added stuff to default

going to be best default ever :D
master
crazyginger72 2014-06-22 16:26:59 -04:00
parent 8aace53d81
commit 6246518cd4
87 changed files with 8007 additions and 0 deletions

43
mods/default/api.lua Normal file
View File

@ -0,0 +1,43 @@
-- Returns a list of areas that include the provided position
function areas:getAreasAtPos(pos)
local a = {}
local px, py, pz = pos.x, pos.y, pos.z
for id, area in pairs(self.areas) do
local ap1, ap2 = area.pos1, area.pos2
if px >= ap1.x and px <= ap2.x and
py >= ap1.y and py <= ap2.y and
pz >= ap1.z and pz <= ap2.z then
a[id] = area
end
end
return a
end
-- Checks if the area is unprotected or owned by you
function areas:canInteract(pos, name)
if minetest.check_player_privs(name, {areas=true}) then
return true
end
local owned = false
for _, area in pairs(self:getAreasAtPos(pos)) do
if area.owner == name then
return true
else
if not area.open then
owned = true
end
end
end
return not owned
end
-- Returns a table (list) of all players that own an area
function areas:getNodeOwners(pos)
local owners = {}
for _, area in pairs(self:getAreasAtPos(pos)) do
table.insert(owners, area.owner)
end
return owners
end

33
mods/default/areas.lua Normal file
View File

@ -0,0 +1,33 @@
-- Areas mod by ShadowNinja
-- Based on node_ownership
-- License: LGPLv2+
areas = {}
areas.startTime = os.clock()
areas.modpath = minetest.get_modpath("areas")
dofile(areas.modpath.."/settings.lua")
dofile(areas.modpath.."/api.lua")
dofile(areas.modpath.."/internal.lua")
dofile(areas.modpath.."/chatcommands.lua")
dofile(areas.modpath.."/pos.lua")
dofile(areas.modpath.."/interact.lua")
dofile(areas.modpath.."/legacy.lua")
dofile(areas.modpath.."/hud.lua")
areas:load()
minetest.register_privilege("areas", {description = "Can administer areas"})
if not minetest.registered_privileges[areas.self_protection_privilege] then
minetest.register_privilege(areas.self_protection_privilege, {
description = "Can protect areas",
})
end
if minetest.setting_getbool("log_mod") then
local diffTime = os.clock() - areas.startTime
minetest.log("action", "areas loaded in "..diffTime.."s.")
end

99
mods/default/b_hammer.lua Normal file
View File

@ -0,0 +1,99 @@
-----------------------------------------------------------------------------------------------
local title = "Ban Hammer"
local version = "0.2.1"
local mname = "ban_hammer"
-----------------------------------------------------------------------------------------------
dofile(minetest.get_modpath("ban_hammer").."/bh_settings.txt")
-----------------------------------------------------------------------------------------------
minetest.register_alias("banhammer","default:hammer1")
local mode_text = {
{"Ban punched player."},
{"Kick punched player."},
{"Remove shout privilege of punched player."},
}
local function ban_hammer_setmode(user, itemstack, mode, keys)
local puncher = user:get_player_name()
if keys["sneak"] == false and mode == 0 then
minetest.chat_send_player(puncher, "Hold shift and use to change ban hammer modes.")
return
end
if keys["sneak"] == true then
mode = mode + 1
if mode == 4 then
mode = 1
end
minetest.chat_send_player(puncher, "Ban hammer mode : "..mode.." - "..mode_text[mode][1] )
end
itemstack:set_name("ban_hammer:hammer"..mode)
itemstack:set_metadata(mode)
return itemstack, mode
end
local function ban_hammer_handler(itemstack, user, pointed_thing, mode)
local keys = user:get_player_control()
ban_hammer_setmode(user, itemstack, mode, keys)
if pointed_thing.type ~= "object" then
return
end
if not pointed_thing.ref:is_player() then
return
end
local puncher = user:get_player_name()
local puncher_privs = minetest.get_player_privs(puncher)
if (puncher_privs["ban"] == false) then
return
end
local punched_player = pointed_thing.ref:get_player_name()
local punched_player_privs = minetest.get_player_privs(punched_player)
if mode == 1 then
if SEND_MESSAGE_TO_ALL == true then
minetest.chat_send_all(""..puncher.." has Ban Hammerered "..punched_player.."!!!")
end
minetest.log("action", puncher .. " bans " .. punched_player .. ".")
minetest.ban_player(punched_player)
elseif mode == 2 then
if SEND_MESSAGE_TO_ALL == true then
minetest.chat_send_all(""..puncher.." has kicked"..punched_player.." with the Ban Hammerer!")
end
minetest.log("action", puncher .. " kicked " .. punched_player)
minetest.kick_player(punched_player)
elseif mode == 3 then
punched_player_privs["shout"] = nil
minetest.set_player_privs(punched_player, punched_player_privs)
minetest.log(puncher..' revoked (shout) privileges from '..punched_player)
if SEND_MESSAGE_TO_ALL == true then
minetest.chat_send_all(""..puncher.." has removed"..punched_player.."'s shout with the Ban Hammerer!")
end
minetest.chat_send_player(punched_player, puncher.." revoked privileges from you: shout")
end
return itemstack
end
minetest.register_craftitem("default:hammer", {
description = "Ban Hammer",
inventory_image = "ban_hammer.png",
on_use = function(itemstack, user, pointed_thing)
local mode = 0
ban_hammer_handler(itemstack, user, pointed_thing, mode)
return itemstack
end,
})
for i = 1, 3 do
minetest.register_craftitem("default:hammer"..i, {
description = "Ban Hammer in Mode "..i,
inventory_image = "ban_hammer.png^ban_tool_mode"..i..".png",
wield_image = "ban_hammer.png",
groups = {not_in_creative_inventory=1},
on_use = function(itemstack, user, pointed_thing)
local mode = i
ban_hammer_handler(itemstack, user, pointed_thing, mode)
return itemstack
end,
})
end

128
mods/default/b_names.lua Normal file
View File

@ -0,0 +1,128 @@
-- No guests mod.
-- By VanessaE, sfan5, and kaeza.
-- more disallowed by crazyginger72
--added profanity filter to list
local disallowed = {
["[s]+[u]+[k]+[a4]+"] = "profanity names are not allowed" ..
"please choose a proper name",
["[s]+[u]+[c]+[a4]+"] = "profanity names are not allowed" ..
"please choose a proper name",
["[s]+[u]+[c]+[k]+"] = "profanity names are not allowed" ..
"please choose a proper name",
["[d]+[1il]+[c]+[k]+"] = "profanity names are not allowed" ..
"please choose a proper name",
["[c]+[u]+[n]+[t]+"] = "profanity names are not allowed" ..
"please choose a proper name",
["[n]+[1il]+[g]+[e3]+[r]+"] = "profanity names are not allowed" ..
"please choose a proper name",
["[s]+[h]+[1li]+[t]+"] = "profanity names are not allowed" ..
"please choose a proper name",
["[p]+[u]+[s]+[y]+"] = "profanity names are not allowed" ..
"please choose a proper name",
["[f]+[u]+[c]+[k]+"] = "profanity names are not allowed" ..
"please choose a proper name",
["[n]+[i1l]+[g]+[a4]+"] = "profanity names are not allowed" ..
"please choose a proper name",
["[t]+[w]+[4a]+[t]+"] = "profanity names are not allowed" ..
"please choose a proper name",
["[c]+[o0]+[c]+[k]+"] = "profanity names are not allowed" ..
"please choose a proper name",
["[b]+[i1l]+[t]+[c]+[h]+"] = "profanity names are not allowed" ..
"please choose a proper name",
["[p]+[u]+[s]+"] = "close to profanity names are not allowed" ..
"please choose a proper name",
["s[e3]x"] = "That is a clearly false, misleading, or otherwise disallowed username. "..
"Please choose a unique username and try again.",
["[c]+[r]+[4a]+[z]+[y]+[g]+[i1l]+[n]+[g]+[3e]+[r]+"] = "that is too close to the server owners name"..
"pick a new name",
["w[0o]r[li1]d[e3]d[il1]t"] = "That is a clearly false, misleading, or otherwise disallowed username. "..
"Please choose a unique username and try again.",
["s[e3]rv[e3]r"] = "That is a clearly false, misleading, or otherwise disallowed username. "..
"Please choose a unique username and try again.",
["guest"] = "Guest accounts are disallowed on this server. "..
"Please choose a proper username and try again.",
["[4a]dm[1il]n"] = "That is a clearly false, misleading, or otherwise disallowed username. "..
"Please choose a unique username and try again.",
["^[0-9]+$"] = "All-numeric usernames are disallowed on this server. "..
"Please choose a proper username and try again.",
["[0-9].-[0-9].-[0-9].-[0-9].-[0-9]"] = "Too many numbers in your username. "..
"Please try again with less than five digits in your username."
}
-- Original implementation (in Python) by sfan5
local function judge(msg)
local numspeakable = 0
local numnotspeakable = 0
local cn = 0
local lastc = '____'
for c in msg:gmatch(".") do
c = c:lower()
if c:find("[aeiou0-9_-]") then
if cn > 2 and not c:find("[0-9]") then
numnotspeakable = numnotspeakable + 1
elseif not c:find("[0-9]") then
numspeakable = numspeakable + 1
end
cn = 0
else
if (cn == 1) and (lastc == c) and (lastc ~= 's') then
numnotspeakable = numnotspeakable + 1
cn = 0
end
if cn > 2 then
numnotspeakable = numnotspeakable + 1
cn = 0
end
if lastc:find("[aeiou]") then
numspeakable = numspeakable + 1
cn = 0
end
if not ((lastc:find("[aipfom]") and c == "r") or (lastc == "c" and c == "h")) then
cn = cn + 1
end
end
lastc = c
end
if cn > 0 then
numnotspeakable = numnotspeakable + 1
end
return (numspeakable >= numnotspeakable)
end
minetest.register_on_prejoinplayer(function(name, ip)
local lname = name:lower()
if name ~= "crazyginger72" then
for re, reason in pairs(disallowed) do
if lname:find(re) then
return reason
end
end
if #name < 2 then
return "Too short of a username. "..
"Please pick a name with at least two letters and try again."
end
if not judge(name) and #name > 5 then
return "Your username just plain looks like gibberish. "..
"Please pick something readable and try again."
end
end
end)

60
mods/default/beds.lua Normal file
View File

@ -0,0 +1,60 @@
minetest.register_node("default:bed_foot", {
description = "Bed (foot region)",
--drawtype = "nodebox",
tiles = {"cottages_beds_bed_top_bottom.png", "default_wood.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = default.node_sound_wood_defaults(),
--[[node_box = {
type = "fixed",
fixed = {
-- bed
{-0.5, 0.0, -0.5, 0.5, 0.3, 0.5},
-- stützen
--{-0.5, -0.5, -0.5, -0.4, 0.5, -0.4},
-- { 0.4,-0.5, -0.5, 0.5, 0.5, -0.4},
-- Querstrebe
--{-0.4, 0.3, -0.5, 0.4, 0.5, -0.4}
}
},]]--
--selection_box = {
-- type = "fixed",
--fixed = {
-- {-0.5, -0.5, -0.5, 0.5, 0.3, 0.5},
-- }
--},
})
-- the bed is split up in two parts to avoid destruction of blocks on placement
minetest.register_node("default:bed_head", {
description = "Bed (head region)",
drawtype = "nodebox",
tiles = {"cottages_beds_bed_top_top.png", "default_wood.png", "cottages_beds_bed_side_top_r.png", "cottages_beds_bed_side_top_l.png", "default_wood.png", "cottages_beds_bed_side.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = {
-- bed
{-0.5, 0.0, -0.5, 0.5, 0.3, 0.5},
-- stützen
{-0.5,-0.5, 0.4, -0.4, 0.5, 0.5},
{ 0.4,-0.5, 0.4, 0.5, 0.5, 0.5},
-- Querstrebe
{-0.4, 0.3, 0.4, 0.4, 0.5, 0.5}
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.3, 0.5},
}
},
})

View File

@ -0,0 +1 @@
SEND_MESSAGE_TO_ALL = true

View File

@ -0,0 +1,333 @@
minetest.register_chatcommand("protect", {
params = "<AreaName>",
description = "Protect your own area",
privs = {[areas.self_protection_privilege]=true},
func = function(name, param)
if param == "" then
minetest.chat_send_player(name, 'Invalid usage, see /help protect')
return
end
local pos1, pos2 = areas:getPos1(name), areas:getPos2(name)
if pos1 and pos2 then
pos1, pos2 = areas:sortPos(pos1, pos2)
else
minetest.chat_send_player(name, 'You need to select an area first')
return
end
minetest.log("action", "/protect invoked, owner="..name..
" areaname="..param..
" startpos="..minetest.pos_to_string(pos1)..
" endpos=" ..minetest.pos_to_string(pos2))
local canAdd, errMsg = areas:canPlayerAddArea(pos1, pos2, name)
if not canAdd then
minetest.chat_send_player(name,
"You can't protect that area: "
..errMsg)
return
end
local id = areas:add(name, param, pos1, pos2, nil)
areas:save()
minetest.chat_send_player(name, "Area protected. ID: "..id)
end})
minetest.register_chatcommand("set_owner", {
params = "<PlayerName> <AreaName>",
description = "Protect an area beetween two positions and give"
.." a player access to it without setting the parent of the"
.." area to any existing area",
privs = {areas=true},
func = function(name, param)
local found, _, ownername, areaname = param:find('^([^ ]+) (.+)$')
if not found then
minetest.chat_send_player(name, "Incorrect usage, see /help set_owner")
return
end
local pos1, pos2 = areas:getPos1(name), areas:getPos2(name)
if pos1 and pos2 then
pos1, pos2 = areas:sortPos(pos1, pos2)
else
minetest.chat_send_player(name, "You need to select an area first")
return
end
if not areas:player_exists(ownername) then
minetest.chat_send_player(name, "The player \""
..ownername.."\" does not exist")
return
end
minetest.log("action", name.." runs /set_owner. Owner = "..ownername..
" AreaName = "..areaname..
" StartPos = "..minetest.pos_to_string(pos1)..
" EndPos = " ..minetest.pos_to_string(pos2))
local id = areas:add(ownername, areaname, pos1, pos2, nil)
areas:save()
minetest.chat_send_player(ownername,
"You have been granted control over area #"..
id..". Type /list_areas to show your areas.")
minetest.chat_send_player(name, "Area protected. ID: "..id)
end})
minetest.register_chatcommand("add_owner", {
params = "<ParentID> <Player> <AreaName>",
description = "Give a player access to a sub-area beetween two"
.." positions that have already been protected,"
.." Use set_owner if you don't want the parent to be set.",
privs = {},
func = function(name, param)
local found, _, pid, ownername, areaname
= param:find('^(%d+) ([^ ]+) (.+)$')
if not found then
minetest.chat_send_player(name, "Incorrect usage, see /help add_owner")
return
end
local pos1, pos2 = areas:getPos1(name), areas:getPos2(name)
if pos1 and pos2 then
pos1, pos2 = areas:sortPos(pos1, pos2)
else
minetest.chat_send_player(name, 'You need to select an area first')
return
end
if not areas:player_exists(ownername) then
minetest.chat_send_player(name, 'The player "'
..ownername..'" does not exist')
return
end
minetest.log("action", name.." runs /add_owner. Owner = "..ownername..
" AreaName = "..areaname.." ParentID = "..pid..
" StartPos = "..pos1.x..","..pos1.y..","..pos1.z..
" EndPos = " ..pos2.x..","..pos2.y..","..pos2.z)
-- Check if this new area is inside an area owned by the player
pid = tonumber(pid)
if (not areas:isAreaOwner(pid, name)) or
(not areas:isSubarea(pos1, pos2, pid)) then
minetest.chat_send_player(name,
"You can't protect that area")
return
end
local id = areas:add(ownername, areaname, pos1, pos2, pid)
areas:save()
minetest.chat_send_player(ownername,
"You have been granted control over area #"..
id..". Type /list_areas to show your areas.")
minetest.chat_send_player(name, "Area protected. ID: "..id)
end})
minetest.register_chatcommand("rename_area", {
params = "<ID> <newName>",
description = "Rename a area that you own",
privs = {},
func = function(name, param)
local found, _, id, newName = param:find("^(%d+) (.+)$")
if not found then
minetest.chat_send_player(name,
"Invalid usage, see /help rename_area")
return
end
id = tonumber(id)
if not id then
minetest.chat_send_player(name, "That area doesn't exist.")
return
end
if not areas:isAreaOwner(id, name) then
minetest.chat_send_player(name, "You don't own that area.")
return
end
areas.areas[id].name = newName
areas:save()
minetest.chat_send_player(name, "Area renamed.")
end})
minetest.register_chatcommand("find_areas", {
params = "<regexp>",
description = "Find areas using a Lua regular expression",
privs = {},
func = function(name, param)
if param == "" then
minetest.chat_send_player(name,
"A regular expression is required.")
return
end
-- Check expression for validity
local function testRegExp()
("Test [1]: Player (0,0,0) (0,0,0)"):find(param)
end
if not pcall(testRegExp) then
minetest.chat_send_player(name,
"Invalid regular expression.")
return
end
local found = false
for id, area in pairs(areas.areas) do
if areas:isAreaOwner(id, name) and
areas:toString(id):find(param) then
minetest.chat_send_player(name, areas:toString(id))
found = true
end
end
if not found then
minetest.chat_send_player(name, "No matches found")
end
end})
minetest.register_chatcommand("list_areas", {
params = "",
description = "List your areas, or all areas if you are an admin.",
privs = {},
func = function(name, param)
local admin = minetest.check_player_privs(name, {areas=true})
if admin then
minetest.chat_send_player(name,
"Showing all areas.")
else
minetest.chat_send_player(name,
"Showing your areas.")
end
for id, area in pairs(areas.areas) do
if admin or areas:isAreaOwner(id, name) then
minetest.chat_send_player(name,
areas:toString(id))
end
end
end})
minetest.register_chatcommand("recursive_remove_areas", {
params = "<id>",
description = "Recursively remove areas using an id",
privs = {},
func = function(name, param)
local id = tonumber(param)
if not id then
minetest.chat_send_player(name,
"Invalid usage, see"
.." /help recursive_remove_areas")
return
end
if not areas:isAreaOwner(id, name) then
minetest.chat_send_player(name, "Area "..id
.." does not exist or is"
.." not owned by you.")
return
end
areas:remove(id, true)
areas:save()
minetest.chat_send_player(name, "Removed area "..id
.." and it's sub areas.")
end})
minetest.register_chatcommand("remove_area", {
params = "<id>",
description = "Remove an area using an id",
privs = {},
func = function(name, param)
local id = tonumber(param)
if not id then
minetest.chat_send_player(name,
"Invalid usage, see /help remove_area")
return
end
if not areas:isAreaOwner(id, name) then
minetest.chat_send_player(name, "Area "..id
.." does not exist or"
.." is not owned by you")
return
end
areas:remove(id)
areas:save()
minetest.chat_send_player(name, 'Removed area '..id)
end})
minetest.register_chatcommand("change_owner", {
params = "<id> <NewOwner>",
description = "Change the owner of an area using its id",
privs = {},
func = function(name, param)
local found, _, id, new_owner =
param:find('^(%d+) ([^ ]+)$')
if not found then
minetest.chat_send_player(name,
"Invalid usage,"
.." see /help change_area_owner")
return
end
if not areas:player_exists(new_owner) then
minetest.chat_send_player(name, 'The player "'
..new_owner..'" does not exist')
return
end
id = tonumber(id)
if not areas:isAreaOwner(id, name) then
minetest.chat_send_player(name,
"Area "..id.." does not exist"
.." or is not owned by you.")
return
end
areas.areas[id].owner = new_owner
areas:save()
minetest.chat_send_player(name, 'Owner changed.')
minetest.chat_send_player(new_owner,
name..'" has given you control over an area.')
end})
minetest.register_chatcommand("area_open", {
params = "<id>",
description = "Toggle an area open (anyone can interact) or not",
privs = {},
func = function(name, param)
local id = tonumber(param)
if not id then
minetest.chat_send_player(name,
"Invalid usage, see /help area_open")
return
end
if not areas:isAreaOwner(id, name) then
minetest.chat_send_player(name,
"Area "..id.." does not exist"
.." or is not owned by you.")
return
end
local open = not areas.areas[id].open
-- Save false as nil to avoid inflating the DB.
areas.areas[id].open = open or nil
areas:save()
minetest.chat_send_player(name, "Area "..(open and "opened" or "closed")..".")
end})

