes
local count = nodes_needed(name, param)
if count == nil then return end --invalid command
if count < 10000 then
return callback(name, param)
end
--save callback to call later
safe_region_callback[name], safe_region_param[name] = callback, param
worldedit.player_notify(name, "WARNING: this operation could affect up to " .. count .. " nodes; type //y to continue or //n to cancel")
end
end
minetest.register_chatcommand("/y", {
params = "",
description = "Confirm a pending operation",
func = function(name)
local callback, param = safe_region_callback[name], safe_region_param[name]
if not callback then
worldedit.player_notify(name, "no operation pending")
return
end
--obtain positions
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if pos1 == nil or pos2 == nil then
worldedit.player_notify(name, "no region selected")
return
end
safe_region_callback[name], safe_region_param[name] = nil, nil --reset pending operation
callback(name, param, pos1, pos2)
end,
})
minetest.register_chatcommand("/n", {
params = "",
description = "Confirm a pending operation",
func = function(name)
if not safe_region_callback[name] then
worldedit.player_notify(name, "no operation pending")
return
end
safe_region_callback[name], safe_region_param[name] = nil, nil
end,
})

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worldedit = worldedit or {}
local minetest = minetest --local copy of global
local get_pointed = function(pos, nearest, distance)
if distance > 100 then
return false
end
--check for collision with node
local nodename = minetest.get_node(pos).name
if nodename ~= "air"
and nodename ~= "default:water_source"
and nodename ~= "default:water_flowing" then
if nodename ~= "ignore" then
return nearest
end
return false
end
end
local use = function(itemstack, user, pointed_thing)
if pointed_thing.type == "nothing" then --pointing at nothing
local placepos = worldedit.raytrace(user:getpos(), user:get_look_dir(), get_pointed)
if placepos then --extended reach
pointed_thing.type = "node"
pointed_thing.under = nil --wip
pointed_thing.above = nil --wip
end
end
return minetest.item_place_node(itemstack, user, pointed_thing)
end
--
worldedit.raytrace = function(pos, dir, callback)
local base = {x=math.floor(pos.x), y=math.floor(pos.y), z=math.floor(pos.z)}
local stepx, stepy, stepz = 0, 0, 0
local componentx, componenty, componentz = 0, 0, 0
local intersectx, intersecty, intersectz = 0, 0, 0
if dir.x == 0 then
intersectx = math.huge
elseif dir.x > 0 then
stepx = 1
componentx = 1 / dir.x
intersectx = ((base.x - pos.x) + 1) * componentx
else
stepx = -1
componentx = 1 / -dir.x
intersectx = (pos.x - base.x) * componentx
end
if dir.y == 0 then
intersecty = math.huge
elseif dir.y > 0 then
stepy = 1
componenty = 1 / dir.y
intersecty = ((base.y - pos.y) + 1) * componenty
else
stepy = -1
componenty = 1 / -dir.y
intersecty = (pos.y - base.y) * componenty
end
if dir.z == 0 then
intersectz = math.huge
elseif dir.z > 0 then
stepz = 1
componentz = 1 / dir.z
intersectz = ((base.z - pos.z) + 1) * componentz
else
stepz = -1
componentz = 1 / -dir.z
intersectz = (pos.z - base.z) * componentz
end
local distance = 0
local nearest = {x=base.x, y=base.y, z=base.z}
while true do
local values = {callback(base, nearest, distance)}
if #values > 0 then
return unpack(values)
end
nearest.x, nearest.y, nearest.z = base.x, base.y, base.z
if intersectx < intersecty then
if intersectx < intersectz then
base.x = base.x + stepx
distance = intersectx
intersectx = intersectx + componentx
else
base.z = base.z + stepz
distance = intersectz
intersectz = intersectz + componentz
end
elseif intersecty < intersectz then
base.y = base.y + stepy
distance = intersecty
intersecty = intersecty + componenty
else
base.z = base.z + stepz
distance = intersectz
intersectz = intersectz + componentz
end
end
end

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worldedit

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