Re-organize the repository, Begin the minetest.conf file

This commit is contained in:
Quentin BUISSON-DEBON 2015-09-01 15:10:29 +02:00
parent e492f0fbf6
commit f982d7616e
326 changed files with 4410 additions and 4362 deletions

1
.gitignore vendored Normal file
View File

@ -0,0 +1 @@
*.patch

22
LICENSE
View File

@ -1,22 +0,0 @@
The MIT License (MIT)
Copyright (c) 2015 MinetestForFun
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

1
game.conf Normal file
View File

@ -0,0 +1 @@
name = Minetest Bros

View File

Before

Width:  |  Height:  |  Size: 79 KiB

After

Width:  |  Height:  |  Size: 79 KiB

0
minetestforfun-bros/menu/icon.png → menu/icon.png Executable file → Normal file
View File

Before

Width:  |  Height:  |  Size: 2.9 KiB

After

Width:  |  Height:  |  Size: 2.9 KiB

78
minetest.conf Normal file
View File

@ -0,0 +1,78 @@
### GENERAL SETTINGS SERVER ###
###############################
name = Darcidride
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
debug_log_level = 2
# Désactivation de l'anti-cheat qui fait ce téléporter en arrière si l'on va trop vite
disable_anticheat = true
# Options pour le type du serveur
creative_mode = false
enable_damage = true
disallow_empty_password = true
server_dedicated = true
# If true, actions are recorded for rollback
enable_rollback_recording = true
# Desactivate fire
disable_fire = true
mg_flags = nocaves, nodungeons
# no mapgen, and no lua mod for mapgen
mg_name = singlenode
# Activated the minimap usage if true
enable_minimap = true
### SERVER PERFORMANCE SETTINGS ###
###################################
max_block_send_distance = 8
max_simultaneous_block_sends_per_client = 10000
max_simultaneous_block_sends_server_total = 10000
active_block_range = 1
server_map_save_interval = 300
### Game balance ###
####################
movement_speed_walk = 5
movement_speed_crouch = 2
time_speed = 0
### SERVER ANNOUNCEMENT ###
###########################
server_announce = 1
server_url = http://minetestforfun.com/
server_name = MinetestForFun BROS
server_description = Bros server hosted by MinetestForFun Team.
motd = Welcome to MinetestForFun Team Bros server.
max_users = 20
serverlist_url = servers.minetest.net
server_address = 212.83.148.178
#port = 300??
strict_protocol_version_checking = false
#Sert à quoi ?
#remote_media = http://hugo.pro/minetest-data/
### Mods ###
############
# Mobs
#spawn_hostile_mobs = false
# HudBars
#hudbars_sorting = health=0,breath=1,hunger=2,thirst=3
# Random_Messages
#random_messages_interval = 900
# Bottom layout of death blocks
bottom_layout = -100
### IRC CHAT ###
################
#irc.server = digitalaudioconcepts.com
#irc.channel = #minetestforfun-hg
#irc.interval = 2.0
#irc.nick = MFFSB-Bot
# irc.password = # Empty because no channel password
#secure.trusted_mods = irc # Mod security
#irc.debug = false
#irc.disable_auto_connect = false
#irc.disable_auto_join = false
#irc.send_join_part = true
### TIME TO REMOVE DROPPED ITEMS ###
####################################
#item_entity_ttl = 30

View File

@ -1 +0,0 @@
name = minetestforfun-bros

View File

@ -1,9 +0,0 @@
# Game configuration file
mg_name = singlenode
time_speed = 0
# Bottom layout of death blocks
bottom_layout = -100
# Desactivate fire
disable_fire = true

View File

View File

@ -1,382 +1,382 @@
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
### `//deleteblocks`
Delete the MapBlocks (16x16x16 units) that contain the selected region. This means that mapgen will be invoked for that area. As only whole MapBlocks get removed, the deleted area is usually larger than the selected one. Also, mapgen can trigger mechanisms like mud reflow or cavegen, which affects nodes (up to 112 nodes away) outside the MapBlock, so dont use this near buildings.
//deleteblocks
### `//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
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
### `//deleteblocks`
Delete the MapBlocks (16x16x16 units) that contain the selected region. This means that mapgen will be invoked for that area. As only whole MapBlocks get removed, the deleted area is usually larger than the selected one. Also, mapgen can trigger mechanisms like mud reflow or cavegen, which affects nodes (up to 112 nodes away) outside the MapBlock, so dont use this near buildings.
//deleteblocks
### `//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

View File

@ -1,120 +1,120 @@
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](ChatCommands.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](ChatCommands.md) may be useful if you get stuck.
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](ChatCommands.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](ChatCommands.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.

View File

@ -1,219 +1,219 @@
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, node_name)
Sets a region defined by positions `pos1` and `pos2` to `node_name`. To clear a region, use "air" as the value of `node_name`.
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.sphere(pos, radius, node_name, hollow)
Adds a sphere centered at `pos` with radius `radius`, composed of `node_name`.
Returns the number of nodes added.
### count = worldedit.dome(pos, radius, node_name, hollow)
Adds a dome centered at `pos` with radius `radius`, composed of `node_name`.
Returns the number of nodes added.
### count = worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
Adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `node_name`.
Returns the number of nodes added.
### count = worldedit.pyramid(pos, axis, height, node_name)
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, node_name)
Adds a spiral centered at `pos` with side length `length`, height `height`, space between walls `spacer`, composed of `node_name`.
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, node_name)
Suppresses all instances of `node_name` 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, node_name)
Highlights all instances of `node_name` 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, extra_fields, content = worldedit.read_header(value)
Reads the header from serialized data `value`.
Returns the version as a positive integer (nil for unknown versions),
extra header fields (nil if not supported), and the content after the header.
### 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, or nil.
### pos1, pos2, count = worldedit.allocate(origin_pos, value)
Determines the volume the nodes represented by string `value` would occupy if deserialized at `origin_pos`.
Returns the two corner positions and the number of nodes, or nil.
### count = worldedit.deserialize(origin_pos, value)
Loads the nodes represented by string `value` at position `origin_pos`.
Returns the number of nodes deserialized or nil.
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.
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, node_name)
Sets a region defined by positions `pos1` and `pos2` to `node_name`. To clear a region, use "air" as the value of `node_name`.
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.sphere(pos, radius, node_name, hollow)
Adds a sphere centered at `pos` with radius `radius`, composed of `node_name`.
Returns the number of nodes added.
### count = worldedit.dome(pos, radius, node_name, hollow)
Adds a dome centered at `pos` with radius `radius`, composed of `node_name`.
Returns the number of nodes added.
### count = worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
Adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `node_name`.
Returns the number of nodes added.
### count = worldedit.pyramid(pos, axis, height, node_name)
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, node_name)
Adds a spiral centered at `pos` with side length `length`, height `height`, space between walls `spacer`, composed of `node_name`.
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, node_name)
Suppresses all instances of `node_name` 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, node_name)
Highlights all instances of `node_name` 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, extra_fields, content = worldedit.read_header(value)
Reads the header from serialized data `value`.
Returns the version as a positive integer (nil for unknown versions),
extra header fields (nil if not supported), and the content after the header.
### 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, or nil.
### pos1, pos2, count = worldedit.allocate(origin_pos, value)
Determines the volume the nodes represented by string `value` would occupy if deserialized at `origin_pos`.
Returns the two corner positions and the number of nodes, or nil.
### count = worldedit.deserialize(origin_pos, value)
Loads the nodes represented by string `value` at position `origin_pos`.
Returns the number of nodes deserialized or nil.
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.