View File

@ -740,3 +740,70 @@ minetest.register_craft({
recipe = "default:grass_1",
burntime = 2,
})
minetest.register_craft({
type = "cooking",
output = "default:asphalt",
recipe = "default:gravel",
cooktime = 2
})
minetest.register_craft({
output = "default:steel_support 5",
recipe = {
{"default:steel_ingot","","default:steel_ingot"},
{"","default:steel_ingot",""},
{"default:steel_ingot","","default:steel_ingot"}
}
})
minetest.register_craft({
output = "default:concrete_wall_flat 3",
recipe = {
{"","default:concrete",""},
{"","default:concrete",""},
{"","",""}
}
})
minetest.register_craft({
type = "shapeless",
output = "default:concrete",
recipe = {"default:stone"}
})
minetest.register_craft({
output = "default:charcoal_lump 4",
type = "cooking",
recipe = "group:tree",
cooktime = 4
})
minetest.register_craft({
type = "fuel",
recipe = "default:charcoal_lump",
burntime = 8,
})
minetest.register_craft({
type = "shapeless",
recipe = {"default:charcoal_lump","default:stick"},
output = "default:torch",
})
minetest.register_craft({
output = "default:bed_foot",
recipe = {
{"wool:white", "", "", },
{"default:wood", "", "", },
{"default:stick", "", "", }
}
})
minetest.register_craft({
output = "default:bed_head",
recipe = {
{"", "", "wool:white", },
{"", "default:stick", "default:wood", },
{"", "", "default:stick", }
}
})

View File

@ -90,3 +90,9 @@ minetest.register_craftitem("default:obsidian_shard", {
description = "Obsidian Shard",
inventory_image = "default_obsidian_shard.png",
})
minetest.register_craftitem("default:charcoal_lump", {
image = "charcoal_lump.png",
description="Lump of Charcoal",
})

120
mods/default/extranodes.lua Normal file
View File

@ -0,0 +1,120 @@
minetest.register_node("default:asphalt",{
description = "Asphalt",
tiles = {"default_asphalt.png"},
groups = {cracky=3}
minetest.register_node("default:steel_support",{
description = "Steel support",
tiles = {"default_support.png"},
groups = {cracky = 1},
drawtype = "glasslike_framed",
climbable = true,
sunlight_propagates = true,
paramtype = "light",
})
minetest.register_node("default:streetlamp_basic_bottom",{
drop = "",
description = "Street lamp",
tiles = {"default_lamps_basic_bottom.png"},
inventory_image = "default_lamps_basi_inv.png",
groups = {cracky = 1},
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-0.15,-0.5,-0.15,0.15,0.4,0.15},
{-0.1,0.4,-0.1,0.1,0.5,0.1}
}
},
pointable = false,
after_place_node = function(pos,placer,itemstack)
minetest.set_node({x = pos.x, y = pos.y + 1, z = pos.z},{name = "default:streetlamp_basic_middle"})
minetest.set_node({x = pos.x, y = pos.y + 2, z = pos.z},{name = "default:streetlamp_basic_top_on"})
-- minetest.set_node({x = pos.x, y = pos.y - 2, z = pos.z},{name = "default:streetlamp_basic_controller"})
end
})
minetest.register_node("default:streetlamp_basic_middle",{
drop = "",
description = "U cheater U",
groups = {cracky = 1, not_in_creative_inventory = 1},
tiles = {"default_lamps_basic_middle.png"},
paramtype = "light",
drawtype = "nodebox",
pointable = false,
node_box = {
type = "fixed",
fixed = {
{-0.1,-0.5,-0.1,0.1,0.5,0.1}
}
}
})
minetest.register_node("default:streetlamp_basic_top_on",{
drop = "default:streetlamp_basic_bottom",
description = "U cheater U",
groups = {cracky = 1, not_in_creative_inventory = 1},
tiles = {"default_lamps_basic_top_top.png","default_lamps_basic_top_top.png","default_lamps_basic_top.png","default_lamps_basic_top.png","default_lamps_basic_top.png","default_lamps_basic_top.png"},
paramtype = "light",
drawtype = "nodebox",
light_source = 15,
node_box = {
type = "fixed",
fixed = {
{-0.1,-0.5,-0.1,0.1,-0.4,0.1},
{-0.3,-0.4,-0.3,0.3,0.5,0.3}
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.3,0.5,-0.3,0.3,-2.5,0.3},
}
},
after_dig_node = function(pos)
minetest.remove_node({x = pos.x, y = pos.y - 1, z = pos.z})
minetest.remove_node({x = pos.x, y = pos.y - 2, z = pos.z})
end
})
minetest.register_node("default:concrete",{
description = "Concrete",
tiles = {"default_concrete.png"},
groups = {cracky=2}
})
minetest.register_node("default:concrete_wall",{ description = "Conrete wall",
tiles = {"default_concrete.png"}, groups = {cracky=2},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.4, -0.5, -0.5, 0.4, -0.4, 0.5},
{-0.1, -0.4, -0.5, 0.1, 0.5, 0.5}
}
}
})
minetest.register_craft({
output = "default:concrete_wall 3",
recipe = {
{"","default:concrete",""},
{"","default:concrete",""},
{"default:concrete","default:concrete","default:concrete"}
}
})
minetest.register_node("default:concrete_wall_flat",{
description = "Conrete wall",
tiles = {"default_concrete.png"},
groups = {cracky=2},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.1, -0.5, -0.5, 0.1, 0.5, 0.5}
}
}
})

63
mods/default/f_ban.lua Normal file
View File

@ -0,0 +1,63 @@
future_ban_list = {}
local file = io.open(minetest.get_worldpath().."/future_banlist.txt", "r")
if file then
future_ban_list = minetest.deserialize(file:read("*all"))
file:close()
if not future_ban_list then
future_ban_list = {}
end
end
local function save_file()
local file = io.open(minetest.get_worldpath().."/future_banlist.txt", "w")
if file then
file:write(minetest.serialize(future_ban_list))
file:close()
end
end
minetest.register_chatcommand("future_ban", {
params = "<playername> | leave playername out to see the future ban list",
description = "The player will be banned when trying to join",
privs = {ban=true},
func = function(name, param)
if param == "" then
minetest.chat_send_player(name, "Future ban list: " .. dump(future_ban_list))
return
end
if not minetest.env:get_player_by_name(param) then
table.insert(future_ban_list, param)
minetest.chat_send_player(name, param .. " to future ban list added.")
minetest.log("action", name .. " added " .. param .. " to future ban list.")
save_file()
return
end
if not minetest.ban_player(param) then
table.insert(future_ban_list, param)
minetest.chat_send_player(name, desc .. " to future ban list added.")
minetest.log("action", name .. " added " .. desc .. " to future ban list.")
save_file()
else
local desc = minetest.get_ban_description(param)
minetest.chat_send_player(name, "Banned " .. desc .. ".")
minetest.log("action", name .. " bans " .. desc .. ".")
end
end
})
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
for i,n in ipairs(future_ban_list) do
if n == name then
if not minetest.ban_player(name) then
minetest.chat_send_player(name, "Failed to ban player " .. name .. " (from future ban list).")
else
local desc = minetest.get_ban_description(name)
minetest.log("action", desc .. " banned (from future ban list).")
table.remove(future_ban_list, i)
save_file()
end
end
end
end)

50
mods/default/hud.lua Normal file
View File

@ -0,0 +1,50 @@
-- This is inspired by the landrush mod by Bremaweb
areas.hud = {}
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local pos = vector.round(player:getpos())
local a = areas:getAreasAtPos(pos)
local areaString = ""
local first = true
for id, area in pairs(areas:getAreasAtPos(pos)) do
if not first then
areaString = areaString..", "
else
first = false
end
local ownertxt = area.owner
if area.open then
ownertxt = ownertxt.."/open"
end
areaString = areaString..id.." ("..ownertxt..")"
end
if not areas.hud[name] then
areas.hud[name] = {}
areas.hud[name].areasId = player:hud_add({
hud_elem_type = "text",
name = "Areas",
number = 0xFFFFFF,
position = {x=0, y=1},
offset = {x=5, y=-60},
direction = 0,
text = "Areas: "..areaString,
scale = {x=200, y=60},
alignment = {x=1, y=1},
})
areas.hud[name].oldAreas = areaString
return
elseif areas.hud[name].oldAreas ~= areaString then
player:hud_change(areas.hud[name].areasId, "text",
"Areas: "..areaString)
areas.hud[name].oldAreas = areaString
end
end
end)
minetest.register_on_leaveplayer(function(player)
areas.hud[player:get_player_name()] = nil
end)

108
mods/default/inbox.lua Normal file
View File

@ -0,0 +1,108 @@
local inbox = {}
--[[
TODO
* Different node_box and texture for empty mailbox
]]
minetest.register_craft({
output ="default:empty",
recipe = {
{"","default:steel_ingot",""},
{"default:steel_ingot","","default:steel_ingot"},
{"default:steel_ingot","default:steel_ingot","default:steel_ingot"}
}
})
minetest.register_node("default:empty", {
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-4/12, -6/12, -6/12, 4/12, 0/12, 6/12},
{-3/12, 0/12, -6/12, 3/12, 2/12, 6/12},
{3/12, 0/12, -4/12, 4/12, 5/12, -2/12},
{3/12, 3/12, -2/12, 4/12, 5/12, 0/12}
}
},
description = "Mailbox",
tiles = {"inbox_top.png", "inbox_bottom.png", "inbox_east.png",
"inbox_west.png", "inbox_back.png", "inbox_front.png"},
paramtype2 = "facedir",
groups = {choppy=2,oddly_breakable_by_hand=2},
sounds = default.node_sound_wood_defaults(),
after_place_node = function(pos, placer, itemstack)
local meta = minetest.get_meta(pos)
local owner = placer:get_player_name()
meta:set_string("owner", owner)
meta:set_string("infotext", owner.."'s Mailbox")
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
inv:set_size("drop", 1)
end,
on_rightclick = function(pos, node, clicker, itemstack)
local meta = minetest.get_meta(pos)
local player = clicker:get_player_name()
local owner = meta:get_string("owner")
local meta = minetest.get_meta(pos)
if owner == player then
minetest.show_formspec(
clicker:get_player_name(),
"default:chest_locked",
inbox.get_inbox_formspec(pos))
else
minetest.show_formspec(
clicker:get_player_name(),
"default:chest_locked",
inbox.get_inbox_insert_formspec(pos))
end
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local owner = meta:get_string("owner")
local inv = meta:get_inventory()
return player:get_player_name() == owner and inv:is_empty("main")
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if listname == "drop" and inv:room_for_item("main", stack) then
inv:remove_item("drop", stack)
inv:add_item("main", stack)
end
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if listname == "main" then
return 0
end
if listname == "drop" then
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if inv:room_for_item("main", stack) then
return -1
else
return 0
end
end
end,
})
function inbox.get_inbox_formspec(pos)
local spos = pos.x .. "," .. pos.y .. "," ..pos.z
local formspec =
"size[8,9]"..
"list[nodemeta:".. spos .. ";main;0,0;8,4;]"..
"list[current_player;main;0,5;8,4;]"
return formspec
end
function inbox.get_inbox_insert_formspec(pos)
local spos = pos.x .. "," .. pos.y .. "," ..pos.z
local formspec =
"size[8,9]"..
"list[nodemeta:".. spos .. ";drop;3.5,2;1,1;]"..
"list[current_player;main;0,5;8,4;]"
return formspec
end

View File

@ -23,4 +23,137 @@ dofile(minetest.get_modpath("default").."/trees.lua")
dofile(minetest.get_modpath("default").."/misc.lua")
dofile(minetest.get_modpath("default").."/time_lag.lua")
dofile(minetest.get_modpath("default").."/gender.lua")
dofile(minetest.get_modpath("default").."/extranodes.lua")
dofile(minetest.get_modpath("default").."/sethome.lua")
dofile(minetest.get_modpath("default").."/inbox.lua")
dofile(minetest.get_modpath("default").."/f_ban.lua")
dofile(minetest.get_modpath("default").."/b_names.lua")
dofile(minetest.get_modpath("default").."/b_hammer.lua")
dofile(minetest.get_modpath("default").."/areas.lua")
dofile(minetest.get_modpath("default").."/beds.lua")
dofile(minetest.get_modpath("default").."/tpr.lua")
dofile(minetest.get_modpath("default").."/trapdoors.lua")
----------------------------------------------------------
----------------------------------------------------------
------------------------Admin tools-----------------------
----------------------------------------------------------
----------------------------------------------------------
minetest.register_alias("adminpick", "default:pick_admin")
minetest.register_alias("adminpickaxe", "default:pick_admin")
minetest.register_alias("admin_pick", "default:pick_admin")
minetest.register_alias("admin_pickaxe", "default:pick_admin")
minetest.register_alias("pick_admin", "default:pick_admin")
minetest.register_alias("pickaxe_admin", "default:pick_admin")
minetest.register_alias("pickadmin", "default:pick_admin")
minetest.register_alias("pickaxeadmin", "default:pick_admin")
minetest.register_alias("adminpickdrops", "default:pick_admin_with_drops")
minetest.register_alias("adminpickaxedrops", "default:pick_admin_with_drops")
minetest.register_alias("admin_pick_drops", "default:pick_admin_with_drops")
minetest.register_alias("admin_pickaxe_drops", "default:pick_admin_with_drops")
minetest.register_alias("pick_admin_drops", "default:pick_admin_with_drops")
minetest.register_alias("pickaxe_admin_drops", "default:pick_admin_with_drops")
minetest.register_alias("pickadmindrops", "default:pick_admin_with_drops")
minetest.register_alias("pickaxeadmindrops", "default:pick_admin_with_drops")
minetest.register_alias("superapple", "default:superapple")
minetest.register_alias("pfire", "default:permanent_fire")
minetest.register_alias("ifuel", "default:infinitefuel")
---------------------------------------------------------
------nodes----------------------------------------------
---------------------------------------------------------
minetest.register_node("default:permanent_fire", {
description = S("Permanent Fire"),
drawtype = "plantlike",
paramtype = "light",
tiles = {{
name="fire_basic_flame_animated.png",
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1},
}},
inventory_image = "fire_basic_flame.png",
light_source = 14,
groups = {unbreakable=1, not_in_creative_inventory=1},
drop = '',
sunlight_propagates = true,
walkable = false,
damage_per_second = 4,
})
---------------------------------------------------------
------other----------------------------------------------
---------------------------------------------------------
minetest.register_craftitem("default:infinitefuel", {
description = S("Infinite Fuel"),
inventory_image = "maptools_infinitefuel.png",
})
minetest.register_node("default:superapple", {
description = S("Super Apple"),
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"maptools_superapple.png"},
inventory_image = "maptools_superapple.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
groups = {fleshy=3, dig_immediate=3, not_in_creative_inventory=1},
on_use = minetest.item_eat(20),
sounds = default.node_sound_defaults(),
})
---------------------------------------------------------
------tools----------------------------------------------
---------------------------------------------------------
minetest.register_tool("default:pick_admin", {
description = S("Admin Pickaxe"),
inventory_image = "maptools_adminpick.png",
groups = {not_in_creative_inventory=1},
tool_capabilities = {
full_punch_interval = 0,
max_drop_level=3,
groupcaps= {
unbreakable={times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
fleshy = {times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
choppy={times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
bendy={times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
cracky={times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
crumbly={times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
snappy={times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
}
},
})
minetest.register_tool("default:pick_admin_with_drops", {
description = S("Admin Pickaxe With Drops"),
inventory_image = "maptools_adminpick.png",
groups = {not_in_creative_inventory=1},
tool_capabilities = {
full_punch_interval = 0,
max_drop_level=3,
groupcaps= {
unbreakable={times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
fleshy = {times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
choppy={times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
bendy={times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
cracky={times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
crumbly={times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
snappy={times={[1]=0, [2]=0, [3]=0}, uses=0, maxlevel=3},
}
},
})
minetest.register_on_punchnode(function(pos, node, puncher)
if puncher:get_wielded_item():get_name() == "default:pick_admin"
and minetest.env: get_node(pos).name ~= "air" then
minetest.env:remove_node(pos)
end
end)

19
mods/default/interact.lua Normal file
View File

@ -0,0 +1,19 @@
local old_is_protected = minetest.is_protected
function minetest.is_protected(pos, name)
if not areas:canInteract(pos, name) then
return true
end
return old_is_protected(pos, name)
end
minetest.register_on_protection_violation(function(pos, name)
if not areas:canInteract(pos, name) then
local owners = areas:getNodeOwners(pos)
minetest.chat_send_player(name,
("%s is protected by %s."):format(
minetest.pos_to_string(pos),
table.concat(owners, ", ")))
end
end)

211
mods/default/internal.lua Normal file
View File

@ -0,0 +1,211 @@
function areas:player_exists(name)
return minetest.auth_table[name] ~= nil
end
-- Save the areas table to a file
function areas:save()
local datastr = minetest.serialize(self.areas)
if not datastr then
minetest.log("error", "[areas] Failed to serialize area data!")
return
end
local file, err = io.open(self.filename, "w")
if err then
return err
end
file:write(datastr)
file:close()
end
-- Load the areas table from the save file
function areas:load()
local file, err = io.open(self.filename, "r")
if err then
self.areas = self.areas or {}
return err
end
self.areas = minetest.deserialize(file:read("*a"))
if type(self.areas) ~= "table" then
self.areas = {}
end
file:close()
end
-- Finds the first usable index in a table
-- Eg: {[1]=false,[4]=true} -> 2
local function findFirstUnusedIndex(t)
local i = 0
repeat i = i + 1
until t[i] == nil
return i
end
-- Add a area, returning the new area's id.
function areas:add(owner, name, pos1, pos2, parent)
local id = findFirstUnusedIndex(self.areas)
self.areas[id] = {name=name, pos1=pos1, pos2=pos2, owner=owner,
parent=parent}
return id
end
-- Remove a area, and optionally it's children recursively.
-- If a area is deleted non-recursively the children will
-- have the removed area's parent as their new parent.
function areas:remove(id, recurse, secondrun)
if recurse then
-- Recursively find child entries and remove them
local cids = self:getChildren(id)
for _, cid in pairs(cids) do
self:remove(cid, true, true)
end
else
-- Update parents
local parent = self.areas[id].parent
local children = self:getChildren(id)
for _, cid in pairs(children) do
-- The subarea parent will be niled out if the
-- removed area does not have a parent
self.areas[cid].parent = parent
end
end
-- Remove main entry
self.areas[id] = nil
end
-- Checks if a area between two points is entirely contained by another area
function areas:isSubarea(pos1, pos2, id)
local area = self.areas[id]
if not area then
return false
end
p1, p2 = area.pos1, area.pos2
if (pos1.x >= p1.x and pos1.x <= p2.x) and
(pos2.x >= p1.x and pos2.x <= p2.x) and
(pos1.y >= p1.y and pos1.y <= p2.y) and
(pos2.y >= p1.y and pos2.y <= p2.y) and
(pos1.z >= p1.z and pos1.z <= p2.z) and
(pos2.z >= p1.z and pos2.z <= p2.z) then
return true
end
end
-- Returns a table (list) of children of an area given it's identifier
function areas:getChildren(id)
local children = {}
for cid, area in pairs(self.areas) do
if area.parent and area.parent == id then
table.insert(children, cid)
end
end
return children
end
-- Checks if the user has sufficient privileges.
-- If the player is not a administrator it also checks
-- if the area intersects other areas that they do not own.
-- Also checks the size of the area and if the user already
-- has more than max_areas.
function areas:canPlayerAddArea(pos1, pos2, name)
if minetest.check_player_privs(name, {areas=true}) then
return true
end
-- Check self protection privilege, if it is enabled,
-- and if the area is too big.
if (not self.self_protection) or
(not minetest.check_player_privs(name,
{[areas.self_protection_privilege]=true})) then
return false, "Self protection is disabled or you do not have"
.." the necessary privilege."
end
if (pos2.x - pos1.x) > self.self_protection_max_size.x or
(pos2.y - pos1.y) > self.self_protection_max_size.y or
(pos2.z - pos1.z) > self.self_protection_max_size.z then
return false, "Area is too big."
end
-- Check number of areas the user has and make sure it not above the max
local count = 0
for _, area in pairs(self.areas) do
if area.owner == name then
count = count + 1
end
end
if count >= self.self_protection_max_areas then
return false, "You have reached the maximum amount"
.." of areas that you are allowed to"
.." protect."
end
-- Check intersecting areas
for _, area in pairs(self.areas) do
if (area.pos1.x <= pos2.x and area.pos2.x >= pos1.x) and
(area.pos1.y <= pos2.y and area.pos2.y >= pos1.y) and
(area.pos1.z <= pos2.z and area.pos2.z >= pos1.z) then
--Found an area intersecting with the suplied area
if area.owner ~= name then
return false, "The area intersects with an"
.." area that you do not own."
end
end
end
return true, ""
end
-- Given a id returns a string in the format:
-- "name [id]: owner (x1, y1, z1) (x2, y2, z2) -> children"
function areas:toString(id)
local area = self.areas[id]
local message = ("%s [%d]: %s %s %s"):format(
area.name, id, area.owner,
minetest.pos_to_string(area.pos1),
minetest.pos_to_string(area.pos2))
local children = areas:getChildren(id)
if #children > 0 then
message = message.." -> "..table.concat(children, ", ")
end
return message
end
-- Re-order areas in table by their identifiers
function areas:sort()
local sa = {}
for k, area in pairs(self.areas) do
if not area.parent then
table.insert(sa, area)
local newid = #sa
for _, subarea in pairs(self.areas) do
if subarea.parent == k then
subarea.parent = newid
table.insert(sa, subarea)
end
end
end
end
self.areas = sa
end
-- Checks if a player owns an area or a parent of it
function areas:isAreaOwner(id, name)
local cur = self.areas[id]
if cur and minetest.check_player_privs(name, {areas=true}) then
return true
end
while cur do
if cur.owner == name then
return true
elseif cur.parent then
cur = self.areas[cur.parent]
else
return false
end
end
return false
end

146
mods/default/legacy.lua Normal file
View File

@ -0,0 +1,146 @@
-- This file contains functions to convert from
-- the old areas format and other compatability code.
minetest.register_chatcommand("legacy_load_areas", {
params = "<version>",
description = "Loads, converts, and saves the areas from"
.." a legacy save file.",
privs = {areas=true, server=true, privs=true},
func = function(name, param)
minetest.chat_send_player(name, "Converting areas...")
local version = tonumber(param)
if version == 0 then
err = areas:node_ownership_load()
if err then
minetest.chat_send_player(name, "Error loading legacy file: "..err)
return
end
else
minetest.chat_send_player(name, "Invalid version number. (0 allowed)")
return
end
minetest.chat_send_player(name, "Legacy file loaded.")
for k, area in pairs(areas.areas) do
-- New position format
area.pos1 = {x=area.x1, y=area.y1, z=area.z1}
area.pos2 = {x=area.x2, y=area.y2, z=area.z2}
area.x1, area.y1, area.z1,
area.x2, area.y2, area.z2 =
nil, nil, nil, nil, nil, nil
-- Area positions sorting
area.pos1, area.pos2 = areas:sortPos(area.pos1, area.pos2)
-- Add name
area.name = "unnamed"
-- Remove ID
area.id = nil
end
minetest.chat_send_player(name, "Table format updated.")
areas:save()
minetest.chat_send_player(name, "Converted areas saved. Done.")
end})
function areas:node_ownership_load()
local filename = minetest.get_worldpath().."/owners.tbl"
tables, err = loadfile(filename)
if err then
return err
end
tables = tables()
for idx = 1, #tables do
local tolinkv, tolinki = {}, {}
for i, v in pairs(tables[idx]) do
if type(v) == "table" and tables[v[1]] then
table.insert(tolinkv, {i, tables[v[1]]})
end
if type(i) == "table" and tables[i[1]] then
table.insert(tolinki, {i, tables[i[1]]})
end
end
-- link values, first due to possible changes of indices
for _, v in ipairs(tolinkv) do
tables[idx][v[1]] = v[2]
end
-- link indices
for _, v in ipairs(tolinki) do
tables[idx][v[2]], tables[idx][v[1]] = tables[idx][v[1]], nil
end
end
self.areas = tables[1]
end
-- Returns the name of the first player that owns an area
function areas.getNodeOwnerName(pos)
for id, area in pairs(areas:getAreasAtPos(pos)) do
return area.owner
end
return false
end
-- Checks if a node is owned by you
function areas.isNodeOwner(pos, name)
if minetest.check_player_privs(name, {areas=true}) then
return true
end
for id, area in pairs(areas:getAreasAtPos(pos)) do
if name == area.owner then
return true
end
end
return false
end
-- Checks if an area has an owner
function areas.hasOwner(pos)
for id, area in pairs(areas:getAreasAtPos(pos)) do
return true
end
return false
end
IsPlayerNodeOwner = areas.isNodeOwner
GetNodeOwnerName = areas.getNodeOwnerName
HasOwner = areas.hasOwner
-- This is entirely untested and may break in strange and new ways.
if areas.legacy_table then
owner_defs = {}
setmetatable(owner_defs, {
__index = function(table, key)
local a = rawget(areas.areas, key)
if a then
a.x1 = a.pos1.x
a.y1 = a.pos1.y
a.z1 = a.pos1.z
a.x2 = a.pos2.x
a.y2 = a.pos2.y
a.z2 = a.pos2.z
a.pos1, a.pos2 = nil, nil
a.id = key
end
return a
end,
__newindex = function(table, key, value)
local a = value
a.pos1, a.pos2 = {}, {}
a.pos1.x = a.x1
a.pos1.y = a.y1
a.pos1.z = a.z1
a.pos2.x = a.x2
a.pos2.y = a.y2
a.pos2.z = a.z2
a.x1, a.y1, a.z1, a.x2, a.y2, a.z2 =
nil, nil, nil, nil, nil, nil
a.name = a.name or "unnamed"
a.id = nil
return rawset(areas.areas, key, a)
end
})
end

276
mods/default/pos.lua Normal file
View File

@ -0,0 +1,276 @@
-- I could depend on WorldEdit for this, but you need to have the 'worldedit'
-- permission to use those commands and you don't have
-- /area_pos{1,2} [X Y Z|X,Y,Z].
-- Since this is mostly copied from WorldEdit it is mostly
-- licensed under the AGPL. (select_area is a exception)
areas.marker1 = {}
areas.marker2 = {}
areas.set_pos = {}
areas.pos1 = {}
areas.pos2 = {}
minetest.register_chatcommand("select_area", {
params = "<id>",
description = "Select a area by id.",
privs = {},
func = function(name, param)
local id = tonumber(param)
if not id then
minetest.chat_send_player(name,
"Invalid usage, see /help select_area.")
return
end
if not areas.areas[id] then
minetest.chat_send_player(name,
"The area "..id.." does not exist.")
return
end
areas:setPos1(name, areas.areas[id].pos1)
areas:setPos2(name, areas.areas[id].pos2)
minetest.chat_send_player(name,
"Area "..id.." selected.")
end,
})
minetest.register_chatcommand("area_pos1", {
params = "[X Y Z|X,Y,Z]",
description = "Set area protection region position 1 to your"
.." location or the one specified",
privs = {},
func = function(name, param)
local pos = nil
local found, _, x, y, z = param:find(
"^(-?%d+)[, ](-?%d+)[, ](-?%d+)$")
if found then
pos = {x=tonumber(x), y=tonumber(y), z=tonumber(z)}
elseif param == "" then
player = minetest.get_player_by_name(name)
if player then
pos = player:getpos()
else
minetest.chat_send_player(name,
"Unable to get position")
return
end
else
minetest.chat_send_player(name,
"Invalid usage, see /help area_pos1")
return
end
pos = vector.round(pos)
areas:setPos1(name, pos)
minetest.chat_send_player(name,
"Area position 1 set to "
..minetest.pos_to_string(pos))
end,
})
minetest.register_chatcommand("area_pos2", {
params = "[X Y Z|X,Y,Z]",
description = "Set area protection region position 2 to your"
.." location or the one specified",
privs = {},
func = function(name, param)
local pos = nil
local found, _, x, y, z = param:find(
"^(-?%d+)[, ](-?%d+)[, ](-?%d+)$")
if found then
pos = {x=tonumber(x), y=tonumber(y), z=tonumber(z)}
elseif param == "" then
player = minetest.get_player_by_name(name)
if player then
pos = player:getpos()
else
minetest.chat_send_player(name,
"Unable to get position")
return
end
else
minetest.chat_send_player(name,
"Invalid usage, see /help area_pos2")
return
end
pos = vector.round(pos)
areas:setPos2(name, pos)
minetest.chat_send_player(name,
"Area position 2 set to "
..minetest.pos_to_string(pos))
end,
})
minetest.register_chatcommand("area_pos", {
params = "set/set1/set2/get",
description = "Set area protection region, position 1, or position 2"
.." by punching nodes, or display the region",
privs = {},
func = function(name, param)
if param == "set" then -- Set both area positions
areas.set_pos[name] = "pos1"
minetest.chat_send_player(name,
"Select positions by punching two nodes")
elseif param == "set1" then -- Set area position 1
areas.set_pos[name] = "pos1only"
minetest.chat_send_player(name,
"Select position 1 by punching a node")
elseif param == "set2" then -- Set area position 2
areas.set_pos[name] = "pos2"
minetest.chat_send_player(name,
"Select position 2 by punching a node")
elseif param == "get" then -- Display current area positions
if areas.pos1[name] ~= nil then
minetest.chat_send_player(name, "Position 1: "
..minetest.pos_to_string(areas.pos1[name]))
else
minetest.chat_send_player(name,
"Position 1 not set")
end
if areas.pos2[name] ~= nil then
minetest.chat_send_player(name, "Position 2: "
..minetest.pos_to_string(areas.pos2[name]))
else
minetest.chat_send_player(name,
"Position 2 not set")
end
else
minetest.chat_send_player(name,
"Unknown subcommand: "..param)
end
end,
})
function areas:getPos1(playerName)
return areas.pos1[playerName]
end
function areas:getPos2(playerName)
return areas.pos2[playerName]
end
function areas:setPos1(playerName, pos)
areas.pos1[playerName] = pos
areas.markPos1(playerName)
end
function areas:setPos2(playerName, pos)
areas.pos2[playerName] = pos
areas.markPos2(playerName)
end
minetest.register_on_punchnode(function(pos, node, puncher)
local name = puncher:get_player_name()
-- Currently setting position
if name ~= "" and areas.set_pos[name] then
if areas.set_pos[name] == "pos1" then
areas.pos1[name] = pos
areas.markPos1(name)
areas.set_pos[name] = "pos2"
minetest.chat_send_player(name,
"Position 1 set to "
..minetest.pos_to_string(pos))
elseif areas.set_pos[name] == "pos1only" then
areas.pos1[name] = pos
areas.markPos1(name)
areas.set_pos[name] = nil
minetest.chat_send_player(name,
"Position 1 set to "
..minetest.pos_to_string(pos))
elseif areas.set_pos[name] == "pos2" then
areas.pos2[name] = pos
areas.markPos2(name)
areas.set_pos[name] = nil
minetest.chat_send_player(name,
"Position 2 set to "
..minetest.pos_to_string(pos))
end
end
end)
-- Modifies positions `pos1` and `pos2` so that each component of `pos1`
-- is less than or equal to its corresponding component of `pos2`,
-- returning two new positions
function areas:sortPos(pos1, pos2)
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
-- Marks area position 1
areas.markPos1 = function(name)
local pos = areas.pos1[name]
if areas.marker1[name] ~= nil then -- Marker already exists
areas.marker1[name]:remove() -- Remove marker
areas.marker1[name] = nil
end
if pos ~= nil then -- Add marker
areas.marker1[name] = minetest.add_entity(pos, "areas:pos1")
areas.marker1[name]:get_luaentity().active = true
end
end
-- Marks area position 2
areas.markPos2 = function(name)
local pos = areas.pos2[name]
if areas.marker2[name] ~= nil then -- Marker already exists
areas.marker2[name]:remove() -- Remove marker
areas.marker2[name] = nil
end
if pos ~= nil then -- Add marker
areas.marker2[name] = minetest.add_entity(pos, "areas:pos2")
areas.marker2[name]:get_luaentity().active = true
end
end
minetest.register_entity("areas:pos1", {
initial_properties = {
visual = "cube",
visual_size = {x=1.1, y=1.1},
textures = {"areas_pos1.png", "areas_pos1.png",
"areas_pos1.png", "areas_pos1.png",
"areas_pos1.png", "areas_pos1.png"},
collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
},
on_step = function(self, dtime)
if self.active == nil then
self.object:remove()
end
end,
on_punch = function(self, hitter)
self.object:remove()
local name = hitter:get_player_name()
areas.marker1[name] = nil
end,
})
minetest.register_entity("areas:pos2", {
initial_properties = {
visual = "cube",
visual_size = {x=1.1, y=1.1},
textures = {"areas_pos2.png", "areas_pos2.png",
"areas_pos2.png", "areas_pos2.png",
"areas_pos2.png", "areas_pos2.png"},
collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
},
on_step = function(self, dtime)
if self.active == nil then
self.object:remove()
end
end,
on_punch = function(self, hitter)
self.object:remove()
local name = hitter:get_player_name()
areas.marker2[name] = nil
end,
})

68
mods/default/sethome.lua Normal file
View File

@ -0,0 +1,68 @@
------------------------------------------------------
------------------set home by jordach-----------------
------------------------------------------------------
local homes_file = minetest.get_worldpath() .. "/homes"
local homepos = {}
local function loadhomes()
local input = io.open(homes_file, "r")
if input then
repeat
local x = input:read("*n")
if x == nil then
break
end
local y = input:read("*n")
local z = input:read("*n")
local name = input:read("*l")
homepos[name:sub(2)] = {x = x, y = y, z = z}
until input:read(0) == nil
io.close(input)
else
homepos = {}
end
end
loadhomes()
local changed = false
minetest.register_chatcommand("home", {
description = "Teleport you to your home point",
func = function(name)
local player = minetest.env:get_player_by_name(name)
if player == nil then
-- just a check to prevent server death
return false
end
if homepos[player:get_player_name()] then
player:setpos(homepos[player:get_player_name()])
minetest.chat_send_player(name, "Teleported to home!")
else
minetest.chat_send_player(name, "Set a home using /sethome")
end
end,
})
minetest.register_chatcommand("sethome", {
description = "Set your home point",
func = function(name)
local player = minetest.env:get_player_by_name(name)
local pos = player:getpos()
homepos[player:get_player_name()] = pos
minetest.chat_send_player(name, "Home set!")
changed = true
if changed then
local output = io.open(homes_file, "w")
for i, v in pairs(homepos) do
output:write(v.x.." "..v.y.." "..v.z.." "..i.."\n")
end
io.close(output)
changed = false
end
end,
})

37
mods/default/settings.lua Normal file
View File

@ -0,0 +1,37 @@
local worldpath = minetest.get_worldpath()
local function setting_getbool_default(setting, default)
local value = minetest.setting_getbool(setting)
if value == nil then
value = default
end
return value
end
areas.filename =
minetest.setting_get("areas.filename") or worldpath.."/areas.dat"
-- Allow players with a privilege create their own areas
-- within the max_size and number
areas.self_protection =
setting_getbool_default("areas.self_protection", false)
areas.self_protection_privilege =
minetest.setting_get("areas.self_protection_privilege") or "interact"
areas.self_protection_max_size =
minetest.setting_get_pos("areas.self_protection_max_size") or
{x=50, y=100, z=50}
areas.self_protection_max_areas =
tonumber(minetest.setting_get("areas.self_protection_max_areas")) or 3
-- Register compatability functions for node_ownership.
-- legacy_table (owner_defs) compatibility is untested
-- and can not be used if security_safe_mod_api is on.
areas.legacy_table =
setting_getbool_default("areas.legacy_table", false)
-- Prevent players from punching nodes in a protected area.
-- Usefull for things like delayers, usualy annoying and
-- prevents usage of things like buttons.
areas.protect_punches =
setting_getbool_default("areas.protect_punches", false)

Binary file not shown.

Binary file not shown.

11
mods/default/spawn.lua Normal file
View File

@ -0,0 +1,11 @@
minetest.register_on_chat_message(function(name, message, playername, player)
local cmd = "/spawn"
if message:sub(0, #cmd) == cmd then
if message == '/spawn' then
local player = minetest.env:get_player_by_name(name)
minetest.chat_send_player(player:get_player_name(), "Teleporting to spawn...")
player:setpos({x=133, y=4, z=-82})
return true
end
end
end)

Binary file not shown.

After

Width:  |  Height:  |  Size: 142 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 157 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 323 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 368 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 393 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 483 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 536 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 500 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 502 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 633 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 605 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 390 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 847 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 272 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 297 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 276 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 319 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 193 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 268 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 235 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 337 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 516 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 197 B