View File

@ -1,52 +1,52 @@
--- Lua code execution functions.
-- @module worldedit.code
--- Executes `code` as a Lua chunk in the global namespace.
-- @return An error message if the code fails, or nil on success.
function worldedit.lua(code)
local func, err = loadstring(code)
if not func then -- Syntax error
return err
end
local good, err = pcall(func)
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`.
-- @return An error message if the code fails, or nil on success.
function worldedit.luatransform(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()
worldedit.keep_loaded(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
--- Lua code execution functions.
-- @module worldedit.code
--- Executes `code` as a Lua chunk in the global namespace.
-- @return An error message if the code fails, or nil on success.
function worldedit.lua(code)
local func, err = loadstring(code)
if not func then -- Syntax error
return err
end
local good, err = pcall(func)
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`.
-- @return An error message if the code fails, or nil on success.
function worldedit.luatransform(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()
worldedit.keep_loaded(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

View File

@ -1,74 +1,74 @@
--- Compatibility functions.
-- @module worldedit.compatibility
local function deprecated(new_func)
local info = debug.getinfo(1, "n")
local msg = "worldedit." .. info.name .. "() is deprecated."
if new_func then
msg = msg .. " Use worldedit." .. new_func .. "() instead."
end
minetest.log("deprecated", msg)
end
worldedit.allocate_old = worldedit.allocate
worldedit.deserialize_old = worldedit.deserialize
function worldedit.metasave(pos1, pos2, filename)
deprecated("save")
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
function worldedit.metaload(originpos, filename)
deprecated("load")
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
function worldedit.scale(pos1, pos2, factor)
deprecated("stretch")
return worldedit.stretch(pos1, pos2, factor, factor, factor)
end
function worldedit.valueversion(value)
deprecated("read_header")
local version = worldedit.read_header(value)
if not version or version > worldedit.LATEST_SERIALIZATION_VERSION then
return 0
end
return version
end
function worldedit.replaceinverse(pos1, pos2, search_node, replace_node)
deprecated("replace")
return worldedit.replace(pos1, pos2, search_node, replace_node, true)
end
function worldedit.clearobjects(...)
deprecated("clear_objects")
return worldedit.clear_objects(...)
end
function worldedit.hollow_sphere(pos, radius, node_name)
deprecated("sphere")
return worldedit.sphere(pos, radius, node_name, true)
end
function worldedit.hollow_dome(pos, radius, node_name)
deprecated("dome")
return worldedit.dome(pos, radius, node_name, true)
end
function worldedit.hollow_cylinder(pos, axis, length, radius, node_name)
deprecated("cylinder")
return worldedit.cylinder(pos, axis, length, radius, node_name, true)
end
--- Compatibility functions.
-- @module worldedit.compatibility
local function deprecated(new_func)
local info = debug.getinfo(1, "n")
local msg = "worldedit." .. info.name .. "() is deprecated."
if new_func then
msg = msg .. " Use worldedit." .. new_func .. "() instead."
end
minetest.log("deprecated", msg)
end
worldedit.allocate_old = worldedit.allocate
worldedit.deserialize_old = worldedit.deserialize
function worldedit.metasave(pos1, pos2, filename)
deprecated("save")
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
function worldedit.metaload(originpos, filename)
deprecated("load")
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
function worldedit.scale(pos1, pos2, factor)
deprecated("stretch")
return worldedit.stretch(pos1, pos2, factor, factor, factor)
end
function worldedit.valueversion(value)
deprecated("read_header")
local version = worldedit.read_header(value)
if not version or version > worldedit.LATEST_SERIALIZATION_VERSION then
return 0
end
return version
end
function worldedit.replaceinverse(pos1, pos2, search_node, replace_node)
deprecated("replace")
return worldedit.replace(pos1, pos2, search_node, replace_node, true)
end
function worldedit.clearobjects(...)
deprecated("clear_objects")
return worldedit.clear_objects(...)
end
function worldedit.hollow_sphere(pos, radius, node_name)
deprecated("sphere")
return worldedit.sphere(pos, radius, node_name, true)
end
function worldedit.hollow_dome(pos, radius, node_name)
deprecated("dome")
return worldedit.dome(pos, radius, node_name, true)
end
function worldedit.hollow_cylinder(pos, axis, length, radius, node_name)
deprecated("cylinder")
return worldedit.cylinder(pos, axis, length, radius, node_name, true)
end