260
mods/default/tpr.lua Normal file
View File

@ -0,0 +1,260 @@
--Configuration values:
--Use these to customize this mod
timeout_delay = 30
--DO NOT CHANGE:
value_carryover = nil
value_carryover2 = nil
print ("[Teleport Request] Teleport Request v0.1a Loaded.")
--Teleport Request System
local function tpr_send(name, param)
--Register variables
sender = name
receiver = param
value_carryover = param
--Check for empty parameter
if receiver == "" then
minetest.chat_send_player(sender, "Usage: /tpr <Player name>")
return
end
--If paremeter is valid, Send teleport message and set the table.
if minetest.env:get_player_by_name(receiver) then
minetest.chat_send_player(receiver, sender ..' is requesting to teleport to you. /tpy to accept.')
minetest.chat_send_player(sender, 'Teleport request sent! It will time out in '.. timeout_delay ..' seconds.')
--Write name values to list and clear old values.
tpr_list[receiver] = nil
tpr_list[receiver] = sender
--Teleport timeout delay
minetest.after(timeout_delay, reset_request)
end
end
local function tphr_send(name, param)
--Register variables
sender2 = name
receiver2 = param
value_carryover2 = param
--Check for empty parameter
if receiver2 == "" then
minetest.chat_send_player(sender2, "Usage: /tphr <Player name>")
return
end
--If paremeter is valid, Send teleport message and set the table.
if minetest.env:get_player_by_name(receiver2) then
minetest.chat_send_player(receiver2, sender2 ..' is requesting that you teleport to them. /tpy to accept.')
minetest.chat_send_player(sender2, 'Teleport request sent! It will time out in '.. timeout_delay ..' seconds.')
--Write name values to list and clear old values.
tphr_list[receiver2] = nil
tphr_list[receiver2] = sender2
--Teleport timeout delay
minetest.after(timeout_delay, reset_request2)
end
end
--Reset after configured delay.
function reset_request(name)
--A check to prevent crashing
if tpr_list[value_carryover] ~= nil then
tpr_list[value_carryover] = nil
end
end
function reset_request2(name)
--A check to prevent crashing
if tphr_list[value_carryover2] ~= nil then
tphr_list[value_carryover2] = nil
end
end
function tpr_deny(name)
sender = tpr_list[value_carryover]
if tpr_list[value_carryover] ~= nil then
tpr_list[value_carryover] = nil
minetest.chat_send_player(sender, 'Teleport request denied :C')
end
sender2 = tphr_list[value_carryover2]
if tphr_list[value_carryover2] ~= nil then
tphr_list[value_carryover2] = nil
minetest.chat_send_player(sender2, 'Teleport request denied :C')
end
end
--Teleport Accept Systems
local function tpr_accept(name, param)
--Register name variables.
receiver = name
sender = tpr_list[name]
receiver = name
sender2 = tphr_list[name]
--Check to prevent constant teleporting.
if tpr_list[name] == nil and tphr_list[name] == nil then
minetest.chat_send_player(name, "Usage: /tpaccept allows you to accept teleport requests sent to you by other players")
return
end
--Teleport Accept system
--Check to ensure name is valid, then send appropriate chat messages
if tpr_list[name] then
minetest.chat_send_player(tpr_list[receiver], "Request Accepted!")
minetest.chat_send_player(receiver, sender..' is teleporting to you.')
--Code here copied from Celeron-55's /teleport command. Thanks Celeron!
local function find_free_position_near(pos)
local tries = {
{x=1,y=0,z=0},
{x=-1,y=0,z=0},
{x=0,y=0,z=1},
{x=0,y=0,z=-1},
}
for _, d in ipairs(tries) do
local p = {x = pos.x+d.x, y = pos.y+d.y, z = pos.z+d.z}
local n = minetest.env:get_node(p)
if not minetest.registered_nodes[n.name].walkable then
return p, true
end
end
return pos, false
end
--Get names from variables and set position. Then actually teleport the player.
local requester = minetest.env:get_player_by_name(sender)
local accepter = minetest.env:get_player_by_name(name)
local p = nil
p = accepter:getpos()
p = find_free_position_near(p)
requester:setpos(p)
-- Set name values to nil to prevent re-teleporting on the same request.
tpr_list[name] = nil
return
end
--Teleport Here accepting system
if tphr_list[name] then
minetest.chat_send_player(tphr_list[receiver], "Request Accepted!")
minetest.chat_send_player(receiver, 'you are teleporting to '..sender2..'.')
--Code here copied from Celeron-55's /teleport command. Thanks Celeron!
local function find_free_position_near(pos)
local tries = {
{x=1,y=0,z=0},
{x=-1,y=0,z=0},
{x=0,y=0,z=1},
{x=0,y=0,z=-1},
}
for _, d in ipairs(tries) do
local p = {x = pos.x+d.x, y = pos.y+d.y, z = pos.z+d.z}
local n = minetest.env:get_node(p)
if not minetest.registered_nodes[n.name].walkable then
return p, true
end
end
return pos, false
end
--Get names from variables and set position. Then actually teleport the player.
local requester = minetest.env:get_player_by_name(sender2)
local accepter = minetest.env:get_player_by_name(name)
local p = nil
p = requester:getpos()
p = find_free_position_near(p)
accepter:setpos(p)
-- Set name values to nil to prevent re-teleporting on the same request.
tphr_list[name] = nil
return
end
end
--Initalize Table.
tpr_list = {}
tphr_list = {}
--Initalize Permissions.
minetest.register_privilege("tpr", {
description = "Permission to request teleport to other players.",
give_to_singleplayer = true
})
minetest.register_privilege("tphr", {
description = "Permission to request other players to teleport to you.",
give_to_singleplayer = true
})
minetest.register_privilege("tpr_admin", {
description = "Permission to override teleport to other players. UNFINISHED",
give_to_singleplayer = true
})
--Initalize Commands.
minetest.register_chatcommand("tpr", {
description = "Request teleport to another player",
params = "<playername> | leave playername empty to see help message",
privs = {tpr=true},
func = tpr_send
})
minetest.register_chatcommand("tphr", {
description = "Request teleport to another player",
params = "<playername> | leave playername empty to see help message",
privs = {tphr=true},
func = tphr_send
})
minetest.register_chatcommand("tpy", {
description = "Accept teleport requests from another player",
func = tpr_accept
})
minetest.register_chatcommand("tpn", {
description = "Deny teleport requests from another player",
func = tpr_deny
})

View File

@ -0,0 +1,88 @@
local me
local meta
local state = 0
local function update_door(pos, node)
minetest.env:set_node(pos, node)
end
local function punch(pos)
meta = minetest.env:get_meta(pos)
state = meta:get_int("state")
me = minetest.env:get_node(pos)
local tmp_node
local tmp_node2
oben = {x=pos.x, y=pos.y+1, z=pos.z}
if state == 1 then
state = 0
minetest.sound_play("door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
tmp_node = {name="default:trapdoor", param1=me.param1, param2=me.param2}
else
state = 1
minetest.sound_play("door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
tmp_node = {name="default:trapdoor_open", param1=me.param1, param2=me.param2}
end
update_door(pos, tmp_node)
meta:set_int("state", state)
end
minetest.register_node("default:trapdoor", {
description = "Trapdoor",
inventory_image = "door_trapdoor.png",
drawtype = "nodebox",
tiles = {"door_trapdoor.png", "door_trapdoor.png", "door_trapdoor_side.png", "door_trapdoor_side.png", "door_trapdoor_side.png", "door_trapdoor_side.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=2,door=1},
sounds = default.node_sound_wood_defaults(),
drop = "default:trapdoor",
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.4, 0.5}
},
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.4, 0.5}
},
on_creation = function(pos)
state = 0
end,
on_rightclick = function(pos, node, clicker)
punch(pos)
end,
})
minetest.register_node("default:trapdoor_open", {
drawtype = "nodebox",
tiles = {"door_trapdoor_side.png", "door_trapdoor_side.png", "door_trapdoor_side.png", "door_trapdoor_side.png", "door_trapdoor.png", "door_trapdoor.png"},
paramtype = "light",
paramtype2 = "facedir",
pointable = true,
stack_max = 0,
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=2,door=1},
sounds = default.node_sound_wood_defaults(),
drop = "default:trapdoor",
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, 0.4, 0.5, 0.5, 0.5}
},
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, 0.4, 0.5, 0.5, 0.5}
},
on_rightclick = function(pos, node, clicker)
punch(pos)
end,
})
minetest.register_craft({
output = 'default:trapdoor 2',
recipe = {
{'group:wood', 'group:wood', 'group:wood'},
{'group:wood', 'group:wood', 'group:wood'},
{'', '', ''},
}
})
minetest.register_alias("trapdoor", "default:trapdoor")

View File

@ -260,3 +260,18 @@ stairs.register_stair_and_slab("stonebrick", "default:stonebrick",
"Stone Brick Stair",
"Stone Brick Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("asphalt", "default:asphalt",
{cracky=3},
{"default_asphalt.png"},
"Asphalt Stair",
"Asphalt Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("concrete", "default:concrete",
{cracky=3},
{"default_asphalt.png"},
"Concrete Stair",
"Concrete Slab",
default.node_sound_stone_defaults())

View File

@ -0,0 +1,360 @@
Chat Commands
-------------
For more information, see the [README](README.md).
Many commands also have shorter names that can be typed faster. For example, if we wanted to use `//move ? 5`, we could instead type `//m ? 5`. All shortened names are listed below:
| Short Name | Original Name |
|:-----------|:-------------------|
| `//i` | `//inspect` |
| `//rst` | `//reset` |
| `//mk` | `//mark` |
| `//umk` | `//unmark` |
| `//1` | `//pos1` |
| `//2` | `//pos2` |
| `//fp` | `//fixedpos` |
| `//v` | `//volume` |
| `//s` | `//set` |
| `//r` | `//replace` |
| `//ri` | `//replaceinverse` |
| `//hspr` | `//hollowsphere` |
| `//spr` | `//sphere` |
| `//hdo` | `//hollowdome` |
| `//do` | `//dome` |
| `//hcyl` | `//hollowcylinder` |
### `//about`
Get information about the mod.
//about
### `//inspect on/off/1/0/true/false/yes/no/enable/disable/<blank>`
Enable or disable node inspection.
//inspect on
//inspect off
//inspect 1
//inspect 0
//inspect true
//inspect false
//inspect yes
//inspect no
//inspect enable
//inspect disable
//inspect
### `//reset`
Reset the region so that it is empty.
//reset
### `//mark`
Show markers at the region positions.
//mark
### `//unmark`
Hide markers if currently shown.
//unmark
### `//pos1`
Set WorldEdit region position 1 to the player's location.
//pos1
### `//pos2`
Set WorldEdit region position 2 to the player's location.
//pos2
### `//p set/set1/set2/get`
Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region.
//p set
//p set1
//p set2
//p get
### `//fixedpos set1 x y z`
Set a WorldEdit region position to the position at (`<x>`, `<y>`, `<z>`).
//fixedpos set1 0 0 0
//fixedpos set1 -30 5 28
//fixedpos set2 1004 -200 432
### `//volume`
Display the volume of the current WorldEdit region.
//volume
### `//set <node>`
Set the current WorldEdit region to `<node>`.
//set air
//set cactus
//set Bronze Block
//set mesecons:wire_00000000_off
### `//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
### `//scale <factor>`
Scale the current WorldEdit positions and region by a factor of positive integer `<factor>` with position 1 as the origin.
//scale 2
//scale 1
//scale 10
### `//transpose x/y/z/? x/y/z/?`
Transpose the current WorldEdit positions and region along the x/y/z/? and x/y/z/? axes.
//transpose x y
//transpose x z
//transpose y z
//transpose ? y
### `//flip x/y/z/?`
Flip the current WorldEdit region along the x/y/z/? axis.
//flip x
//flip y
//flip z
//flip ?
### `//rotate x/y/z/? <angle>`
Rotate the current WorldEdit positions and region along the x/y/z/? axis by angle `<angle>` (90 degree increment).
//rotate x 90
//rotate y 180
//rotate z 270
//rotate ? -90
### `//orient <angle>`
Rotate oriented nodes in the current WorldEdit region around the Y axis by angle `<angle>` (90 degree increment)
//orient 90
//orient 180
//orient 270
//orient -90
### `//fixlight`
Fixes the lighting in the current WorldEdit region.
//fixlight
### `//hide`
Hide all nodes in the current WorldEdit region non-destructively.
//hide
### `//suppress <node>`
Suppress all <node> in the current WorldEdit region non-destructively.
//suppress Diamond Block
//suppress glass
//suppress mesecons:wire_00000000_off
### `//highlight <node>`
Highlight <node> in the current WorldEdit region by hiding everything else non-destructively.
//highlight Diamond Block
//highlight glass
//highlight mesecons:wire_00000000_off
### `//restore`
Restores nodes hidden with WorldEdit in the current WorldEdit region.
//restore
### `//save <file>`
Save the current WorldEdit region to "(world folder)/schems/`<file>`.we".
//save some random filename
//save huge_base
### `//allocate <file>`
Set the region defined by nodes from "(world folder)/schems/`<file>`.we" as the current WorldEdit region.
//allocate some random filename
//allocate huge_base
### `//load <file>`
Load nodes from "(world folder)/schems/`<file>`.we" with position 1 of the current WorldEdit region as the origin.
//load some random filename
//load huge_base
### `//lua <code>`
Executes `<code>` as a Lua chunk in the global namespace.
//lua worldedit.pos1["singleplayer"] = {x=0, y=0, z=0}
//lua worldedit.rotate(worldedit.pos1["singleplayer"], worldedit.pos2["singleplayer"], "y", 90)
### `//luatransform <code>`
Executes `<code>` as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region.
//luatransform minetest.add_node(pos, {name="default:stone"})
//luatransform if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name="default:water_source"})
### `//mtschemcreate <file>`
Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/`<file>`.mts".
//mtschemcreate some random filename
//mtschemcreate huge_base
### `//mtschemplace <file>`
Load nodes from "(world folder)/schems/`<file>`.mts" with position 1 of the current WorldEdit region as the origin.
//mtschemplace some random filename
//mtschemplace huge_base
### `//mtschemprob start/finish/get`
After using `//mtschemprob start` all nodes punched will bring up a text field where a probablity can be entered.
This mode can be left with `//mtschemprob finish`. `//mtschemprob get` will display the probabilities saved for the nodes.
//mtschemprob get
### `//clearobjects`
Clears all objects within the WorldEdit region.
//clearobjects

661
mods/worldedit/LICENSE.txt Normal file
View File

@ -0,0 +1,661 @@
GNU AFFERO GENERAL PUBLIC LICENSE
Version 3, 19 November 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU Affero General Public License is a free, copyleft license for
software and other kinds of works, specifically designed to ensure
cooperation with the community in the case of network server software.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
our General Public Licenses are intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
Developers that use our General Public Licenses protect your rights
with two steps: (1) assert copyright on the software, and (2) offer
you this License which gives you legal permission to copy, distribute
and/or modify the software.
A secondary benefit of defending all users' freedom is that
improvements made in alternate versions of the program, if they
receive widespread use, become available for other developers to
incorporate. Many developers of free software are heartened and
encouraged by the resulting cooperation. However, in the case of
software used on network servers, this result may fail to come about.
The GNU General Public License permits making a modified version and
letting the public access it on a server without ever releasing its
source code to the public.
The GNU Affero General Public License is designed specifically to
ensure that, in such cases, the modified source code becomes available
to the community. It requires the operator of a network server to
provide the source code of the modified version running there to the
users of that server. Therefore, public use of a modified version, on
a publicly accessible server, gives the public access to the source
code of the modified version.
An older license, called the Affero General Public License and
published by Affero, was designed to accomplish similar goals. This is
a different license, not a version of the Affero GPL, but Affero has
released a new version of the Affero GPL which permits relicensing under
this license.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU Affero General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Remote Network Interaction; Use with the GNU General Public License.
Notwithstanding any other provision of this License, if you modify the
Program, your modified version must prominently offer all users
interacting with it remotely through a computer network (if your version
supports such interaction) an opportunity to receive the Corresponding
Source of your version by providing access to the Corresponding Source
from a network server at no charge, through some standard or customary
means of facilitating copying of software. This Corresponding Source
shall include the Corresponding Source for any work covered by version 3
of the GNU General Public License that is incorporated pursuant to the
following paragraph.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the work with which it is combined will remain governed by version
3 of the GNU General Public License.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU Affero General Public License from time to time. Such new versions
will be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU Affero General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU Affero General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU Affero General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<http://www.gnu.org/licenses/>.

141
mods/worldedit/README.md Normal file
View File

@ -0,0 +1,141 @@
WorldEdit v1.0 for MineTest 0.4.8+
==================================
The ultimate in-game world editing tool for [Minetest](http://minetest.net/)! Tons of functionality to help with building, fixing, and more.
For more information, see the [forum topic](https://forum.minetest.net/viewtopic.php?id=572) at the Minetest forums.
# New users should see the [tutorial](Tutorial.md).
![Screenshot](http://i.imgur.com/lwhodrv.png)
Installing
----------
If you are using Windows, consider installing this mod using [MODSTER](https://forum.minetest.net/viewtopic.php?id=6497), a super simple mod installer that will take care of everything for you. If you are using MODSTER, skip directly to step 6 in the instructions below.
There is a nice installation guide over at the [Minetest Wiki](http://wiki.minetest.com/wiki/Installing_mods). Here is a short summary:
1. Download the mod from the [official releases page](https://github.com/Uberi/Minetest-WorldEdit/releases). The download links are labelled "Source Code". If you are using Windows, you will probably want to download the ZIP version.
2. You should have a file named `SOMETHING.zip` or `SOMETHING.tar.gz`.
3. Extract this file using your archiver of choice. If you are using Windows, open the ZIP file and move the folder inside to a safe place outside of the ZIP file.
4. Make sure that you now have a folder with a file named README.md inside it. If you just have another folder inside this folder, use this nested folder instead.
5. Move this folder into the `MINETEST_FOLDER/mods` folder, where `MINETEST_FOLDER` is the folder Minetest is located in.
6. Open Minetest to a world selection screen.
7. Select a world you want to use WorldEdit in by left clicking on it once, and press the **Configure** button.
8. You should have a mod selection screen. Select the one named something like `Minetest-WorldEdit` by left clicking once and press the **Enable MP** button.
9. Press the **Save** button. You can now use WorldEdit in that world. Repeat steps 7 to 9 to enable WorldEdit for other worlds too.
If you are having trouble, try asking for help in the [IRC channel](http://webchat.freenode.net/?channels=#minetest) (faster but may not always have helpers online) or ask on the [forum topic](https://forum.minetest.net/viewtopic.php?id=572) (slower but more likely to get help).
Usage
-----
WorldEdit works primarily through the WorldEdit GUI and chat commands. Depending on your key bindings, you can invoke chat entry with the "t" key, and open the chat console with the "F10" key.
WorldEdit has a huge potential for abuse by untrusted players. Therefore, users will not be able to use WorldEdit unless they have the `worldedit` privelege. This is available by default in single player, but in multiplayer the permission must be explicitly given by someone with the right credentials, using the follwoing chat command: `/grant <player name> worldedit`. This privelege can later be removed using the following chat command: `/revoke <player name> worldedit`.
Certain functions/commands such as WorldEdit GUI's "Run Lua" function (equivalent to the `//lua` and `//luatransform` chat command) additionally require the `server` privilege. This is because it is extremely dangerous to give access to these commands to untrusted players, since they essentially are able to control the computer the server is running on. Give this privilege only to people you trust with your computer.
For in-game information about these commands, type `/help <command name>` in the chat. For example, to learn more about the `//copy` command, simply type `/help /copy` to display information relevant to copying a region.
Interface
---------
WorldEdit is accessed in-game in two main ways.
The GUI adds a screen to each player's inventory that gives access to various WorldEdit functions. The [tutorial](Tutorial.md) and the [Chat Commands Reference](Chat Commands.md) may be helpful in learning to use it.
The chat interface adds many chat commands that perform various WorldEdit powered tasks. It is documented in the [Chat Commands Reference](Chat Commands.md).
Compatibility
-------------
This mod supports Minetest versions 0.4.8 and newer. Older versions of WorldEdit may work with older versions of Minetest, but are not recommended or supported.
WorldEdit works quite well with other mods, and does not have any known mod conflicts.
WorldEdit GUI works with [Unified Inventory](https://forum.minetest.net/viewtopic.php?id=3933) and [Inventory++](https://forum.minetest.net/viewtopic.php?id=6204), but these are not required to use the mod.
If you use any other inventory manager mods, note that they may conflict with the WorldEdit GUI. If this is the case, it may be necessary to disable them.
WorldEdit API
-------------
WorldEdit exposes all significant functionality in a simple Lua interface. Adding WorldEdit to the file "depends.txt" in your mod gives you access to all of the `worldedit` functions. The API is useful for tasks such as high-performance node manipulation, alternative interfaces, and map creation.
If you don't add WorldEdit to your "depends.txt" file, each file in the WorldEdit mod is also independent. For example, one may import the WorldEdit primitives API using the following code:
dofile(minetest.get_modpath("worldedit").."/primitives.lua")
AGPLv3 compatible mods may further include WorldEdit files in their own mods. This may be useful if a modder wishes to completely avoid any dependencies on WorldEdit. Note that it is required to give credit to the authors.
This API is documented in the [WorldEdit API Reference](WorldEdit API.md).
Axes
----
The coordinate system is the same as that used by Minetest; positive Y is upwards, positive X is rightwards, and positive Z is forwards, if a player is facing North (positive Z axis).
When an axis is specified in a WorldEdit chat command, it is specified as one of the following values: `x`, `y`, `z`, or `?`.
In the GUI, there is a dropdown menu for this purpose. The "Look direction" option has the same effect as `?` does in chat commands.
The value `?` represents the axis the player is currently facing. If the player is facing more than one axis, the axis the player face direction is closest to will be used.
Nodes
-----
Node names are required for many types of commands that identify or modify specific types of nodes. They can be specified in a number of ways.
First, by description - the tooltip that appears when hovering over the item in an inventory. This is case insensitive and includes values such as "Cobblestone" and "bronze block". Note that certain commands (namely, `//replace` and `//replaceinverse`) do not support descriptions that contain spaces in the `<searchnode>` field.
Second, by name - the node name that is defined by code, but without the mod name prefix. This is case sensitive and includes values such as "piston_normal_off" and "cactus". Nodes defined in the `default` mod always take precedence over other nodes when searching for the correct one, and if there are multiple possible nodes (such as "a:celery" and "b:celery"), one is chosen in no particular order.
Finally, by full name - the unambiguous identifier of the node, prefixes and all. This is case sensitive and includes values such as "default:stone" and "mesecons:wire_00000000_off".
The node name "air" can be used anywhere a normal node name can, and acts as a blank node. This is useful for clearing or removing nodes. For example, `//set air` would remove all the nodes in the current WorldEdit region. Similarly, `//sphere 10 air`, when WorldEdit position 1 underground, would dig a large sphere out of the ground.
Regions
-------
Most WorldEdit commands operate on regions. Regions are a set of two positions that define a 3D cuboid. They are local to each player and chat commands affect only the region for the player giving the commands.
Each positions together define two opposing corners of the cube. With two opposing corners it is possible to determine both the location and dimensions of the region.
Regions are not saved between server restarts. They start off as empty regions, and cannot be used with most WorldEdit commands until they are set to valid values.
Markers
-------
Entities are used to mark the location of the WorldEdit regions. They appear as boxes containing the number 1 or 2, and represent position 1 and 2 of the WorldEdit region, respectively.
To remove the entities, simply punch them. This does not reset the positions themselves.
Schematics
----------
WorldEdit supports two different types of schematics.
The first is the WorldEdit Schematic format, with the file extension ".we", and in some older versions, ".wem". There have been several previous versions of the WorldEdit Schematic format, but WorldEdit is capable of loading any past versions, and will always support them - there is no need to worry about schematics becoming obselete.
The current version of the WorldEdit Schematic format, internally known as version 4, is essentially an array of node data tables in Lua 5.2 table syntax. Specifically:
return {
{
["y"] = <y-axis coordinate>,
["x"] = <x-axis coordinate>,
["name"] = <node name>,
["z"] = <z-axis coordinate>,
["meta"] = <metadata table>,
["param2"] = <param2 value>,
["param1"] = <y-axis coordinate>,
},
<...>
}
The ordering of the values and minor aspects of the syntax, such as trailing commas or newlines, are not guaranteed to stay the same in future versions.
The WorldEdit Schematic format is accessed via the WorldEdit API, or WorldEdit serialization chat commands such as `//serialize` and `//deserialize`.
The second is the Minetest Schematic format (MTS). The details of this format may be found in the Minetest documentation and are out of the scope of this document. Access to this format is done via specialized MTS commands such as `//mtschemcreate` and `//mtschemplace`.
License
-------
Copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
This mod is licensed under the [GNU Affero General Public License](http://www.gnu.org/licenses/agpl-3.0.html).
Basically, this means everyone is free to use, modify, and distribute the files, as long as these modifications are also licensed the same way.
Most importantly, the Affero variant of the GPL requires you to publish your modifications in source form, even if the mod is run only on the server, and not distributed.