View File

@ -1,44 +1,44 @@
--- Worldedit.
-- @module worldedit
-- @release 1.1
-- @copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
-- @license GNU Affero General Public License version 3 (AGPLv3)
-- @author sfan5
-- @author Anthony Zang (Uberi/Temperest)
-- @author Bret O'Donnel (cornernote)
-- @author ShadowNinja
worldedit = {}
worldedit.version = {1, 1, major=1, minor=1}
worldedit.version_string = table.concat(worldedit.version, ".")
if not minetest.get_voxel_manip then
local err_msg = "This version of WorldEdit requires Minetest 0.4.8 or later! You have an old version."
minetest.log("error", string.rep("#", 128))
minetest.log("error", err_msg)
minetest.log("error", string.rep("#", 128))
error(err_msg)
end
local path = minetest.get_modpath(minetest.get_current_modname())
local function load_module(path)
local file = io.open(path, "r")
if not file then return end
file:close()
return dofile(path)
end
dofile(path .. "/common.lua")
load_module(path .. "/manipulations.lua")
load_module(path .. "/primitives.lua")
load_module(path .. "/visualization.lua")
load_module(path .. "/serialization.lua")
load_module(path .. "/code.lua")
load_module(path .. "/compatibility.lua")
if minetest.setting_getbool("log_mods") then
print("[WorldEdit] Loaded!")
end
--- Worldedit.
-- @module worldedit
-- @release 1.1
-- @copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
-- @license GNU Affero General Public License version 3 (AGPLv3)
-- @author sfan5
-- @author Anthony Zang (Uberi/Temperest)
-- @author Bret O'Donnel (cornernote)
-- @author ShadowNinja
worldedit = {}
worldedit.version = {1, 1, major=1, minor=1}
worldedit.version_string = table.concat(worldedit.version, ".")
if not minetest.get_voxel_manip then
local err_msg = "This version of WorldEdit requires Minetest 0.4.8 or later! You have an old version."
minetest.log("error", string.rep("#", 128))
minetest.log("error", err_msg)
minetest.log("error", string.rep("#", 128))
error(err_msg)
end
local path = minetest.get_modpath(minetest.get_current_modname())
local function load_module(path)
local file = io.open(path, "r")
if not file then return end
file:close()
return dofile(path)
end
dofile(path .. "/common.lua")
load_module(path .. "/manipulations.lua")
load_module(path .. "/primitives.lua")
load_module(path .. "/visualization.lua")
load_module(path .. "/serialization.lua")
load_module(path .. "/code.lua")
load_module(path .. "/compatibility.lua")
if minetest.setting_getbool("log_mods") then
print("[WorldEdit] Loaded!")
end

File diff suppressed because it is too large Load Diff

View File

@ -1,273 +1,273 @@
--- Functions for creating primitive shapes.
-- @module worldedit.primitives
local mh = worldedit.manip_helpers
--- Adds a sphere of `node_name` centered at `pos`.
-- @param pos Position to center sphere at.
-- @param radius Sphere radius.
-- @param node_name Name of node to make shere of.
-- @param hollow Whether the sphere should be hollow.
-- @return The number of nodes added.
function worldedit.sphere(pos, radius, node_name, hollow)
local manip, area = mh.init_radius(pos, radius)
local data = mh.get_empty_data(area)
-- Fill selected area with node
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
local stride_z, stride_y = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
-- Offset contributed by z plus 1 to make it 1-indexed
local new_z = (z + offset_z) * stride_z + 1
for y = -radius, radius do
local new_y = new_z + (y + offset_y) * stride_y
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is on surface of sphere
local i = new_y + (x + offset_x)
data[i] = node_id
count = count + 1
end
end
end
end
mh.finish(manip, data)
return count
end
--- Adds a dome.
-- @param pos Position to center dome at.
-- @param radius Dome radius. Negative for concave domes.
-- @param node_name Name of node to make dome of.
-- @param hollow Whether the dome should be hollow.
-- @return The number of nodes added.
-- TODO: Add axis option.
function worldedit.dome(pos, radius, node_name, hollow)
local min_y, max_y = 0, radius
if radius < 0 then
radius = -radius
min_y, max_y = -radius, 0
end
local manip, area = mh.init_axis_radius(pos, "y", radius)
local data = mh.get_empty_data(area)
-- Add dome
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
local stride_z, stride_y = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local new_z = (z + offset_z) * stride_z + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = min_y, max_y do
local new_y = new_z + (y + offset_y) * stride_y
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is in dome
local i = new_y + (x + offset_x)
data[i] = node_id
count = count + 1
end
end
end
end
mh.finish(manip, data)
return count
end
--- Adds a cylinder.
-- @param pos Position to center base of cylinder at.
-- @param axis Axis ("x", "y", or "z")
-- @param length Cylinder length.
-- @param radius Cylinder radius.
-- @param node_name Name of node to make cylinder of.
-- @param hollow Whether the cylinder should be hollow.
-- @return The number of nodes added.
function worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
local other1, other2 = worldedit.get_axis_others(axis)
-- Handle negative lengths
local current_pos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
current_pos[axis] = current_pos[axis] - length
end
-- Set up voxel manipulator
local manip, area = mh.init_axis_radius_length(current_pos, axis, radius, length)
local data = mh.get_empty_data(area)
-- Add cylinder
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {
x = current_pos.x - area.MinEdge.x,
y = current_pos.y - area.MinEdge.y,
z = current_pos.z - area.MinEdge.z,
}
local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
for index2 = -radius, radius do
-- Offset contributed by other axis 1 plus 1 to make it 1-indexed
local new_index2 = (index2 + offset[other1]) * stride[other1] + 1
for index3 = -radius, radius do
local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2]
local squared = index2 * index2 + index3 * index3
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is in cylinder
-- Add column along axis
for index1 = min_slice, max_slice do
local vi = new_index3 + index1 * stride[axis]
data[vi] = node_id
end
count = count + length
end
end
end
mh.finish(manip, data)
return count
end
--- Adds a pyramid.
-- @param pos Position to center base of pyramid at.
-- @param axis Axis ("x", "y", or "z")
-- @param height Pyramid height.
-- @param node_name Name of node to make pyramid of.
-- @return The number of nodes added.
function worldedit.pyramid(pos, axis, height, node_name)
local other1, other2 = worldedit.get_axis_others(axis)
-- Set up voxel manipulator
local manip, area = mh.init_axis_radius(pos, axis,
height >= 0 and height or -height)
local data = mh.get_empty_data()
-- Handle inverted pyramids
local start_axis, end_axis, step
if height > 0 then
height = height - 1
step = 1
else
height = height + 1
step = -1
end
-- Add pyramid
local node_id = minetest.get_content_id(node_name)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {
x = pos.x - area.MinEdge.x,
y = pos.y - area.MinEdge.y,
z = pos.z - area.MinEdge.z,
}
local size = height * step
local count = 0
-- For each level of the pyramid
for index1 = 0, height, step do
-- Offset contributed by axis plus 1 to make it 1-indexed
local new_index1 = (index1 + offset[axis]) * stride[axis] + 1
for index2 = -size, size do
local new_index2 = new_index1 + (index2 + offset[other1]) * stride[other1]
for index3 = -size, size do
local i = new_index2 + (index3 + offset[other2]) * stride[other2]
data[i] = node_id
end
end
count = count + (size * 2 + 1) ^ 2
size = size - 1
end
mh.finish(manip, data)
return count
end
--- Adds a spiral.
-- @param pos Position to center spiral at.
-- @param length Spral length.
-- @param height Spiral height.
-- @param spacer Space between walls.
-- @param node_name Name of node to make spiral of.
-- @return Number of nodes added.
-- TODO: Add axis option.
function worldedit.spiral(pos, length, height, spacer, node_name)
local extent = math.ceil(length / 2)
local manip, area = mh.init_axis_radius_length(pos, "y", extent, height)
local data = mh.get_empty_data(area)
-- Set up variables
local node_id = minetest.get_content_id(node_name)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
local i = offset_z * stride.z + offset_y * stride.y + offset_x + 1
-- Add first column
local count = height
local column = i
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
-- Add spiral segments
local stride_axis, stride_other = stride.x, stride.z
local sign = -1
local segment_length = 0
spacer = spacer + 1
-- Go through each segment except the last
for segment = 1, math.floor(length / spacer) * 2 do
-- Change sign and length every other turn starting with the first
if segment % 2 == 1 then
sign = -sign
segment_length = segment_length + spacer
end
-- Fill segment
for index = 1, segment_length do
-- Move along the direction of the segment
i = i + stride_axis * sign
local column = i
-- Add column
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
stride_axis, stride_other = stride_other, stride_axis -- Swap axes
end
-- Add shorter final segment
sign = -sign
for index = 1, segment_length do
i = i + stride_axis * sign
local column = i
-- Add column
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
mh.finish(manip, data)
return count
end
--- Functions for creating primitive shapes.
-- @module worldedit.primitives
local mh = worldedit.manip_helpers
--- Adds a sphere of `node_name` centered at `pos`.
-- @param pos Position to center sphere at.
-- @param radius Sphere radius.
-- @param node_name Name of node to make shere of.
-- @param hollow Whether the sphere should be hollow.
-- @return The number of nodes added.
function worldedit.sphere(pos, radius, node_name, hollow)
local manip, area = mh.init_radius(pos, radius)
local data = mh.get_empty_data(area)
-- Fill selected area with node
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
local stride_z, stride_y = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
-- Offset contributed by z plus 1 to make it 1-indexed
local new_z = (z + offset_z) * stride_z + 1
for y = -radius, radius do
local new_y = new_z + (y + offset_y) * stride_y
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is on surface of sphere
local i = new_y + (x + offset_x)
data[i] = node_id
count = count + 1
end
end
end
end
mh.finish(manip, data)
return count
end
--- Adds a dome.
-- @param pos Position to center dome at.
-- @param radius Dome radius. Negative for concave domes.
-- @param node_name Name of node to make dome of.
-- @param hollow Whether the dome should be hollow.
-- @return The number of nodes added.
-- TODO: Add axis option.
function worldedit.dome(pos, radius, node_name, hollow)
local min_y, max_y = 0, radius
if radius < 0 then
radius = -radius
min_y, max_y = -radius, 0
end
local manip, area = mh.init_axis_radius(pos, "y", radius)
local data = mh.get_empty_data(area)
-- Add dome
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
local stride_z, stride_y = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local new_z = (z + offset_z) * stride_z + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = min_y, max_y do
local new_y = new_z + (y + offset_y) * stride_y
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is in dome
local i = new_y + (x + offset_x)
data[i] = node_id
count = count + 1
end
end
end
end
mh.finish(manip, data)
return count
end
--- Adds a cylinder.
-- @param pos Position to center base of cylinder at.
-- @param axis Axis ("x", "y", or "z")
-- @param length Cylinder length.
-- @param radius Cylinder radius.
-- @param node_name Name of node to make cylinder of.
-- @param hollow Whether the cylinder should be hollow.
-- @return The number of nodes added.
function worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
local other1, other2 = worldedit.get_axis_others(axis)
-- Handle negative lengths
local current_pos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
current_pos[axis] = current_pos[axis] - length
end
-- Set up voxel manipulator
local manip, area = mh.init_axis_radius_length(current_pos, axis, radius, length)
local data = mh.get_empty_data(area)
-- Add cylinder
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {
x = current_pos.x - area.MinEdge.x,
y = current_pos.y - area.MinEdge.y,
z = current_pos.z - area.MinEdge.z,
}
local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
for index2 = -radius, radius do
-- Offset contributed by other axis 1 plus 1 to make it 1-indexed
local new_index2 = (index2 + offset[other1]) * stride[other1] + 1
for index3 = -radius, radius do
local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2]
local squared = index2 * index2 + index3 * index3
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is in cylinder
-- Add column along axis
for index1 = min_slice, max_slice do
local vi = new_index3 + index1 * stride[axis]
data[vi] = node_id
end
count = count + length
end
end
end
mh.finish(manip, data)
return count
end
--- Adds a pyramid.
-- @param pos Position to center base of pyramid at.
-- @param axis Axis ("x", "y", or "z")
-- @param height Pyramid height.
-- @param node_name Name of node to make pyramid of.
-- @return The number of nodes added.
function worldedit.pyramid(pos, axis, height, node_name)
local other1, other2 = worldedit.get_axis_others(axis)
-- Set up voxel manipulator
local manip, area = mh.init_axis_radius(pos, axis,
height >= 0 and height or -height)
local data = mh.get_empty_data()
-- Handle inverted pyramids
local start_axis, end_axis, step
if height > 0 then
height = height - 1
step = 1
else
height = height + 1
step = -1
end
-- Add pyramid
local node_id = minetest.get_content_id(node_name)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {
x = pos.x - area.MinEdge.x,
y = pos.y - area.MinEdge.y,
z = pos.z - area.MinEdge.z,
}
local size = height * step
local count = 0
-- For each level of the pyramid
for index1 = 0, height, step do
-- Offset contributed by axis plus 1 to make it 1-indexed
local new_index1 = (index1 + offset[axis]) * stride[axis] + 1
for index2 = -size, size do
local new_index2 = new_index1 + (index2 + offset[other1]) * stride[other1]
for index3 = -size, size do
local i = new_index2 + (index3 + offset[other2]) * stride[other2]
data[i] = node_id
end
end
count = count + (size * 2 + 1) ^ 2
size = size - 1
end
mh.finish(manip, data)
return count
end
--- Adds a spiral.
-- @param pos Position to center spiral at.
-- @param length Spral length.
-- @param height Spiral height.
-- @param spacer Space between walls.
-- @param node_name Name of node to make spiral of.
-- @return Number of nodes added.
-- TODO: Add axis option.
function worldedit.spiral(pos, length, height, spacer, node_name)
local extent = math.ceil(length / 2)
local manip, area = mh.init_axis_radius_length(pos, "y", extent, height)
local data = mh.get_empty_data(area)
-- Set up variables
local node_id = minetest.get_content_id(node_name)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
local i = offset_z * stride.z + offset_y * stride.y + offset_x + 1
-- Add first column
local count = height
local column = i
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
-- Add spiral segments
local stride_axis, stride_other = stride.x, stride.z
local sign = -1
local segment_length = 0
spacer = spacer + 1
-- Go through each segment except the last
for segment = 1, math.floor(length / spacer) * 2 do
-- Change sign and length every other turn starting with the first
if segment % 2 == 1 then
sign = -sign
segment_length = segment_length + spacer
end
-- Fill segment
for index = 1, segment_length do
-- Move along the direction of the segment
i = i + stride_axis * sign
local column = i
-- Add column
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
stride_axis, stride_other = stride_other, stride_axis -- Swap axes
end
-- Add shorter final segment
sign = -sign
for index = 1, segment_length do
i = i + stride_axis * sign
local column = i
-- Add column
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
mh.finish(manip, data)
return count
end