120
mods/worldedit/Tutorial.md Normal file
View File

@ -0,0 +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](Chat Commands.md) for a detailed list of them, along with descriptions and examples for every single one.
If you're in-game and forgot how a command works, just use the `/help <command name>` command, without the first forward slash. For example, to see some information about the `//set <node>` command mentioned earlier, simply use `/help /set`.
A very useful command to check out is the `//save <schematic>` command, which can save everything inside the WorldEdit region to a file, stored on the computer hosting the server (the player's computer, in single player mode). You can then later use `//load <schematic>` to load the data in a file into a world, even another world on another computer.
### WorldEdit GUI
This only scratches the surface of what WorldEdit is capable of. Most of the functions in the WorldEdit GUI correspond to chat commands, and so the [Chat Commands Reference](Chat Commands.md) may be useful if you get stuck.
It is helpful to explore the various buttons in the interface and check out what they do. Learning the chat command interface is also useful if you use WorldEdit intensively - an experienced chat command user can usually work faster than an experienced WorldEdit GUI user.

View File

@ -0,0 +1,230 @@
WorldEdit API
=============
The WorldEdit API is composed of multiple modules, each of which is independent and can be used without the other. Each module is contained within a single file.
If needed, individual modules such as visualization.lua can be removed without affecting the rest of the program. The only file that cannot be removed is init.lua, which is necessary for the mod to run.
For more information, see the [README](README.md).
General
-------
### value = worldedit.version
Contains the current version of WorldEdit in a table of the form `{major=MAJOR_INTEGER, minor=MINOR_INTEGER}`, where `MAJOR_INTEGER` is the major version (the number before the period) as an integer, and `MINOR_INTEGER` is the minor version (the number after the period) as an integer. This is intended for version checking purposes.
### value = worldedit.version_string
Contains the current version of WorldEdit in the form of a string `"MAJOR_INTEGER.MINOR_INTEGER"`, where `MAJOR_INTEGER` is the major version (the number before the period) as an integer, and `MINOR_INTEGER` is the minor version (the number after the period) as an integer. This is intended for display purposes.
Manipulations
-------------
Contained in manipulations.lua, this module allows several node operations to be applied over a region.
### count = worldedit.set(pos1, pos2, nodename)
Sets a region defined by positions `pos1` and `pos2` to `nodename`. To clear a region, use "air" as the value of `nodename`.
Returns the number of nodes set.
### count = worldedit.replace(pos1, pos2, searchnode, replacenode)
Replaces all instances of `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`.
Returns the number of nodes replaced.
### count = worldedit.replaceinverse(pos1, pos2, searchnode, replacenode)
Replaces all nodes other than `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`.
Returns the number of nodes replaced.
### count = worldedit.copy(pos1, pos2, axis, amount)
Copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes.
Returns the number of nodes copied.
### count = worldedit.move(pos1, pos2, axis, amount)
Moves the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes.
Returns the number of nodes moved.
### count = worldedit.stack(pos1, pos2, axis, count)
Duplicates the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") `count` times.
Returns the number of nodes stacked.
### count, newpos1, newpos2 = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz)
Stretches the region defined by positions `pos1` and `pos2` by an factor of positive integers `stretchx`, `stretchy`. and `stretchz` along the X, Y, and Z axes, respectively, with `pos1` as the origin.
Returns the number of nodes stretched, the new scaled position 1, and the new scaled position 2.
### count, newpos1, newpos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
Transposes a region defined by the positions `pos1` and `pos2` between the `axis1` and `axis2` axes ("x" or "y" or "z").
Returns the number of nodes transposed, the new transposed position 1, and the new transposed position 2.
### count = worldedit.flip(pos1, pos2, axis)
Flips a region defined by the positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z").
Returns the number of nodes flipped.
### count, newpos2, newpos2 = worldedit.rotate(pos1, pos2, angle)
Rotates a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise around the y axis (supporting 90 degree increments only).
Returns the number of nodes rotated, the new position 1, and the new position 2.
### count = worldedit.orient(pos1, pos2, angle)
Rotates all oriented nodes in a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise (90 degree increment) around the Y axis.
Returns the number of nodes oriented.
### count = worldedit.fixlight(pos1, pos2)
Fixes the lighting in a region defined by positions `pos1` and `pos2`.
Returns the number of nodes updated.
### count = worldedit.clearobjects(pos1, pos2)
Clears all objects in a region defined by the positions `pos1` and `pos2`.
Returns the number of objects cleared.
Primitives
----------
Contained in primitives.lua, this module allows the creation of several geometric primitives.
### count = worldedit.hollow_sphere(pos, radius, nodename)
Adds a hollow sphere centered at `pos` with radius `radius`, composed of `nodename`.
Returns the number of nodes added.
### count = worldedit.sphere(pos, radius, nodename)
Adds a sphere centered at `pos` with radius `radius`, composed of `nodename`.
Returns the number of nodes added.
### count = worldedit.hollow_dome(pos, radius, nodename)
Adds a hollow dome centered at `pos` with radius `radius`, composed of `nodename`.
Returns the number of nodes added.
### count = worldedit.dome(pos, radius, nodename)
Adds a dome centered at `pos` with radius `radius`, composed of `nodename`.
Returns the number of nodes added.
### count = worldedit.hollow_cylinder(pos, axis, length, radius, nodename)
Adds a hollow cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`.
Returns the number of nodes added.
### count = worldedit.cylinder(pos, axis, length, radius, nodename)
Adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`.
Returns the number of nodes added.
### count = worldedit.pyramid(pos, axis, height, nodename)
Adds a pyramid centered at `pos` along the `axis` axis ("x" or "y" or "z") with height `height`.
Returns the number of nodes added.
### count = worldedit.spiral(pos, length, height, spacer, nodename)
Adds a spiral centered at `pos` with side length `length`, height `height`, space between walls `spacer`, composed of `nodename`.
Returns the number of nodes added.
Visualization
-------------
Contained in visualization.lua, this module allows nodes to be visualized in different ways.
### volume = worldedit.volume(pos1, pos2)
Determines the volume of the region defined by positions `pos1` and `pos2`.
Returns the volume.
### count = worldedit.hide(pos1, pos2)
Hides all nodes in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes.
Returns the number of nodes hidden.
### count = worldedit.suppress(pos1, pos2, nodename)
Suppresses all instances of `nodename` in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes.
Returns the number of nodes suppressed.
### count = worldedit.highlight(pos1, pos2, nodename)
Highlights all instances of `nodename` in a region defined by positions `pos1` and `pos2` by non-destructively hiding all other nodes.
Returns the number of nodes found.
### count = worldedit.restore(pos1, pos2)
Restores all nodes hidden with WorldEdit functions in a region defined by positions `pos1` and `pos2`.
Returns the number of nodes restored.
Serialization
-------------
Contained in serialization.lua, this module allows regions of nodes to be serialized and deserialized to formats suitable for use outside MineTest.
### version = worldedit.valueversion(value)
Determines the version of serialized data `value`.
Returns the version as a positive integer or 0 for unknown versions.
### data, count = worldedit.serialize(pos1, pos2)
Converts the region defined by positions `pos1` and `pos2` into a single string.
Returns the serialized data and the number of nodes serialized.
### pos1, pos2, count = worldedit.allocate(originpos, value)
Determines the volume the nodes represented by string `value` would occupy if deserialized at `originpos`.
Returns the two corner positions and the number of nodes.
### count = worldedit.deserialize(originpos, value)
Loads the nodes represented by string `value` at position `originpos`.
Returns the number of nodes deserialized.
Code
----
Contained in code.lua, this module allows arbitrary Lua code to be used with WorldEdit.
### error = worldedit.lua(code)
Executes `code` as a Lua chunk in the global namespace.
Returns an error if the code fails or nil otherwise.
### error = worldedit.luatransform(pos1, pos2, code)
Executes `code` as a Lua chunk in the global namespace with the variable `pos` available, for each node in a region defined by positions `pos1` and `pos2`.
Returns an error if the code fails or nil otherwise.

View File

View File

@ -0,0 +1,48 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--executes `code` as a Lua chunk in the global namespace, returning an error if the code fails or nil otherwise
worldedit.lua = function(code)
local operation, message = loadstring(code)
if operation == nil then --code parsing failed
return message
end
local status, message = pcall(operation)
if status == nil then --operation failed
return message
end
return nil
end
--executes `code` as a Lua chunk in the global namespace with the variable pos available, for each node in a region defined by positions `pos1` and `pos2`, returning an error if the code fails or nil otherwise
worldedit.luatransform = function(pos1, pos2, code)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local factory, message = loadstring("return function(pos) " .. code .. " end")
if factory == nil then --code parsing failed
return message
end
local operation = factory()
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local status, message = pcall(operation, pos)
if status == nil then --operation failed
return message
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return nil
end

View File

@ -0,0 +1,23 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
worldedit.allocate_old = worldedit.allocate
worldedit.deserialize_old = worldedit.deserialize
worldedit.metasave = function(pos1, pos2, filename)
local file, err = io.open(filename, "wb")
if err then return 0 end
local data, count = worldedit.serialize(pos1, pos2)
file:write(data)
file:close()
return count
end
worldedit.metaload = function(originpos, filename)
filename = minetest.get_worldpath() .. "/schems/" .. file .. ".wem"
local file, err = io.open(filename, "wb")
if err then return 0 end
local data = file:read("*a")
return worldedit.deserialize(originpos, data)
end
worldedit.scale = function(pos1, pos2, factor)
return worldedit.stretch(pos1, pos2, factor, factor, factor)
end

View File

@ -0,0 +1,25 @@
worldedit = worldedit or {}
worldedit.version = {major=1, minor=0}
worldedit.version_string = "1.0"
assert(minetest.get_voxel_manip, string.rep(">", 300) .. "HEY YOU! YES, YOU OVER THERE. THIS VERSION OF WORLDEDIT REQUIRES MINETEST 0.4.8 OR LATER! YOU HAVE AN OLD VERSION." .. string.rep("<", 300))
local path = minetest.get_modpath(minetest.get_current_modname())
local loadmodule = function(path)
local file = io.open(path)
if not file then
return
end
file:close()
return dofile(path)
end
loadmodule(path .. "/manipulations.lua")
loadmodule(path .. "/primitives.lua")
loadmodule(path .. "/visualization.lua")
loadmodule(path .. "/serialization.lua")
loadmodule(path .. "/code.lua")
loadmodule(path .. "/compatibility.lua")
print("[MOD] WorldEdit loaded!")

View File

@ -0,0 +1,587 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions
worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
--determines the volume of the region defined by positions `pos1` and `pos2`, returning the volume
worldedit.volume = function(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
return (pos2.x - pos1.x + 1) * (pos2.y - pos1.y + 1) * (pos2.z - pos1.z + 1)
end
--sets a region defined by positions `pos1` and `pos2` to `nodename`, returning the number of nodes filled
worldedit.set = function(pos1, pos2, nodename)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
for i in area:iterp(pos1, pos2) do
nodes[i] = node_id
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return worldedit.volume(pos1, pos2)
end
--replaces all instances of `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`, returning the number of nodes replaced
worldedit.replace = function(pos1, pos2, searchnode, replacenode)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
local nodes = manip:get_data()
local searchnode_id = minetest.get_content_id(searchnode)
local replacenode_id = minetest.get_content_id(replacenode)
local count = 0
for i in area:iterp(pos1, pos2) do --replace searchnode with replacenode
if nodes[i] == searchnode_id then
nodes[i] = replacenode_id
count = count + 1
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--replaces all nodes other than `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`, returning the number of nodes replaced
worldedit.replaceinverse = function(pos1, pos2, searchnode, replacenode)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
local nodes = manip:get_data()
local searchnode_id = minetest.get_content_id(searchnode)
local replacenode_id = minetest.get_content_id(replacenode)
local count = 0
for i in area:iterp(pos1, pos2) do --replace anything that is not searchnode with replacenode
if nodes[i] ~= searchnode_id then
nodes[i] = replacenode_id
count = count + 1
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
worldedit.copy = function(pos1, pos2, axis, amount) --wip: replace the old version below
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
if amount == 0 then
return
end
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
elseif axis == "y" then
other1, other2 = "x", "z"
else --axis == "z"
other1, other2 = "x", "y"
end
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
--prepare slice along axis
local extent = {
[axis] = 1,
[other1]=pos2[other1] - pos1[other1] + 1,
[other2]=pos2[other2] - pos1[other2] + 1,
}
local nodes = {}
local schematic = {size=extent, data=nodes}
local currentpos = {x=pos1.x, y=pos1.y, z=pos1.z}
local stride = {x=1, y=extent.x, z=extent.x * extent.y}
local get_node = minetest.get_node
for index1 = 1, extent[axis] do --go through each slice
--copy slice into schematic
local newindex1 = (index1 + offset[axis]) * stride[axis] + 1 --offset contributed by axis plus 1 to make it 1-indexed
for index2 = 1, extent[other1] do
local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1]
for index3 = 1, extent[other2] do
local i = newindex2 + (index3 + offset[other2]) * stride[other2]
local node = get_node(pos)
node.param1 = 255 --node will always appear
nodes[i] = node
end
end
--copy schematic to target
currentpos[axis] = currentpos[axis] + amount
place_schematic(currentpos, schematic)
--wip: copy meta
currentpos[axis] = currentpos[axis] + 1
end
return worldedit.volume(pos1, pos2)
end
--copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes copied
worldedit.copy = function(pos1, pos2, axis, amount)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
if amount < 0 then
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos) --obtain current node
local meta = get_meta(pos):to_table() --get meta of current node
local value = pos[axis] --store current position
pos[axis] = value + amount --move along axis
add_node(pos, node) --copy node to new position
get_meta(pos):from_table(meta) --set metadata of new node
pos[axis] = value --restore old position
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
else
local pos = {x=pos2.x, y=0, z=0}
while pos.x >= pos1.x do
pos.y = pos2.y
while pos.y >= pos1.y do
pos.z = pos2.z
while pos.z >= pos1.z do
local node = get_node(pos) --obtain current node
local meta = get_meta(pos):to_table() --get meta of current node
local value = pos[axis] --store current position
pos[axis] = value + amount --move along axis
add_node(pos, node) --copy node to new position
get_meta(pos):from_table(meta) --set metadata of new node
pos[axis] = value --restore old position
pos.z = pos.z - 1
end
pos.y = pos.y - 1
end
pos.x = pos.x - 1
end
end
return worldedit.volume(pos1, pos2)
end
--moves the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes moved
worldedit.move = function(pos1, pos2, axis, amount)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
--wip: move slice by slice using schematic method in the move axis and transfer metadata in separate loop (and if the amount is greater than the length in the axis, copy whole thing at a time and erase original after, using schematic method)
local get_node, get_meta, add_node, remove_node = minetest.get_node, minetest.get_meta, minetest.add_node, minetest.remove_node
if amount < 0 then
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos) --obtain current node
local meta = get_meta(pos):to_table() --get metadata of current node
remove_node(pos)
local value = pos[axis] --store current position
pos[axis] = value + amount --move along axis
add_node(pos, node) --move node to new position
get_meta(pos):from_table(meta) --set metadata of new node
pos[axis] = value --restore old position
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
else
local pos = {x=pos2.x, y=0, z=0}
while pos.x >= pos1.x do
pos.y = pos2.y
while pos.y >= pos1.y do
pos.z = pos2.z
while pos.z >= pos1.z do
local node = get_node(pos) --obtain current node
local meta = get_meta(pos):to_table() --get metadata of current node
remove_node(pos)
local value = pos[axis] --store current position
pos[axis] = value + amount --move along axis
add_node(pos, node) --move node to new position
get_meta(pos):from_table(meta) --set metadata of new node
pos[axis] = value --restore old position
pos.z = pos.z - 1
end
pos.y = pos.y - 1
end
pos.x = pos.x - 1
end
end
return worldedit.volume(pos1, pos2)
end
--duplicates the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") `count` times, returning the number of nodes stacked
worldedit.stack = function(pos1, pos2, axis, count)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local length = pos2[axis] - pos1[axis] + 1
if count < 0 then
count = -count
length = -length
end
local amount = 0
local copy = worldedit.copy
for i = 1, count do
amount = amount + length
copy(pos1, pos2, axis, amount)
end
return worldedit.volume(pos1, pos2) * count
end
--stretches the region defined by positions `pos1` and `pos2` by an factor of positive integers `stretchx`, `stretchy`. and `stretchz` along the X, Y, and Z axes, respectively, with `pos1` as the origin, returning the number of nodes scaled, the new scaled position 1, and the new scaled position 2
worldedit.stretch = function(pos1, pos2, stretchx, stretchy, stretchz) --wip: test this
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--prepare schematic of large node
local get_node, get_meta, place_schematic = minetest.get_node, minetest.get_meta, minetest.place_schematic
local placeholder_node = {name="", param1=255, param2=0}
local nodes = {}
for i = 1, stretchx * stretchy * stretchz do
nodes[i] = placeholder_node
end
local schematic = {size={x=stretchx, y=stretchy, z=stretchz}, data=nodes}
local sizex, sizey, sizez = stretchx - 1, stretchy - 1, stretchz - 1
--make area stay loaded
local manip = minetest.get_voxel_manip()
local new_pos2 = {
x=pos1.x + (pos2.x - pos1.x) * stretchx + sizex,
y=pos1.y + (pos2.y - pos1.y) * stretchy + sizey,
z=pos1.z + (pos2.z - pos1.z) * stretchz + sizez,
}
manip:read_from_map(pos1, new_pos2)
local pos = {x=pos2.x, y=0, z=0}
local bigpos = {x=0, y=0, z=0}
while pos.x >= pos1.x do
pos.y = pos2.y
while pos.y >= pos1.y do
pos.z = pos2.z
while pos.z >= pos1.z do
local node = get_node(pos) --obtain current node
local meta = get_meta(pos):to_table() --get meta of current node
--calculate far corner of the big node
local posx = pos1.x + (pos.x - pos1.x) * stretchx
local posy = pos1.y + (pos.y - pos1.y) * stretchy
local posz = pos1.z + (pos.z - pos1.z) * stretchz
--create large node
placeholder_node.name = node.name
placeholder_node.param2 = node.param2
bigpos.x, bigpos.y, bigpos.z = posx, posy, posz
place_schematic(bigpos, schematic)
--fill in large node meta
if next(meta.fields) ~= nil or next(meta.inventory) ~= nil then --node has meta fields
for x = 0, sizex do
for y = 0, sizey do
for z = 0, sizez do
bigpos.x, bigpos.y, bigpos.z = posx + x, posy + y, posz + z
get_meta(bigpos):from_table(meta) --set metadata of new node
end
end
end
end
pos.z = pos.z - 1
end
pos.y = pos.y - 1
end
pos.x = pos.x - 1
end
return worldedit.volume(pos1, pos2) * stretchx * stretchy * stretchz, pos1, new_pos2
end
--transposes a region defined by the positions `pos1` and `pos2` between the `axis1` and `axis2` axes, returning the number of nodes transposed, the new transposed position 1, and the new transposed position 2
worldedit.transpose = function(pos1, pos2, axis1, axis2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local compare
local extent1, extent2 = pos2[axis1] - pos1[axis1], pos2[axis2] - pos1[axis2]
if extent1 > extent2 then
compare = function(extent1, extent2)
return extent1 > extent2
end
else
compare = function(extent1, extent2)
return extent1 < extent2
end
end
--calculate the new position 2 after transposition
local new_pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
new_pos2[axis1] = pos1[axis1] + extent2
new_pos2[axis2] = pos1[axis2] + extent1
--make area stay loaded
local manip = minetest.get_voxel_manip()
local upperbound = {x=pos2.x, y=pos2.y, z=pos2.z}
if upperbound[axis1] < new_pos2[axis1] then upperbound[axis1] = new_pos2[axis1] end
if upperbound[axis2] < new_pos2[axis2] then upperbound[axis2] = new_pos2[axis2] end
manip:read_from_map(pos1, upperbound)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local extent1, extent2 = pos[axis1] - pos1[axis1], pos[axis2] - pos1[axis2]
if compare(extent1, extent2) then --transpose only if below the diagonal
local node1 = get_node(pos)
local meta1 = get_meta(pos):to_table()
local value1, value2 = pos[axis1], pos[axis2] --save position values
pos[axis1], pos[axis2] = pos1[axis1] + extent2, pos1[axis2] + extent1 --swap axis extents
local node2 = get_node(pos)
local meta2 = get_meta(pos):to_table()
add_node(pos, node1)
get_meta(pos):from_table(meta1)
pos[axis1], pos[axis2] = value1, value2 --restore position values
add_node(pos, node2)
get_meta(pos):from_table(meta2)
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return worldedit.volume(pos1, pos2), pos1, new_pos2
end
--flips a region defined by the positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z"), returning the number of nodes flipped
worldedit.flip = function(pos1, pos2, axis)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
--wip: flip the region slice by slice along the flip axis using schematic method
local pos = {x=pos1.x, y=0, z=0}
local start = pos1[axis] + pos2[axis]
pos2[axis] = pos1[axis] + math.floor((pos2[axis] - pos1[axis]) / 2)
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node1 = get_node(pos)
local meta1 = get_meta(pos):to_table()
local value = pos[axis]
pos[axis] = start - value
local node2 = get_node(pos)
local meta2 = get_meta(pos):to_table()
add_node(pos, node1)
get_meta(pos):from_table(meta1)
pos[axis] = value
add_node(pos, node2)
get_meta(pos):from_table(meta2)
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return worldedit.volume(pos1, pos2)
end
--rotates a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise around axis `axis` (90 degree increment), returning the number of nodes rotated
worldedit.rotate = function(pos1, pos2, axis, angle)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local axis1, axis2
if axis == "x" then
axis1, axis2 = "z", "y"
elseif axis == "y" then
axis1, axis2 = "x", "z"
else --axis == "z"
axis1, axis2 = "y", "x"
end
angle = angle % 360
local count
if angle == 90 then
worldedit.flip(pos1, pos2, axis1)
count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
elseif angle == 180 then
worldedit.flip(pos1, pos2, axis1)
count = worldedit.flip(pos1, pos2, axis2)
elseif angle == 270 then
worldedit.flip(pos1, pos2, axis2)
count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
end
return count, pos1, pos2
end
--rotates all oriented nodes in a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise (90 degree increment) around the Y axis, returning the number of nodes oriented
worldedit.orient = function(pos1, pos2, angle) --wip: support 6D facedir rotation along arbitrary axis
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local registered_nodes = minetest.registered_nodes
local wallmounted = {
[90]={[0]=0, [1]=1, [2]=5, [3]=4, [4]=2, [5]=3},
[180]={[0]=0, [1]=1, [2]=3, [3]=2, [4]=5, [5]=4},
[270]={[0]=0, [1]=1, [2]=4, [3]=5, [4]=3, [5]=2}
}
local facedir = {
[90]={[0]=1, [1]=2, [2]=3, [3]=0},
[180]={[0]=2, [1]=3, [2]=0, [3]=1},
[270]={[0]=3, [1]=0, [2]=1, [3]=2}
}
angle = angle % 360
if angle == 0 then
return 0
end
local wallmounted_substitution = wallmounted[angle]
local facedir_substitution = facedir[angle]
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local count = 0
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos)
local def = registered_nodes[node.name]
if def then
if def.paramtype2 == "wallmounted" then
node.param2 = wallmounted_substitution[node.param2]
local meta = get_meta(pos):to_table()
add_node(pos, node)
get_meta(pos):from_table(meta)
count = count + 1
elseif def.paramtype2 == "facedir" then
node.param2 = facedir_substitution[node.param2]
local meta = get_meta(pos):to_table()
add_node(pos, node)
get_meta(pos):from_table(meta)
count = count + 1
end
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return count
end
--fixes the lighting in a region defined by positions `pos1` and `pos2`, returning the number of nodes updated
worldedit.fixlight = function(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, "air")
local dig_node = minetest.dig_node
for _, pos in ipairs(nodes) do
dig_node(pos)
end
return #nodes
end
--clears all objects in a region defined by the positions `pos1` and `pos2`, returning the number of objects cleared
worldedit.clearobjects = function(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1x, pos1y, pos1z = pos1.x, pos1.y, pos1.z
local pos2x, pos2y, pos2z = pos2.x + 1, pos2.y + 1, pos2.z + 1
local center = {x=(pos1x + pos2x) / 2, y=(pos1y + pos2y) / 2, z=(pos1z + pos2z) / 2} --center of region
local radius = ((center.x - pos1x + 0.5) + (center.y - pos1y + 0.5) + (center.z - pos1z + 0.5)) ^ 0.5 --bounding sphere radius
local count = 0
for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do --all objects in bounding sphere
local entity = obj:get_luaentity()
if not (entity and entity.name:find("^worldedit:")) then --avoid WorldEdit entities
local pos = obj:getpos()
if pos.x >= pos1x and pos.x <= pos2x
and pos.y >= pos1y and pos.y <= pos2y
and pos.z >= pos1z and pos.z <= pos2z then --inside region
obj:remove()
count = count + 1
end
end
end
return count
end