View File

@ -1,239 +1,239 @@
--- Schematic serialization and deserialiation.
-- @module worldedit.serialization
worldedit.LATEST_SERIALIZATION_VERSION = 5
local LATEST_SERIALIZATION_HEADER = worldedit.LATEST_SERIALIZATION_VERSION .. ":"
--[[
Serialization version history:
1: Original format. Serialized Lua table with a weird linked format...
2: Position and node seperated into sub-tables in fields `1` and `2`.
3: List of nodes, one per line, with fields seperated by spaces.
Format: <X> <Y> <Z> <Name> <Param1> <Param2>
4: Serialized Lua table containing a list of nodes with `x`, `y`, `z`,
`name`, `param1`, `param2`, and `meta` fields.
5: Added header and made `param1`, `param2`, and `meta` fields optional.
Header format: <Version>,<ExtraHeaderField1>,...:<Content>
--]]
--- Reads the header of serialized data.
-- @param value Serialized WorldEdit data.
-- @return The version as a positive natural number, or 0 for unknown versions.
-- @return Extra header fields as a list of strings, or nil if not supported.
-- @return Content (data after header).
function worldedit.read_header(value)
if value:find("^[0-9]+[%-:]") then
local header_end = value:find(":", 1, true)
local header = value:sub(1, header_end - 1):split(",")
local version = tonumber(header[1])
table.remove(header, 1)
local content = value:sub(header_end + 1)
return version, header, content
end
-- Old versions that didn't include a header with a version number
if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then -- List format
return 3, nil, value
elseif value:find("^[^\"']+%{%d+%}") then
if value:find("%[\"meta\"%]") then -- Meta flat table format
return 2, nil, value
end
return 1, nil, value -- Flat table format
elseif value:find("%{") then -- Raw nested table format
return 4, nil, value
end
return nil
end
--- Converts the region defined by positions `pos1` and `pos2`
-- into a single string.
-- @return The serialized data.
-- @return The number of nodes serialized.
function worldedit.serialize(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(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()
local meta_empty = true
-- Convert metadata item stacks to item strings
for name, inventory in pairs(meta.inventory) do
for index, stack in ipairs(inventory) do
meta_empty = false
inventory[index] = stack.to_string and stack:to_string() or stack
end
end
for k in pairs(meta) do
if k ~= "inventory" then
meta_empty = false
break
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 ~= 0 and node.param1 or nil,
param2 = node.param2 ~= 0 and node.param2 or nil,
meta = not meta_empty and meta or nil,
}
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
-- Serialize entries
result = minetest.serialize(result)
return LATEST_SERIALIZATION_HEADER .. result, count
end
--- Loads the schematic in `value` into a node list in the latest format.
-- Contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile)
-- by ChillCode, available under the MIT license.
-- @return A node list in the latest format, or nil on failure.
local function load_schematic(value)
local version, header, content = worldedit.read_header(value)
local nodes = {}
if version == 1 or version == 2 then -- Original flat table format
local tables = minetest.deserialize(content)
if not tables then return nil end
-- 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
nodes = tables[1]
if version == 1 then --original flat table format
for i, entry in ipairs(nodes) do
local pos = entry[1]
entry.x, entry.y, entry.z = pos.x, pos.y, pos.z
entry[1] = nil
local node = entry[2]
entry.name, entry.param1, entry.param2 = node.name, node.param1, node.param2
entry[2] = nil
end
end
elseif version == 3 then -- List format
for x, y, z, name, param1, param2 in content:gmatch(
"([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+" ..
"([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do
param1, param2 = tonumber(param1), tonumber(param2)
table.insert(nodes, {
x = originx + tonumber(x),
y = originy + tonumber(y),
z = originz + tonumber(z),
name = name,
param1 = param1 ~= 0 and param1 or nil,
param2 = param2 ~= 0 and param2 or nil,
})
end
elseif version == 4 or version == 5 then -- Nested table format
if not jit then
-- This is broken for larger tables in the current version of LuaJIT
nodes = minetest.deserialize(content)
else
-- XXX: This is a filthy hack that works surprisingly well - in LuaJIT, `minetest.deserialize` will fail due to the register limit
nodes = {}
content = content:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) -- remove the starting and ending values to leave only the node data
local escaped = content:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
while true do -- go through each individual node entry (except the last)
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = content:sub(startpos1, startpos)
local entry = minetest.deserialize("return " .. current)
table.insert(nodes, entry)
startpos, startpos1 = endpos, endpos
end
local entry = minetest.deserialize("return " .. content:sub(startpos1)) -- process the last entry
table.insert(nodes, entry)
end
else
return nil
end
return nodes
end
--- Determines the volume the nodes represented by string `value` would occupy
-- if deserialized at `origin_pos`.
-- @return Low corner position.
-- @return High corner position.
-- @return The number of nodes.
function worldedit.allocate(origin_pos, value)
local nodes = load_schematic(value)
if not nodes then return nil end
return worldedit.allocate_with_nodes(origin_pos, nodes)
end
-- Internal
function worldedit.allocate_with_nodes(origin_pos, nodes)
local huge = math.huge
local pos1x, pos1y, pos1z = huge, huge, huge
local pos2x, pos2y, pos2z = -huge, -huge, -huge
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
for i, entry in ipairs(nodes) do
local x, y, z = origin_x + entry.x, origin_y + entry.y, origin_z + 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
local pos1 = {x=pos1x, y=pos1y, z=pos1z}
local pos2 = {x=pos2x, y=pos2y, z=pos2z}
return pos1, pos2, #nodes
end
--- Loads the nodes represented by string `value` at position `origin_pos`.
-- @return The number of nodes deserialized.
function worldedit.deserialize(origin_pos, value)
local nodes = load_schematic(value)
if not nodes then return nil end
local pos1, pos2 = worldedit.allocate_with_nodes(origin_pos, nodes)
worldedit.keep_loaded(pos1, pos2)
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
local count = 0
local add_node, get_meta = minetest.add_node, minetest.get_meta
for i, entry in ipairs(nodes) do
entry.x, entry.y, entry.z = origin_x + entry.x, origin_y + entry.y, origin_z + entry.z
-- Entry acts as both position and node
add_node(entry, entry)
if entry.meta then
get_meta(entry):from_table(entry.meta)
end
end
return #nodes
end
--- Schematic serialization and deserialiation.
-- @module worldedit.serialization
worldedit.LATEST_SERIALIZATION_VERSION = 5
local LATEST_SERIALIZATION_HEADER = worldedit.LATEST_SERIALIZATION_VERSION .. ":"
--[[
Serialization version history:
1: Original format. Serialized Lua table with a weird linked format...
2: Position and node seperated into sub-tables in fields `1` and `2`.
3: List of nodes, one per line, with fields seperated by spaces.
Format: <X> <Y> <Z> <Name> <Param1> <Param2>
4: Serialized Lua table containing a list of nodes with `x`, `y`, `z`,
`name`, `param1`, `param2`, and `meta` fields.
5: Added header and made `param1`, `param2`, and `meta` fields optional.
Header format: <Version>,<ExtraHeaderField1>,...:<Content>
--]]
--- Reads the header of serialized data.
-- @param value Serialized WorldEdit data.
-- @return The version as a positive natural number, or 0 for unknown versions.
-- @return Extra header fields as a list of strings, or nil if not supported.
-- @return Content (data after header).
function worldedit.read_header(value)
if value:find("^[0-9]+[%-:]") then
local header_end = value:find(":", 1, true)
local header = value:sub(1, header_end - 1):split(",")
local version = tonumber(header[1])
table.remove(header, 1)
local content = value:sub(header_end + 1)
return version, header, content
end
-- Old versions that didn't include a header with a version number
if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then -- List format
return 3, nil, value
elseif value:find("^[^\"']+%{%d+%}") then
if value:find("%[\"meta\"%]") then -- Meta flat table format
return 2, nil, value
end
return 1, nil, value -- Flat table format
elseif value:find("%{") then -- Raw nested table format
return 4, nil, value
end
return nil
end
--- Converts the region defined by positions `pos1` and `pos2`
-- into a single string.
-- @return The serialized data.
-- @return The number of nodes serialized.
function worldedit.serialize(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(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()
local meta_empty = true
-- Convert metadata item stacks to item strings
for name, inventory in pairs(meta.inventory) do
for index, stack in ipairs(inventory) do
meta_empty = false
inventory[index] = stack.to_string and stack:to_string() or stack
end
end
for k in pairs(meta) do
if k ~= "inventory" then
meta_empty = false
break
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 ~= 0 and node.param1 or nil,
param2 = node.param2 ~= 0 and node.param2 or nil,
meta = not meta_empty and meta or nil,
}
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
-- Serialize entries
result = minetest.serialize(result)
return LATEST_SERIALIZATION_HEADER .. result, count
end
--- Loads the schematic in `value` into a node list in the latest format.
-- Contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile)
-- by ChillCode, available under the MIT license.
-- @return A node list in the latest format, or nil on failure.
local function load_schematic(value)
local version, header, content = worldedit.read_header(value)
local nodes = {}
if version == 1 or version == 2 then -- Original flat table format
local tables = minetest.deserialize(content)
if not tables then return nil end
-- 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
nodes = tables[1]
if version == 1 then --original flat table format
for i, entry in ipairs(nodes) do
local pos = entry[1]
entry.x, entry.y, entry.z = pos.x, pos.y, pos.z
entry[1] = nil
local node = entry[2]
entry.name, entry.param1, entry.param2 = node.name, node.param1, node.param2
entry[2] = nil
end
end
elseif version == 3 then -- List format
for x, y, z, name, param1, param2 in content:gmatch(
"([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+" ..
"([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do
param1, param2 = tonumber(param1), tonumber(param2)
table.insert(nodes, {
x = originx + tonumber(x),
y = originy + tonumber(y),
z = originz + tonumber(z),
name = name,
param1 = param1 ~= 0 and param1 or nil,
param2 = param2 ~= 0 and param2 or nil,
})
end
elseif version == 4 or version == 5 then -- Nested table format
if not jit then
-- This is broken for larger tables in the current version of LuaJIT
nodes = minetest.deserialize(content)
else
-- XXX: This is a filthy hack that works surprisingly well - in LuaJIT, `minetest.deserialize` will fail due to the register limit
nodes = {}
content = content:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) -- remove the starting and ending values to leave only the node data
local escaped = content:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
while true do -- go through each individual node entry (except the last)
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = content:sub(startpos1, startpos)
local entry = minetest.deserialize("return " .. current)
table.insert(nodes, entry)
startpos, startpos1 = endpos, endpos
end
local entry = minetest.deserialize("return " .. content:sub(startpos1)) -- process the last entry
table.insert(nodes, entry)
end
else
return nil
end
return nodes
end
--- Determines the volume the nodes represented by string `value` would occupy
-- if deserialized at `origin_pos`.
-- @return Low corner position.
-- @return High corner position.
-- @return The number of nodes.
function worldedit.allocate(origin_pos, value)
local nodes = load_schematic(value)
if not nodes then return nil end
return worldedit.allocate_with_nodes(origin_pos, nodes)
end
-- Internal
function worldedit.allocate_with_nodes(origin_pos, nodes)
local huge = math.huge
local pos1x, pos1y, pos1z = huge, huge, huge
local pos2x, pos2y, pos2z = -huge, -huge, -huge
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
for i, entry in ipairs(nodes) do
local x, y, z = origin_x + entry.x, origin_y + entry.y, origin_z + 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
local pos1 = {x=pos1x, y=pos1y, z=pos1z}
local pos2 = {x=pos2x, y=pos2y, z=pos2z}
return pos1, pos2, #nodes
end
--- Loads the nodes represented by string `value` at position `origin_pos`.
-- @return The number of nodes deserialized.
function worldedit.deserialize(origin_pos, value)
local nodes = load_schematic(value)
if not nodes then return nil end
local pos1, pos2 = worldedit.allocate_with_nodes(origin_pos, nodes)
worldedit.keep_loaded(pos1, pos2)
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
local count = 0
local add_node, get_meta = minetest.add_node, minetest.get_meta
for i, entry in ipairs(nodes) do
entry.x, entry.y, entry.z = origin_x + entry.x, origin_y + entry.y, origin_z + entry.z
-- Entry acts as both position and node
add_node(entry, entry)
if entry.meta then
get_meta(entry):from_table(entry.meta)
end
end
return #nodes
end