View File

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

View File

@ -0,0 +1,273 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions
worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
--determines the version of serialized data `value`, returning the version as a positive integer or 0 for unknown versions
worldedit.valueversion = function(value)
if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then --previous list format
return 3
elseif value:find("^[^\"']+%{%d+%}") then
if value:find("%[\"meta\"%]") then --previous meta flat table format
return 2
end
return 1 --original flat table format
elseif value:find("%{") then --current nested table format
return 4
end
return 0 --unknown format
end
--converts the region defined by positions `pos1` and `pos2` into a single string, returning the serialized data and the number of nodes serialized
worldedit.serialize = function(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local count = 0
local result = {}
local get_node, get_meta = minetest.get_node, minetest.get_meta
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos)
if node.name ~= "air" and node.name ~= "ignore" then
count = count + 1
local meta = get_meta(pos):to_table()
--convert metadata itemstacks to itemstrings
for name, inventory in pairs(meta.inventory) do
for index, stack in ipairs(inventory) do
inventory[index] = stack.to_string and stack:to_string() or stack
end
end
result[count] = {
x = pos.x - pos1.x,
y = pos.y - pos1.y,
z = pos.z - pos1.z,
name = node.name,
param1 = node.param1,
param2 = node.param2,
meta = meta,
}
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
result = minetest.serialize(result) --convert entries to a string
return result, count
end
--determines the volume the nodes represented by string `value` would occupy if deserialized at `originpos`, returning the two corner positions and the number of nodes
--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible)
worldedit.allocate = function(originpos, value)
local huge = math.huge
local pos1x, pos1y, pos1z = huge, huge, huge
local pos2x, pos2y, pos2z = -huge, -huge, -huge
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local version = worldedit.valueversion(value)
if version == 1 or version == 2 then --flat table format
--obtain the node table
local get_tables = loadstring(value)
if get_tables then --error loading value
return originpos, originpos, count
end
local tables = get_tables()
--transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
local nodes = tables[1]
--check the node array
count = #nodes
if version == 1 then --original flat table format
for index = 1, count do
local entry = nodes[index]
local pos = entry[1]
local x, y, z = originx - pos.x, originy - pos.y, originz - pos.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
else --previous meta flat table format
for index = 1, count do
local entry = nodes[index]
local x, y, z = originx - entry.x, originy - entry.y, originz - entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
end
elseif version == 3 then --previous list format
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
x, y, z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
count = count + 1
end
elseif version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
count = #nodes
for index = 1, count do
local entry = nodes[index]
x, y, z = originx + entry.x, originy + entry.y, originz + entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
end
local pos1 = {x=pos1x, y=pos1y, z=pos1z}
local pos2 = {x=pos2x, y=pos2y, z=pos2z}
return pos1, pos2, count
end
--loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized
--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible)
worldedit.deserialize = function(originpos, value)
--make area stay loaded
local pos1, pos2 = worldedit.allocate(originpos, value)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local add_node, get_meta = minetest.add_node, minetest.get_meta
local version = worldedit.valueversion(value)
if version == 1 or version == 2 then --original flat table format
--obtain the node table
local get_tables = loadstring(value)
if not get_tables then --error loading value
return count
end
local tables = get_tables()
--transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
local nodes = tables[1]
--load the node array
count = #nodes
if version == 1 then --original flat table format
for index = 1, count do
local entry = nodes[index]
local pos = entry[1]
pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z
add_node(pos, entry[2])
end
else --previous meta flat table format
for index = 1, #nodes do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
add_node(entry, entry) --entry acts both as position and as node
get_meta(entry):from_table(entry.meta)
end
end
elseif version == 3 then --previous list format
local pos = {x=0, y=0, z=0}
local node = {name="", param1=0, param2=0}
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
node.name, node.param1, node.param2 = name, param1, param2
add_node(pos, node)
count = count + 1
end
elseif version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
--load the nodes
count = #nodes
for index = 1, count do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
add_node(entry, entry) --entry acts both as position and as node
end
--load the metadata
for index = 1, count do
local entry = nodes[index]
get_meta(entry):from_table(entry.meta)
end
end
return count
end

View File

@ -0,0 +1,142 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions
worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
--determines the volume of the region defined by positions `pos1` and `pos2`, returning the volume
worldedit.volume = function(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
return (pos2.x - pos1.x + 1) * (pos2.y - pos1.y + 1) * (pos2.z - pos1.z + 1)
end
minetest.register_node("worldedit:placeholder", {
drawtype = "airlike",
paramtype = "light",
sunlight_propagates = true,
diggable = false,
groups = {not_in_creative_inventory=1},
})
--hides all nodes in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes, returning the number of nodes hidden
worldedit.hide = function(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos)
if node.name ~= "worldedit:placeholder" then
local data = get_meta(pos):to_table() --obtain metadata of original node
data.fields.worldedit_placeholder = node.name --add the node's name
node.name = "worldedit:placeholder" --set node name
add_node(pos, node) --add placeholder node
get_meta(pos):from_table(data) --set placeholder metadata to the original node's metadata
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return worldedit.volume(pos1, pos2)
end
--suppresses all instances of `nodename` in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes, returning the number of nodes suppressed
worldedit.suppress = function(pos1, pos2, nodename)
--ignore placeholder supression
if nodename == "worldedit:placeholder" then
return 0
end
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, nodename)
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
for _, pos in ipairs(nodes) do
local node = get_node(pos)
local data = get_meta(pos):to_table() --obtain metadata of original node
data.fields.worldedit_placeholder = node.name --add the node's name
node.name = "worldedit:placeholder" --set node name
add_node(pos, node) --add placeholder node
get_meta(pos):from_table(data) --set placeholder metadata to the original node's metadata
end
return #nodes
end
--highlights all instances of `nodename` in a region defined by positions `pos1` and `pos2` by non-destructively hiding all other nodes, returning the number of nodes found
worldedit.highlight = function(pos1, pos2, nodename)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
local count = 0
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos)
if node.name == nodename then --node found
count = count + 1
elseif node.name ~= "worldedit:placeholder" then --hide other nodes
local data = get_meta(pos):to_table() --obtain metadata of original node
data.fields.worldedit_placeholder = node.name --add the node's name
node.name = "worldedit:placeholder" --set node name
add_node(pos, node) --add placeholder node
get_meta(pos):from_table(data) --set placeholder metadata to the original node's metadata
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return count
end
--restores all nodes hidden with WorldEdit functions in a region defined by positions `pos1` and `pos2`, returning the number of nodes restored
worldedit.restore = function(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, "worldedit:placeholder")
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
for _, pos in ipairs(nodes) do
local node = get_node(pos)
local data = get_meta(pos):to_table() --obtain node metadata
node.name = data.fields.worldedit_placeholder --set node name
data.fields.worldedit_placeholder = nil --delete old nodename
add_node(pos, node) --add original node
get_meta(pos):from_table(data) --set original node metadata
end
return #nodes
end

View File

@ -0,0 +1 @@
worldedit

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,161 @@
worldedit.marker1 = {}
worldedit.marker2 = {}
worldedit.marker_region = {}
--marks worldedit region position 1
worldedit.mark_pos1 = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if pos1 ~= nil then
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos1)
end
if worldedit.marker1[name] ~= nil then --marker already exists
worldedit.marker1[name]:remove() --remove marker
worldedit.marker1[name] = nil
end
if pos1 ~= nil then
--add marker
worldedit.marker1[name] = minetest.add_entity(pos1, "worldedit:pos1")
if worldedit.marker1[name] ~= nil then
worldedit.marker1[name]:get_luaentity().name = name
end
end
worldedit.mark_region(name)
end
--marks worldedit region position 2
worldedit.mark_pos2 = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if pos2 ~= nil then
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos2, pos2)
end
if worldedit.marker2[name] ~= nil then --marker already exists
worldedit.marker2[name]:remove() --remove marker
worldedit.marker2[name] = nil
end
if pos2 ~= nil then
--add marker
worldedit.marker2[name] = minetest.add_entity(pos2, "worldedit:pos2")
if worldedit.marker2[name] ~= nil then
worldedit.marker2[name]:get_luaentity().name = name
end
end
worldedit.mark_region(name)
end
worldedit.mark_region = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if worldedit.marker_region[name] ~= nil then --marker already exists
--wip: make the area stay loaded somehow
for _, entity in ipairs(worldedit.marker_region[name]) do
entity:remove()
end
worldedit.marker_region[name] = nil
end
if pos1 ~= nil and pos2 ~= nil then
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local thickness = 0.2
local sizex, sizey, sizez = (1 + pos2.x - pos1.x) / 2, (1 + pos2.y - pos1.y) / 2, (1 + pos2.z - pos1.z) / 2
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local markers = {}
--XY plane markers
for _, z in ipairs({pos1.z - 0.5, pos2.z + 0.5}) do
local marker = minetest.add_entity({x=pos1.x + sizex - 0.5, y=pos1.y + sizey - 0.5, z=z}, "worldedit:region_cube")
marker:set_properties({
visual_size={x=sizex * 2, y=sizey * 2},
collisionbox = {-sizex, -sizey, -thickness, sizex, sizey, thickness},
})
marker:get_luaentity().name = name
table.insert(markers, marker)
end
--YZ plane markers
for _, x in ipairs({pos1.x - 0.5, pos2.x + 0.5}) do
local marker = minetest.add_entity({x=x, y=pos1.y + sizey - 0.5, z=pos1.z + sizez - 0.5}, "worldedit:region_cube")
marker:set_properties({
visual_size={x=sizez * 2, y=sizey * 2},
collisionbox = {-thickness, -sizey, -sizez, thickness, sizey, sizez},
})
marker:setyaw(math.pi / 2)
marker:get_luaentity().name = name
table.insert(markers, marker)
end
worldedit.marker_region[name] = markers
end
end
minetest.register_entity(":worldedit:pos1", {
initial_properties = {
visual = "cube",
visual_size = {x=1.1, y=1.1},
textures = {"worldedit_pos1.png", "worldedit_pos1.png",
"worldedit_pos1.png", "worldedit_pos1.png",
"worldedit_pos1.png", "worldedit_pos1.png"},
collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
physical = false,
},
on_step = function(self, dtime)
if worldedit.marker1[self.name] == nil then
self.object:remove()
end
end,
on_punch = function(self, hitter)
self.object:remove()
worldedit.marker1[self.name] = nil
end,
})
minetest.register_entity(":worldedit:pos2", {
initial_properties = {
visual = "cube",
visual_size = {x=1.1, y=1.1},
textures = {"worldedit_pos2.png", "worldedit_pos2.png",
"worldedit_pos2.png", "worldedit_pos2.png",
"worldedit_pos2.png", "worldedit_pos2.png"},
collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
physical = false,
},
on_step = function(self, dtime)
if worldedit.marker2[self.name] == nil then
self.object:remove()
end
end,
on_punch = function(self, hitter)
self.object:remove()
worldedit.marker2[self.name] = nil
end,
})
minetest.register_entity(":worldedit:region_cube", {
initial_properties = {
visual = "upright_sprite",
visual_size = {x=1.1, y=1.1},
textures = {"worldedit_cube.png"},
visual_size = {x=10, y=10},
physical = false,
},
on_step = function(self, dtime)
if worldedit.marker_region[self.name] == nil then
self.object:remove()
return
end
end,
on_punch = function(self, hitter)
for _, entity in ipairs(worldedit.marker_region[self.name]) do
entity:remove()
end
worldedit.marker_region[self.name] = nil
end,
})

Binary file not shown.

After

Width:  |  Height:  |  Size: 147 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 142 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 157 B

View File

@ -0,0 +1,5 @@
worldedit
worldedit_commands
unified_inventory?
inventory_plus?
creative?