View File

@ -1,131 +1,131 @@
--- Functions for visibly hiding nodes
-- @module worldedit.visualization
minetest.register_node("worldedit:placeholder", {
drawtype = "airlike",
paramtype = "light",
sunlight_propagates = true,
diggable = false,
walkable = 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.
-- @return The number of nodes hidden.
function worldedit.hide(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, swap_node = minetest.get_node,
minetest.get_meta, minetest.swap_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 ~= "air" and node.name ~= "worldedit:placeholder" then
-- Save the node's original name
get_meta(pos):set_string("worldedit_placeholder", node.name)
-- Swap in placeholder node
node.name = "worldedit:placeholder"
swap_node(pos, node)
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 `node_name` in a region defined by positions
-- `pos1` and `pos2` by non-destructively replacing them with invisible nodes.
-- @return The number of nodes suppressed.
function worldedit.suppress(pos1, pos2, node_name)
-- Ignore placeholder supression
if node_name == "worldedit:placeholder" then
return 0
end
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, node_name)
local get_node, get_meta, swap_node = minetest.get_node,
minetest.get_meta, minetest.swap_node
for _, pos in ipairs(nodes) do
local node = get_node(pos)
-- Save the node's original name
get_meta(pos):set_string("worldedit_placeholder", node.name)
-- Swap in placeholder node
node.name = "worldedit:placeholder"
swap_node(pos, node)
end
return #nodes
end
--- Highlights all instances of `node_name` in a region defined by positions
-- `pos1` and `pos2` by non-destructively hiding all other nodes.
-- @return The number of nodes found.
function worldedit.highlight(pos1, pos2, node_name)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, swap_node = minetest.get_node,
minetest.get_meta, minetest.swap_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 == node_name then -- Node found
count = count + 1
elseif node.name ~= "worldedit:placeholder" then -- Hide other nodes
-- Save the node's original name
get_meta(pos):set_string("worldedit_placeholder", node.name)
-- Swap in placeholder node
node.name = "worldedit:placeholder"
swap_node(pos, node)
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`.
-- @return The number of nodes restored.
function worldedit.restore(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, "worldedit:placeholder")
local get_node, get_meta, swap_node = minetest.get_node,
minetest.get_meta, minetest.swap_node
for _, pos in ipairs(nodes) do
local node = get_node(pos)
local meta = get_meta(pos)
local data = meta:to_table()
node.name = data.fields.worldedit_placeholder
data.fields.worldedit_placeholder = nil
meta:from_table(data)
swap_node(pos, node)
end
return #nodes
end
--- Functions for visibly hiding nodes
-- @module worldedit.visualization
minetest.register_node("worldedit:placeholder", {
drawtype = "airlike",
paramtype = "light",
sunlight_propagates = true,
diggable = false,
walkable = 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.
-- @return The number of nodes hidden.
function worldedit.hide(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, swap_node = minetest.get_node,
minetest.get_meta, minetest.swap_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 ~= "air" and node.name ~= "worldedit:placeholder" then
-- Save the node's original name
get_meta(pos):set_string("worldedit_placeholder", node.name)
-- Swap in placeholder node
node.name = "worldedit:placeholder"
swap_node(pos, node)
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 `node_name` in a region defined by positions
-- `pos1` and `pos2` by non-destructively replacing them with invisible nodes.
-- @return The number of nodes suppressed.
function worldedit.suppress(pos1, pos2, node_name)
-- Ignore placeholder supression
if node_name == "worldedit:placeholder" then
return 0
end
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, node_name)
local get_node, get_meta, swap_node = minetest.get_node,
minetest.get_meta, minetest.swap_node
for _, pos in ipairs(nodes) do
local node = get_node(pos)
-- Save the node's original name
get_meta(pos):set_string("worldedit_placeholder", node.name)
-- Swap in placeholder node
node.name = "worldedit:placeholder"
swap_node(pos, node)
end
return #nodes
end
--- Highlights all instances of `node_name` in a region defined by positions
-- `pos1` and `pos2` by non-destructively hiding all other nodes.
-- @return The number of nodes found.
function worldedit.highlight(pos1, pos2, node_name)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, swap_node = minetest.get_node,
minetest.get_meta, minetest.swap_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 == node_name then -- Node found
count = count + 1
elseif node.name ~= "worldedit:placeholder" then -- Hide other nodes
-- Save the node's original name
get_meta(pos):set_string("worldedit_placeholder", node.name)
-- Swap in placeholder node
node.name = "worldedit:placeholder"
swap_node(pos, node)
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`.
-- @return The number of nodes restored.
function worldedit.restore(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, "worldedit:placeholder")
local get_node, get_meta, swap_node = minetest.get_node,
minetest.get_meta, minetest.swap_node
for _, pos in ipairs(nodes) do
local node = get_node(pos)
local meta = get_meta(pos)
local data = meta:to_table()
node.name = data.fields.worldedit_placeholder
data.fields.worldedit_placeholder = nil
meta:from_table(data)
swap_node(pos, node)
end
return #nodes
end

File diff suppressed because it is too large Load Diff

View File

@ -1,162 +1,162 @@
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().player_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().player_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().player_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().player_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.player_name] == nil then
self.object:remove()
end
end,
on_punch = function(self, hitter)
self.object:remove()
worldedit.marker1[self.player_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.player_name] == nil then
self.object:remove()
end
end,
on_punch = function(self, hitter)
self.object:remove()
worldedit.marker2[self.player_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.player_name] == nil then
self.object:remove()
return
end
end,
on_punch = function(self, hitter)
for _, entity in ipairs(worldedit.marker_region[self.player_name]) do
entity:remove()
end
worldedit.marker_region[self.player_name] = nil
end,
})
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().player_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().player_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().player_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().player_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.player_name] == nil then
self.object:remove()
end
end,
on_punch = function(self, hitter)
self.object:remove()
worldedit.marker1[self.player_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.player_name] == nil then
self.object:remove()
end
end,
on_punch = function(self, hitter)
self.object:remove()
worldedit.marker2[self.player_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.player_name] == nil then
self.object:remove()
return
end
end,
on_punch = function(self, hitter)
for _, entity in ipairs(worldedit.marker_region[self.player_name]) do
entity:remove()
end
worldedit.marker_region[self.player_name] = nil
end,
})

View File

@ -1,68 +1,68 @@
local safe_region_callback = {}
local safe_region_param = {}
local function check_region(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
local function safe_region(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,
})
return safe_region, check_region
local safe_region_callback = {}
local safe_region_param = {}
local function check_region(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
local function safe_region(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,
})
return safe_region, check_region

View File

Before

Width:  |  Height:  |  Size: 105 B

After

Width:  |  Height:  |  Size: 105 B

View File

Before

Width:  |  Height:  |  Size: 123 B

After

Width:  |  Height:  |  Size: 123 B

View File

Before

Width:  |  Height:  |  Size: 134 B

After

Width:  |  Height:  |  Size: 134 B

View File

Before

Width:  |  Height:  |  Size: 21 KiB

After

Width:  |  Height:  |  Size: 21 KiB

View File

@ -1,103 +1,103 @@
worldedit = rawget(_G, "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
worldedit = rawget(_G, "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

View File

@ -1 +1 @@
worldedit_commands
worldedit_commands

View File

@ -1,50 +1,50 @@
--provides shorter names for the commands in `worldedit_commands`
--returns true if command could not be aliased, false otherwise
worldedit.alias_chatcommand = function(alias, original_command)
if not minetest.chatcommands[original_command] then
minetest.log("error", "worldedit_shortcommands: original command " .. original_command .. " does not exist")
return true
end
if minetest.chatcommands[alias] then
minetest.log("error", "worldedit_shortcommands: alias " .. alias .. " already exists")
return true
end
minetest.register_chatcommand(alias, minetest.chatcommands[original_command])
return false
end
worldedit.alias_chatcommand("/i", "/inspect")
worldedit.alias_chatcommand("/rst", "/reset")
worldedit.alias_chatcommand("/mk", "/mark")
worldedit.alias_chatcommand("/umk", "/unmark")
worldedit.alias_chatcommand("/1", "/pos1")
worldedit.alias_chatcommand("/2", "/pos2")
worldedit.alias_chatcommand("/fp", "/fixedpos")
worldedit.alias_chatcommand("/v", "/volume")
worldedit.alias_chatcommand("/s", "/set")
worldedit.alias_chatcommand("/r", "/replace")
worldedit.alias_chatcommand("/ri", "/replaceinverse")
worldedit.alias_chatcommand("/hspr", "/hollowsphere")
worldedit.alias_chatcommand("/spr", "/sphere")
worldedit.alias_chatcommand("/hdo", "/hollowdome")
worldedit.alias_chatcommand("/do", "/dome")
worldedit.alias_chatcommand("/hcyl", "/hollowcylinder")
worldedit.alias_chatcommand("/cyl", "/cylinder")
worldedit.alias_chatcommand("/pyr", "/pyramid")
worldedit.alias_chatcommand("/spl", "/spiral")
worldedit.alias_chatcommand("/m", "/move")
worldedit.alias_chatcommand("/c", "/copy")
worldedit.alias_chatcommand("/stk", "/stack")
worldedit.alias_chatcommand("/sch", "/stretch")
worldedit.alias_chatcommand("/tps", "/transpose")
worldedit.alias_chatcommand("/fl", "/flip")
worldedit.alias_chatcommand("/rot", "/rotate")
worldedit.alias_chatcommand("/ort", "/orient")
worldedit.alias_chatcommand("/hi", "/hide")
worldedit.alias_chatcommand("/sup", "/suppress")
worldedit.alias_chatcommand("/hlt", "/highlight")
worldedit.alias_chatcommand("/rsr", "/restore")
worldedit.alias_chatcommand("/l", "/lua")
worldedit.alias_chatcommand("/lt", "/luatransform")
--provides shorter names for the commands in `worldedit_commands`
--returns true if command could not be aliased, false otherwise
worldedit.alias_chatcommand = function(alias, original_command)
if not minetest.chatcommands[original_command] then
minetest.log("error", "worldedit_shortcommands: original command " .. original_command .. " does not exist")
return true
end
if minetest.chatcommands[alias] then
minetest.log("error", "worldedit_shortcommands: alias " .. alias .. " already exists")
return true
end
minetest.register_chatcommand(alias, minetest.chatcommands[original_command])
return false
end
worldedit.alias_chatcommand("/i", "/inspect")
worldedit.alias_chatcommand("/rst", "/reset")
worldedit.alias_chatcommand("/mk", "/mark")
worldedit.alias_chatcommand("/umk", "/unmark")
worldedit.alias_chatcommand("/1", "/pos1")
worldedit.alias_chatcommand("/2", "/pos2")
worldedit.alias_chatcommand("/fp", "/fixedpos")
worldedit.alias_chatcommand("/v", "/volume")
worldedit.alias_chatcommand("/s", "/set")
worldedit.alias_chatcommand("/r", "/replace")
worldedit.alias_chatcommand("/ri", "/replaceinverse")
worldedit.alias_chatcommand("/hspr", "/hollowsphere")
worldedit.alias_chatcommand("/spr", "/sphere")
worldedit.alias_chatcommand("/hdo", "/hollowdome")
worldedit.alias_chatcommand("/do", "/dome")
worldedit.alias_chatcommand("/hcyl", "/hollowcylinder")
worldedit.alias_chatcommand("/cyl", "/cylinder")
worldedit.alias_chatcommand("/pyr", "/pyramid")
worldedit.alias_chatcommand("/spl", "/spiral")
worldedit.alias_chatcommand("/m", "/move")
worldedit.alias_chatcommand("/c", "/copy")
worldedit.alias_chatcommand("/stk", "/stack")
worldedit.alias_chatcommand("/sch", "/stretch")
worldedit.alias_chatcommand("/tps", "/transpose")
worldedit.alias_chatcommand("/fl", "/flip")
worldedit.alias_chatcommand("/rot", "/rotate")
worldedit.alias_chatcommand("/ort", "/orient")
worldedit.alias_chatcommand("/hi", "/hide")
worldedit.alias_chatcommand("/sup", "/suppress")
worldedit.alias_chatcommand("/hlt", "/highlight")
worldedit.alias_chatcommand("/rsr", "/restore")
worldedit.alias_chatcommand("/l", "/lua")
worldedit.alias_chatcommand("/lt", "/luatransform")
worldedit.alias_chatcommand("/clro", "/clearobjects")

View File

View File

View File

Before

Width:  |  Height:  |  Size: 2.7 KiB

After

Width:  |  Height:  |  Size: 2.7 KiB

View File

Some files were not shown because too many files have changed in this diff Show More