View File

@ -0,0 +1,657 @@
--saved state for each player
local gui_nodename1 = {} --mapping of player names to node names (arbitrary strings may also appear as values)
local gui_nodename2 = {} --mapping of player names to node names (arbitrary strings may also appear as values)
local gui_axis1 = {} --mapping of player names to axes (one of 1, 2, 3, or 4, representing the axes in the `axis_indices` table below)
local gui_axis2 = {} --mapping of player names to axes (one of 1, 2, 3, or 4, representing the axes in the `axis_indices` table below)
local gui_distance1 = {} --mapping of player names to a distance (arbitrary strings may also appear as values)
local gui_distance2 = {} --mapping of player names to a distance (arbitrary strings may also appear as values)
local gui_distance3 = {} --mapping of player names to a distance (arbitrary strings may also appear as values)
local gui_count1 = {} --mapping of player names to a quantity (arbitrary strings may also appear as values)
local gui_count2 = {} --mapping of player names to a quantity (arbitrary strings may also appear as values)
local gui_count3 = {} --mapping of player names to a quantity (arbitrary strings may also appear as values)
local gui_angle = {} --mapping of player names to an angle (one of 90, 180, 270, representing the angle in degrees clockwise)
local gui_filename = {} --mapping of player names to file names (arbitrary strings may also appear as values)
local gui_formspec = {} --mapping of player names to formspecs
local gui_code = {} --mapping of player names to formspecs
--set default values
setmetatable(gui_nodename1, {__index = function() return "Cobblestone" end})
setmetatable(gui_nodename2, {__index = function() return "Stone" end})
setmetatable(gui_axis1, {__index = function() return 4 end})
setmetatable(gui_axis2, {__index = function() return 1 end})
setmetatable(gui_distance1, {__index = function() return "10" end})
setmetatable(gui_distance2, {__index = function() return "5" end})
setmetatable(gui_distance3, {__index = function() return "2" end})
setmetatable(gui_count1, {__index = function() return "3" end})
setmetatable(gui_count2, {__index = function() return "6" end})
setmetatable(gui_count3, {__index = function() return "4" end})
setmetatable(gui_angle, {__index = function() return 90 end})
setmetatable(gui_filename, {__index = function() return "building" end})
setmetatable(gui_formspec, {__index = function() return "size[5,5]\nlabel[0,0;Hello, world!]" end})
setmetatable(gui_code, {__index = function() return "minetest.chat_send_player(\"singleplayer\", \"Hello, world!\")" end})
local axis_indices = {["X axis"]=1, ["Y axis"]=2, ["Z axis"]=3, ["Look direction"]=4}
local axis_values = {"x", "y", "z", "?"}
setmetatable(axis_indices, {__index = function () return 4 end})
setmetatable(axis_values, {__index = function () return "?" end})
local angle_indices = {["90 degrees"]=1, ["180 degrees"]=2, ["270 degrees"]=3}
local angle_values = {90, 180, 270}
setmetatable(angle_indices, {__index = function () return 1 end})
setmetatable(angle_values, {__index = function () return 90 end})
--given multiple sets of privileges, produces a single set of privs that would have the same effect as requiring all of them at the same time
local combine_privs = function(...)
local result = {}
for i, privs in ipairs({...}) do
for name, value in pairs(privs) do
if result[name] ~= nil and result[name] ~= value then --the priv must be both true and false, which can never happen
return {__fake_priv_that_nobody_has__=true} --priviledge table that can never be satisfied
end
result[name] = value
end
end
return result
end
worldedit.register_gui_function("worldedit_gui_about", {
name = "About", privs = minetest.chatcommands["/about"].privs,
on_select = function(name)
minetest.chatcommands["/about"].func(name, "")
end,
})
worldedit.register_gui_function("worldedit_gui_inspect", {
name = "Toggle Inspect", privs = minetest.chatcommands["/inspect"].privs,
on_select = function(name)
minetest.chatcommands["/inspect"].func(name, worldedit.inspect[name] and "disable" or "enable")
end,
})
worldedit.register_gui_function("worldedit_gui_region", {
name = "Get/Set Region", privs = combine_privs(minetest.chatcommands["/p"].privs, minetest.chatcommands["/pos1"].privs, minetest.chatcommands["/pos2"].privs, minetest.chatcommands["/reset"].privs, minetest.chatcommands["/mark"].privs, minetest.chatcommands["/unmark"].privs, minetest.chatcommands["/volume"].privs, minetest.chatcommands["/fixedpos"].privs),
get_formspec = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
return "size[9,7]" .. worldedit.get_formspec_header("worldedit_gui_region") ..
"button_exit[0,1;3,0.8;worldedit_gui_p_get;Get Positions]" ..
"button_exit[3,1;3,0.8;worldedit_gui_p_set1;Choose Position 1]" ..
"button_exit[6,1;3,0.8;worldedit_gui_p_set2;Choose Position 2]" ..
"button_exit[0,2;3,0.8;worldedit_gui_pos1;Position 1 Here]" ..
"button_exit[3,2;3,0.8;worldedit_gui_pos2;Position 2 Here]" ..
"button_exit[6,2;3,0.8;worldedit_gui_reset;Reset Region]" ..
"button_exit[0,3;3,0.8;worldedit_gui_mark;Mark Region]" ..
"button_exit[3,3;3,0.8;worldedit_gui_unmark;Unmark Region]" ..
"button_exit[6,3;3,0.8;worldedit_gui_volume;Region Volume]" ..
"label[0,4.7;Position 1]" ..
string.format("field[2,5;1.5,0.8;worldedit_gui_fixedpos_pos1x;X ;%s]", pos1 and pos1.x or "") ..
string.format("field[3.5,5;1.5,0.8;worldedit_gui_fixedpos_pos1y;Y ;%s]", pos1 and pos1.y or "") ..
string.format("field[5,5;1.5,0.8;worldedit_gui_fixedpos_pos1z;Z ;%s]", pos1 and pos1.z or "") ..
"button_exit[6.5,4.68;2.5,0.8;worldedit_gui_fixedpos_pos1_submit;Set Position 1]" ..
"label[0,6.2;Position 2]" ..
string.format("field[2,6.5;1.5,0.8;worldedit_gui_fixedpos_pos2x;X ;%s]", pos2 and pos2.x or "") ..
string.format("field[3.5,6.5;1.5,0.8;worldedit_gui_fixedpos_pos2y;Y ;%s]", pos2 and pos2.y or "") ..
string.format("field[5,6.5;1.5,0.8;worldedit_gui_fixedpos_pos2z;Z ;%s]", pos2 and pos2.z or "") ..
"button_exit[6.5,6.18;2.5,0.8;worldedit_gui_fixedpos_pos2_submit;Set Position 2]"
end,
})
worldedit.register_gui_handler("worldedit_gui_region", function(name, fields)
if fields.worldedit_gui_p_get then
minetest.chatcommands["/p"].func(name, "get")
return true
elseif fields.worldedit_gui_p_set1 then
minetest.chatcommands["/p"].func(name, "set1")
return true
elseif fields.worldedit_gui_p_set2 then
minetest.chatcommands["/p"].func(name, "set2")
return true
elseif fields.worldedit_gui_pos1 then
minetest.chatcommands["/pos1"].func(name, "")
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_pos2 then
minetest.chatcommands["/pos2"].func(name, "")
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_reset then
minetest.chatcommands["/reset"].func(name, "")
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_mark then
minetest.chatcommands["/mark"].func(name, "")
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_unmark then
minetest.chatcommands["/unmark"].func(name, "")
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_volume then
minetest.chatcommands["/volume"].func(name, "")
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_fixedpos_pos1_submit then
minetest.chatcommands["/fixedpos"].func(name, string.format("set1 %s %s %s",
tostring(fields.worldedit_gui_fixedpos_pos1x),
tostring(fields.worldedit_gui_fixedpos_pos1y),
tostring(fields.worldedit_gui_fixedpos_pos1z)))
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_fixedpos_pos2_submit then
minetest.chatcommands["/fixedpos"].func(name, string.format("set2 %s %s %s",
tostring(fields.worldedit_gui_fixedpos_pos2x),
tostring(fields.worldedit_gui_fixedpos_pos2y),
tostring(fields.worldedit_gui_fixedpos_pos2z)))
worldedit.show_page(name, "worldedit_gui_region")
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_set", {
name = "Set Nodes", privs = minetest.chatcommands["/set"].privs,
get_formspec = function(name)
local node = gui_nodename1[name]
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_set") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_set_node;Name;%s]", minetest.formspec_escape(node)) ..
"button[4,1.18;1.5,0.8;worldedit_gui_set_search;Search]" ..
(nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
or "image[5.5,1.1;1,1;unknown_node.png]") ..
"button_exit[0,2.5;3,0.8;worldedit_gui_set_submit;Set Nodes]"
end,
})
worldedit.register_gui_handler("worldedit_gui_set", function(name, fields)
if fields.worldedit_gui_set_search or fields.worldedit_gui_set_submit then
gui_nodename1[name] = tostring(fields.worldedit_gui_set_node)
worldedit.show_page(name, "worldedit_gui_set")
if fields.worldedit_gui_set_submit then
minetest.chatcommands["/set"].func(name, gui_nodename1[name])
end
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_replace", {
name = "Replace Nodes", privs = combine_privs(minetest.chatcommands["/replace"].privs, minetest.chatcommands["/replaceinverse"].privs),
get_formspec = function(name)
local search, replace = gui_nodename1[name], gui_nodename2[name]
local search_nodename, replace_nodename = worldedit.normalize_nodename(search), worldedit.normalize_nodename(replace)
return "size[6.5,4]" .. worldedit.get_formspec_header("worldedit_gui_replace") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_replace_search;Name;%s]", minetest.formspec_escape(search)) ..
"button[4,1.18;1.5,0.8;worldedit_gui_replace_search_search;Search]" ..
(search_nodename and string.format("item_image[5.5,1.1;1,1;%s]", search_nodename)
or "image[5.5,1.1;1,1;unknown_node.png]") ..
string.format("field[0.5,2.5;4,0.8;worldedit_gui_replace_replace;Name;%s]", minetest.formspec_escape(replace)) ..
"button[4,2.18;1.5,0.8;worldedit_gui_replace_replace_search;Search]" ..
(replace_nodename and string.format("item_image[5.5,2.1;1,1;%s]", replace_nodename)
or "image[5.5,2.1;1,1;unknown_node.png]") ..
"button_exit[0,3.5;3,0.8;worldedit_gui_replace_submit;Replace Nodes]" ..
"button_exit[3.5,3.5;3,0.8;worldedit_gui_replace_submit_inverse;Replace Inverse]"
end,
})
worldedit.register_gui_handler("worldedit_gui_replace", function(name, fields)
if fields.worldedit_gui_replace_search_search or fields.worldedit_gui_replace_replace_search
or fields.worldedit_gui_replace_submit or fields.worldedit_gui_replace_submit_inverse then
gui_nodename1[name] = tostring(fields.worldedit_gui_replace_search)
gui_nodename2[name] = tostring(fields.worldedit_gui_replace_replace)
worldedit.show_page(name, "worldedit_gui_replace")
if fields.worldedit_gui_replace_submit then
minetest.chatcommands["/replace"].func(name, string.format("%s %s", gui_nodename1[name], gui_nodename2[name]))
elseif fields.worldedit_gui_replace_submit_inverse then
minetest.chatcommands["/replaceinverse"].func(name, string.format("%s %s", gui_nodename1[name], gui_nodename2[name]))
end
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_sphere_dome", {
name = "Sphere/Dome", privs = combine_privs(minetest.chatcommands["/hollowsphere"].privs, minetest.chatcommands["/sphere"].privs, minetest.chatcommands["/hollowdome"].privs, minetest.chatcommands["/dome"].privs),
get_formspec = function(name)
local node, radius = gui_nodename1[name], gui_distance2[name]
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,5]" .. worldedit.get_formspec_header("worldedit_gui_sphere_dome") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_sphere_dome_node;Name;%s]", minetest.formspec_escape(node)) ..
"button[4,1.18;1.5,0.8;worldedit_gui_sphere_dome_search;Search]" ..
(nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
or "image[5.5,1.1;1,1;unknown_node.png]") ..
string.format("field[0.5,2.5;4,0.8;worldedit_gui_sphere_dome_radius;Radius;%s]", minetest.formspec_escape(radius)) ..
"button_exit[0,3.5;3,0.8;worldedit_gui_sphere_dome_submit_hollow;Hollow Sphere]" ..
"button_exit[3.5,3.5;3,0.8;worldedit_gui_sphere_dome_submit_solid;Solid Sphere]" ..
"button_exit[0,4.5;3,0.8;worldedit_gui_sphere_dome_submit_hollow_dome;Hollow Dome]" ..
"button_exit[3.5,4.5;3,0.8;worldedit_gui_sphere_dome_submit_solid_dome;Solid Dome]"
end,
})
worldedit.register_gui_handler("worldedit_gui_sphere_dome", function(name, fields)
if fields.worldedit_gui_sphere_dome_search
or fields.worldedit_gui_sphere_dome_submit_hollow or fields.worldedit_gui_sphere_dome_submit_solid
or fields.worldedit_gui_sphere_dome_submit_hollow_dome or fields.worldedit_gui_sphere_dome_submit_solid_dome then
gui_nodename1[name] = tostring(fields.worldedit_gui_sphere_dome_node)
gui_distance2[name] = tostring(fields.worldedit_gui_sphere_dome_radius)
worldedit.show_page(name, "worldedit_gui_sphere_dome")
if fields.worldedit_gui_sphere_dome_submit_hollow then
minetest.chatcommands["/hollowsphere"].func(name, string.format("%s %s", gui_distance2[name], gui_nodename1[name]))
elseif fields.worldedit_gui_sphere_dome_submit_solid then
minetest.chatcommands["/sphere"].func(name, string.format("%s %s", gui_distance2[name], gui_nodename1[name]))
elseif fields.worldedit_gui_sphere_dome_submit_hollow_dome then
minetest.chatcommands["/hollowdome"].func(name, string.format("%s %s", gui_distance2[name], gui_nodename1[name]))
elseif fields.worldedit_gui_sphere_dome_submit_solid_dome then
minetest.chatcommands["/dome"].func(name, string.format("%s %s", gui_distance2[name], gui_nodename1[name]))
end
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_cylinder", {
name = "Cylinder", privs = combine_privs(minetest.chatcommands["/hollowcylinder"].privs, minetest.chatcommands["/cylinder"].privs),
get_formspec = function(name)
local node, axis, length, radius = gui_nodename1[name], gui_axis1[name], gui_distance1[name], gui_distance2[name]
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,5]" .. worldedit.get_formspec_header("worldedit_gui_cylinder") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_cylinder_node;Name;%s]", minetest.formspec_escape(node)) ..
"button[4,1.18;1.5,0.8;worldedit_gui_cylinder_search;Search]" ..
(nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
or "image[5.5,1.1;1,1;unknown_node.png]") ..
string.format("field[0.5,2.5;4,0.8;worldedit_gui_cylinder_length;Length;%s]", minetest.formspec_escape(length)) ..
string.format("dropdown[4,2.18;2.5;worldedit_gui_cylinder_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
string.format("field[0.5,3.5;4,0.8;worldedit_gui_cylinder_radius;Radius;%s]", minetest.formspec_escape(radius)) ..
"button_exit[0,4.5;3,0.8;worldedit_gui_cylinder_submit_hollow;Hollow Cylinder]" ..
"button_exit[3.5,4.5;3,0.8;worldedit_gui_cylinder_submit_solid;Solid Cylinder]"
end,
})
worldedit.register_gui_handler("worldedit_gui_cylinder", function(name, fields)
if fields.worldedit_gui_cylinder_search
or fields.worldedit_gui_cylinder_submit_hollow or fields.worldedit_gui_cylinder_submit_solid then
gui_nodename1[name] = tostring(fields.worldedit_gui_cylinder_node)
gui_axis1[name] = axis_indices[fields.worldedit_gui_cylinder_axis]
gui_distance1[name] = tostring(fields.worldedit_gui_cylinder_length)
gui_distance2[name] = tostring(fields.worldedit_gui_cylinder_radius)
worldedit.show_page(name, "worldedit_gui_cylinder")
if fields.worldedit_gui_cylinder_submit_hollow then
minetest.chatcommands["/hollowcylinder"].func(name, string.format("%s %s %s %s", axis_values[gui_axis1[name]], gui_distance1[name], gui_distance2[name], gui_nodename1[name]))
elseif fields.worldedit_gui_cylinder_submit_solid then
minetest.chatcommands["/cylinder"].func(name, string.format("%s %s %s %s", axis_values[gui_axis1[name]], gui_distance1[name], gui_distance2[name], gui_nodename1[name]))
end
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_pyramid", {
name = "Pyramid", privs = minetest.chatcommands["/pyramid"].privs,
get_formspec = function(name)
local node, axis, length = gui_nodename1[name], gui_axis1[name], gui_distance1[name]
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,4]" .. worldedit.get_formspec_header("worldedit_gui_pyramid") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_pyramid_node;Name;%s]", minetest.formspec_escape(node)) ..
"button[4,1.18;1.5,0.8;worldedit_gui_pyramid_search;Search]" ..
(nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
or "image[5.5,1.1;1,1;unknown_node.png]") ..
string.format("field[0.5,2.5;4,0.8;worldedit_gui_pyramid_length;Length;%s]", minetest.formspec_escape(length)) ..
string.format("dropdown[4,2.18;2.5;worldedit_gui_pyramid_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
"button_exit[0,3.5;3,0.8;worldedit_gui_pyramid_submit;Pyramid]"
end,
})
worldedit.register_gui_handler("worldedit_gui_pyramid", function(name, fields)
if fields.worldedit_gui_pyramid_search or fields.worldedit_gui_pyramid_submit then
gui_nodename1[name] = tostring(fields.worldedit_gui_pyramid_node)
gui_axis1[name] = axis_indices[fields.worldedit_gui_pyramid_axis]
gui_distance1[name] = tostring(fields.worldedit_gui_pyramid_length)
worldedit.show_page(name, "worldedit_gui_pyramid")
if fields.worldedit_gui_pyramid_submit then
minetest.chatcommands["/pyramid"].func(name, string.format("%s %s %s", axis_values[gui_axis1[name]], gui_distance1[name], gui_nodename1[name]))
end
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_spiral", {
name = "Spiral", privs = minetest.chatcommands["/spiral"].privs,
get_formspec = function(name)
local node, length, height, space = gui_nodename1[name], gui_distance1[name], gui_distance2[name], gui_distance3[name]
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,6]" .. worldedit.get_formspec_header("worldedit_gui_spiral") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_spiral_node;Name;%s]", minetest.formspec_escape(node)) ..
"button[4,1.18;1.5,0.8;worldedit_gui_spiral_search;Search]" ..
(nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
or "image[5.5,1.1;1,1;unknown_node.png]") ..
string.format("field[0.5,2.5;4,0.8;worldedit_gui_spiral_length;Side Length;%s]", minetest.formspec_escape(length)) ..
string.format("field[0.5,3.5;4,0.8;worldedit_gui_spiral_height;Height;%s]", minetest.formspec_escape(height)) ..
string.format("field[0.5,4.5;4,0.8;worldedit_gui_spiral_space;Wall Spacing;%s]", minetest.formspec_escape(space)) ..
"button_exit[0,5.5;3,0.8;worldedit_gui_spiral_submit;Spiral]"
end,
})
worldedit.register_gui_handler("worldedit_gui_spiral", function(name, fields)
if fields.worldedit_gui_spiral_search or fields.worldedit_gui_spiral_submit then
gui_nodename1[name] = fields.worldedit_gui_spiral_node
gui_distance1[name] = tostring(fields.worldedit_gui_spiral_length)
gui_distance2[name] = tostring(fields.worldedit_gui_spiral_height)
gui_distance3[name] = tostring(fields.worldedit_gui_spiral_space)
worldedit.show_page(name, "worldedit_gui_spiral")
if fields.worldedit_gui_spiral_submit then
minetest.chatcommands["/spiral"].func(name, string.format("%s %s %s %s", gui_distance1[name], gui_distance2[name], gui_distance3[name], gui_nodename1[name]))
end
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_copy_move", {
name = "Copy/Move", privs = combine_privs(minetest.chatcommands["/copy"].privs, minetest.chatcommands["/move"].privs),
get_formspec = function(name)
local axis = gui_axis1[name] or 4
local amount = gui_distance1[name] or "10"
return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_copy_move") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_copy_move_amount;Amount;%s]", minetest.formspec_escape(amount)) ..
string.format("dropdown[4,1.18;2.5;worldedit_gui_copy_move_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
"button_exit[0,2.5;3,0.8;worldedit_gui_copy_move_copy;Copy Region]" ..
"button_exit[3.5,2.5;3,0.8;worldedit_gui_copy_move_move;Move Region]"
end,
})
worldedit.register_gui_handler("worldedit_gui_copy_move", function(name, fields)
if fields.worldedit_gui_copy_move_copy or fields.worldedit_gui_copy_move_move then
gui_axis1[name] = axis_indices[fields.worldedit_gui_cylinder_axis] or 4
gui_distance1[name] = tostring(fields.worldedit_gui_copy_move_amount)
worldedit.show_page(name, "worldedit_gui_copy_move")
if fields.worldedit_gui_copy_move_copy then
minetest.chatcommands["/copy"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], gui_distance1[name]))
else --fields.worldedit_gui_copy_move_move
minetest.chatcommands["/move"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], gui_distance1[name]))
end
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_stack", {
name = "Stack", privs = minetest.chatcommands["/stack"].privs,
get_formspec = function(name)
local axis, count = gui_axis1[name], gui_count1[name]
return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_stack") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_stack_count;Count;%s]", minetest.formspec_escape(count)) ..
string.format("dropdown[4,1.18;2.5;worldedit_gui_stack_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
"button_exit[0,2.5;3,0.8;worldedit_gui_stack_submit;Stack]"
end,
})
worldedit.register_gui_handler("worldedit_gui_stack", function(name, fields)
if fields.worldedit_gui_stack_submit then
gui_axis1[name] = axis_indices[fields.worldedit_gui_stack_axis]
gui_count1[name] = tostring(fields.worldedit_gui_stack_count)
worldedit.show_page(name, "worldedit_gui_stack")
minetest.chatcommands["/stack"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], gui_count1[name]))
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_stretch", {
name = "Stretch", privs = minetest.chatcommands["/stretch"].privs,
get_formspec = function(name)
local stretchx, stretchy, stretchz = gui_count1[name], gui_count2[name], gui_count3[name]
return "size[5,5]" .. worldedit.get_formspec_header("worldedit_gui_stretch") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_stretch_x;Stretch X;%s]", minetest.formspec_escape(stretchx)) ..
string.format("field[0.5,2.5;4,0.8;worldedit_gui_stretch_y;Stretch Y;%s]", minetest.formspec_escape(stretchy)) ..
string.format("field[0.5,3.5;4,0.8;worldedit_gui_stretch_z;Stretch Z;%s]", minetest.formspec_escape(stretchz)) ..
"button_exit[0,4.5;3,0.8;worldedit_gui_stretch_submit;Stretch]"
end,
})
worldedit.register_gui_handler("worldedit_gui_stretch", function(name, fields)
if fields.worldedit_gui_stretch_submit then
gui_count1[name] = tostring(fields.worldedit_gui_stretch_x)
gui_count2[name] = tostring(fields.worldedit_gui_stretch_y)
gui_count3[name] = tostring(fields.worldedit_gui_stretch_z)
worldedit.show_page(name, "worldedit_gui_stretch")
minetest.chatcommands["/stretch"].func(name, string.format("%s %s %s", gui_count1[name], gui_count2[name], gui_count3[name]))
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_transpose", {
name = "Transpose", privs = minetest.chatcommands["/transpose"].privs,
get_formspec = function(name)
local axis1, axis2 = gui_axis1[name], gui_axis2[name]
return "size[5.5,3]" .. worldedit.get_formspec_header("worldedit_gui_transpose") ..
string.format("dropdown[0,1;2.5;worldedit_gui_transpose_axis1;X axis,Y axis,Z axis,Look direction;%d]", axis1) ..
string.format("dropdown[3,1;2.5;worldedit_gui_transpose_axis2;X axis,Y axis,Z axis,Look direction;%d]", axis2) ..
"button_exit[0,2.5;3,0.8;worldedit_gui_transpose_submit;Transpose]"
end,
})
worldedit.register_gui_handler("worldedit_gui_transpose", function(name, fields)
if fields.worldedit_gui_transpose_submit then
gui_axis1[name] = axis_indices[fields.worldedit_gui_transpose_axis1]
gui_axis2[name] = axis_indices[fields.worldedit_gui_transpose_axis2]
worldedit.show_page(name, "worldedit_gui_transpose")
minetest.chatcommands["/transpose"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], axis_values[gui_axis2[name]]))
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_flip", {
name = "Flip", privs = minetest.chatcommands["/flip"].privs,
get_formspec = function(name)
local axis = gui_axis2[name]
return "size[5,3]" .. worldedit.get_formspec_header("worldedit_gui_flip") ..
string.format("dropdown[0,1;2.5;worldedit_gui_flip_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
"button_exit[0,2.5;3,0.8;worldedit_gui_flip_submit;Flip]"
end,
})
worldedit.register_gui_handler("worldedit_gui_flip", function(name, fields)
if fields.worldedit_gui_flip_submit then
gui_axis2[name] = axis_indices[fields.worldedit_gui_flip_axis]
worldedit.show_page(name, "worldedit_gui_flip")
minetest.chatcommands["/flip"].func(name, axis_values[gui_axis2[name]])
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_rotate", {
name = "Rotate", privs = minetest.chatcommands["/rotate"].privs,
get_formspec = function(name)
local axis, angle = gui_axis1[name], gui_angle[name]
return "size[5.5,3]" .. worldedit.get_formspec_header("worldedit_gui_rotate") ..
string.format("dropdown[0,1;2.5;worldedit_gui_rotate_angle;90 degrees,180 degrees,270 degrees;%s]", angle) ..
string.format("dropdown[3,1;2.5;worldedit_gui_rotate_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
"button_exit[0,2.5;3,0.8;worldedit_gui_rotate_submit;Rotate]"
end,
})
worldedit.register_gui_handler("worldedit_gui_rotate", function(name, fields)
if fields.worldedit_gui_rotate_submit then
gui_axis1[name] = axis_indices[fields.worldedit_gui_rotate_axis]
gui_angle[name] = angle_indices[fields.worldedit_gui_rotate_angle]
worldedit.show_page(name, "worldedit_gui_rotate")
minetest.chatcommands["/rotate"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], angle_values[gui_angle[name]]))
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_orient", {
name = "Orient", privs = minetest.chatcommands["/orient"].privs,
get_formspec = function(name)
local angle = gui_angle[name]
return "size[5,3]" .. worldedit.get_formspec_header("worldedit_gui_orient") ..
string.format("dropdown[0,1;2.5;worldedit_gui_rotate_angle;90 degrees,180 degrees,270 degrees;%s]", angle) ..
"button_exit[0,2.5;3,0.8;worldedit_gui_orient_submit;Orient]"
end,
})
worldedit.register_gui_handler("worldedit_gui_orient", function(name, fields)
if fields.worldedit_gui_orient_submit then
gui_angle[name] = angle_indices[fields.worldedit_gui_orient_angle]
worldedit.show_page(name, "worldedit_gui_orient")
minetest.chatcommands["/orient"].func(name, angle_values[gui_angle[name]])
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_fixlight", {
name = "Fix Lighting", privs = minetest.chatcommands["/fixlight"].privs,
on_select = function(name)
minetest.chatcommands["/fixlight"].func(name, "")
end,
})
worldedit.register_gui_function("worldedit_gui_hide", {
name = "Hide Region", privs = minetest.chatcommands["/hide"].privs,
on_select = function(name)
minetest.chatcommands["/hide"].func(name, "")
end,
})
worldedit.register_gui_function("worldedit_gui_suppress", {
name = "Suppress Nodes", privs = minetest.chatcommands["/suppress"].privs,
get_formspec = function(name)
local node = gui_nodename1[name]
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_suppress") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_suppress_node;Name;%s]", minetest.formspec_escape(node)) ..
"button[4,1.18;1.5,0.8;worldedit_gui_suppress_search;Search]" ..
(nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
or "image[5.5,1.1;1,1;unknown_node.png]") ..
"button_exit[0,2.5;3,0.8;worldedit_gui_suppress_submit;Suppress Nodes]"
end,
})
worldedit.register_gui_handler("worldedit_gui_suppress", function(name, fields)
if fields.worldedit_gui_suppress_search or fields.worldedit_gui_suppress_submit then
gui_nodename1[name] = tostring(fields.worldedit_gui_suppress_node)
worldedit.show_page(name, "worldedit_gui_suppress")
if fields.worldedit_gui_suppress_submit then
minetest.chatcommands["/suppress"].func(name, gui_nodename1[name])
end
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_highlight", {
name = "Highlight Nodes", privs = minetest.chatcommands["/highlight"].privs,
get_formspec = function(name)
local node = gui_nodename1[name]
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_highlight") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_highlight_node;Name;%s]", minetest.formspec_escape(node)) ..
"button[4,1.18;1.5,0.8;worldedit_gui_highlight_search;Search]" ..
(nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
or "image[5.5,1.1;1,1;unknown_node.png]") ..
"button_exit[0,2.5;3,0.8;worldedit_gui_highlight_submit;Highlight Nodes]"
end,
})
worldedit.register_gui_handler("worldedit_gui_highlight", function(name, fields)
if fields.worldedit_gui_highlight_search or fields.worldedit_gui_highlight_submit then
gui_nodename1[name] = tostring(fields.worldedit_gui_highlight_node)
worldedit.show_page(name, "worldedit_gui_highlight")
if fields.worldedit_gui_highlight_submit then
minetest.chatcommands["/highlight"].func(name, gui_nodename1[name])
end
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_restore", {
name = "Restore Region", privs = minetest.chatcommands["/restore"].privs,
on_select = function(name)
minetest.chatcommands["/restore"].func(name, "")
end,
})
worldedit.register_gui_function("worldedit_gui_save_load", {
name = "Save/Load", privs = combine_privs(minetest.chatcommands["/save"].privs, minetest.chatcommands["/allocate"].privs, minetest.chatcommands["/load"].privs),
get_formspec = function(name)
local filename = gui_filename[name]
return "size[6,4]" .. worldedit.get_formspec_header("worldedit_gui_save_load") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_save_filename;Filename;%s]", minetest.formspec_escape(filename)) ..
"button_exit[0,2.5;3,0.8;worldedit_gui_save_load_submit_save;Save]" ..
"button_exit[3,2.5;3,0.8;worldedit_gui_save_load_submit_allocate;Allocate]" ..
"button_exit[0,3.5;3,0.8;worldedit_gui_save_load_submit_load;Load]"
end,
})
worldedit.register_gui_handler("worldedit_gui_save", function(name, fields)
if fields.worldedit_gui_save_load_submit_save or worldedit_gui_save_load_submit_allocate or worldedit_gui_save_load_submit_load then
gui_filename[name] = tostring(fields.worldedit_gui_save_axis)
worldedit.show_page(name, "worldedit_gui_save_load")
if fields.worldedit_gui_save_load_submit_save then
minetest.chatcommands["/save"].func(name, gui_filename[name])
elseif fields.worldedit_gui_save_load_submit_allocate then
minetest.chatcommands["/allocate"].func(name, gui_filename[name])
else --fields.worldedit_gui_save_load_submit_load
minetest.chatcommands["/load"].func(name, gui_filename[name])
end
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_lua", {
name = "Run Lua",
get_formspec = function(name)
local code = gui_code[name]
return "size[8,6.5]" .. worldedit.get_formspec_header("worldedit_gui_lua") ..
string.format("textarea[0.5,1;7.5,5.5;worldedit_gui_lua_code;Lua Code;%s]", minetest.formspec_escape(code)) ..
"button_exit[0,6;3,0.8;worldedit_gui_lua_run;Run Lua]" ..
"button_exit[5,6;3,0.8;worldedit_gui_lua_transform;Lua Transform]"
end,
})
worldedit.register_gui_handler("worldedit_gui_lua", function(name, fields)
if fields.worldedit_gui_lua_run or fields.worldedit_gui_lua_transform then
gui_code[name] = fields.worldedit_gui_lua_value
worldedit.show_page(name, "worldedit_gui_lua")
if fields.worldedit_gui_lua_run then
minetest.chatcommands["/lua"].func(name, gui_code[name])
else --fields.worldedit_gui_lua_transform
minetest.chatcommands["/luatransform"].func(name, gui_code[name])
end
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_clearobjects", {
name = "Clear Objects", privs = minetest.chatcommands["/clearobjects"].privs,
on_select = function(name)
minetest.chatcommands["/clearobjects"].func(name, "")
end,
})
worldedit.register_gui_function("worldedit_gui_formspec_tester", {
name = "Formspec Tester",
get_formspec = function(name)
local value = gui_formspec[name]
return "size[8,6.5]" .. worldedit.get_formspec_header("worldedit_gui_formspec_tester") ..
string.format("textarea[0.5,1;7.5,5.5;worldedit_gui_formspec_tester_value;Formspec Code;%s]", minetest.formspec_escape(value)) ..
"button_exit[0,6;3,0.8;worldedit_gui_formspec_tester_show;Show Formspec]"
end,
})
worldedit.register_gui_handler("worldedit_gui_formspec_tester", function(name, fields)
if fields.worldedit_gui_formspec_tester_show then
gui_formspec[name] = fields.worldedit_gui_formspec_tester_value or ""
worldedit.show_page(name, "worldedit_gui_formspec_tester")
minetest.show_formspec(name, "worldedit:formspec_tester", gui_formspec[name])
return true
end
return false
end)

View File

@ -0,0 +1,247 @@
worldedit = worldedit or {}
--[[
Example:
worldedit.register_gui_function("worldedit_gui_hollow_cylinder", {
name = "Make Hollow Cylinder",
privs = {worldedit=true},
get_formspec = function(name) return "some formspec here" end,
on_select = function(name) print(name .. " clicked the button!") end,
})
Use `nil` for the `options` parameter to unregister the function associated with the given identifier.
Use `nil` for the `get_formspec` field to denote that the function does not have its own screen.
Use `nil` for the `privs` field to denote that no special privileges are required to use the function.
If the identifier is already registered to another function, it will be replaced by the new one.
The `on_select` function must not call `worldedit.show_page`
]]
worldedit.pages = {} --mapping of identifiers to options
local identifiers = {} --ordered list of identifiers
worldedit.register_gui_function = function(identifier, options)
worldedit.pages[identifier] = options
table.insert(identifiers, identifier)
end
--[[
Example:
worldedit.register_gui_handler("worldedit_gui_hollow_cylinder", function(name, fields)
print(minetest.serialize(fields))
end)
]]
worldedit.register_gui_handler = function(identifier, handler)
minetest.register_on_player_receive_fields(function(player, formname, fields)
--ensure the form is not being exited since this is a duplicate message
if fields.quit then
return false
end
local name = player:get_player_name()
--ensure the player has permission to perform the action
local entry = worldedit.pages[identifier]
if entry and minetest.check_player_privs(name, entry.privs or {}) then
return handler(name, fields)
end
return false
end)
end
worldedit.get_formspec_header = function(identifier)
local entry = worldedit.pages[identifier] or {}
return "button[0,0;2,0.5;worldedit_gui;Back]" ..
string.format("label[2,0;WorldEdit GUI > %s]", entry.name or "")
end
local get_formspec = function(name, identifier)
if worldedit.pages[identifier] then
return worldedit.pages[identifier].get_formspec(name)
end
return worldedit.pages["worldedit_gui"].get_formspec(name) --default to showing main page if an unknown page is given
end
--implement worldedit.show_page(name, page) in different ways depending on the available APIs
if unified_inventory then --unified inventory installed
local old_func = worldedit.register_gui_function
worldedit.register_gui_function = function(identifier, options)
old_func(identifier, options)
unified_inventory.register_page(identifier, {get_formspec=function(player) return {formspec=options.get_formspec(player:get_player_name())} end})
end
unified_inventory.register_button("worldedit_gui", {
type = "image",
image = "inventory_plus_worldedit_gui.png",
})
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.worldedit_gui then --main page
worldedit.show_page(name, "worldedit_gui")
return true
elseif fields.worldedit_gui_exit then --return to original page
local player = minetest.get_player_by_name(name)
if player then
unified_inventory.set_inventory_formspec(player, "craft")
end
return true
end
return false
end)
worldedit.show_page = function(name, page)
local player = minetest.get_player_by_name(name)
if player then
player:set_inventory_formspec(get_formspec(name, page))
end
end
elseif inventory_plus then --inventory++ installed
minetest.register_on_joinplayer(function(player)
inventory_plus.register_button(player, "worldedit_gui", "WorldEdit")
end)
--show the form when the button is pressed and hide it when done
local gui_player_formspecs = {}
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.worldedit_gui then --main page
gui_player_formspecs[name] = player:get_inventory_formspec()
worldedit.show_page(name, "worldedit_gui")
return true
elseif fields.worldedit_gui_exit then --return to original page
if gui_player_formspecs[name] then
inventory_plus.set_inventory_formspec(player, gui_player_formspecs[name])
end
return true
end
return false
end)
worldedit.show_page = function(name, page)
local player = minetest.get_player_by_name(name)
if player then
inventory_plus.set_inventory_formspec(player, get_formspec(name, page))
end
end
else --fallback button
local player_formspecs = {}
local update_main_formspec = function(name)
local formspec = player_formspecs[name]
if not formspec then
return
end
local player = minetest.get_player_by_name(name)
if not player then --this is in case the player signs off while the media is loading
return
end
if (minetest.check_player_privs(name, {creative=true}) or minetest.setting_getbool("creative_mode")) and creative_inventory then --creative_inventory is active, add button to modified formspec
formspec = player:get_inventory_formspec() .. "image_button[6,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
else
formspec = formspec .. "image_button[0,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
end
player:set_inventory_formspec(formspec)
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
minetest.after(1, function()
if minetest.get_player_by_name(name) then --ensure the player is still signed in
player_formspecs[name] = player:get_inventory_formspec()
minetest.after(0.01, function()
update_main_formspec(name)
end)
end
end)
end)
minetest.register_on_leaveplayer(function(player)
player_formspecs[player:get_player_name()] = nil
end)
local gui_player_formspecs = {}
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.worldedit_gui then --main page
gui_player_formspecs[name] = player:get_inventory_formspec()
worldedit.show_page(name, "worldedit_gui")
return true
elseif fields.worldedit_gui_exit then --return to original page
if gui_player_formspecs[name] then
player:set_inventory_formspec(gui_player_formspecs[name])
end
return true
else --deal with creative_inventory setting the formspec on every single message
minetest.after(0.01,function()
update_main_formspec(name)
end)
return false --continue processing in creative inventory
end
end)
worldedit.show_page = function(name, page)
local player = minetest.get_player_by_name(name)
if player then
player:set_inventory_formspec(get_formspec(name, page))
end
end
end
worldedit.register_gui_function("worldedit_gui", {
name = "WorldEdit GUI",
get_formspec = function(name)
--create a form with all the buttons arranged in a grid
local buttons, x, y, index = {}, 0, 1, 0
local width, height = 3, 0.8
local columns = 5
for i, identifier in pairs(identifiers) do
if identifier ~= "worldedit_gui" then
local entry = worldedit.pages[identifier]
table.insert(buttons, string.format((entry.get_formspec and "button" or "button_exit") ..
"[%g,%g;%g,%g;%s;%s]", x, y, width, height, identifier, minetest.formspec_escape(entry.name)))
index, x = index + 1, x + width
if index == columns then --row is full
x, y = 0, y + height
index = 0
end
end
end
if index == 0 then --empty row
y = y - height
end
return string.format("size[%g,%g]", math.max(columns * width, 5), math.max(y + 0.5, 3)) ..
"button[0,0;2,0.5;worldedit_gui_exit;Back]" ..
"label[2,0;WorldEdit GUI]" ..
table.concat(buttons)
end,
})
worldedit.register_gui_handler("worldedit_gui", function(name, fields)
for identifier, entry in pairs(worldedit.pages) do --check for WorldEdit GUI main formspec button selection
if fields[identifier] and identifier ~= "worldedit_gui" then
--ensure player has permission to perform action
local has_privs, missing_privs = minetest.check_player_privs(name, entry.privs or {})
if not has_privs then
worldedit.player_notify(name, "you are not allowed to use this function (missing privileges: " .. table.concat(missing_privs, ", ") .. ")")
return false
end
if entry.on_select then
entry.on_select(name)
end
if entry.get_formspec then
worldedit.show_page(name, identifier)
end
return true
end
end
return false
end)
dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/functionality.lua")

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

View File

@ -0,0 +1,103 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
local get_pointed = function(pos, nearest, distance)
if distance > 100 then
return false
end
--check for collision with node
local nodename = minetest.get_node(pos).name
if nodename ~= "air"
and nodename ~= "default:water_source"
and nodename ~= "default:water_flowing" then
if nodename ~= "ignore" then
return nearest
end
return false
end
end
local use = function(itemstack, user, pointed_thing)
if pointed_thing.type == "nothing" then --pointing at nothing
local placepos = worldedit.raytrace(user:getpos(), user:get_look_dir(), get_pointed)
if placepos then --extended reach
pointed_thing.type = "node"
pointed_thing.under = nil --wip
pointed_thing.above = nil --wip
end
end
return minetest.item_place_node(itemstack, user, pointed_thing)
end
--
worldedit.raytrace = function(pos, dir, callback)
local base = {x=math.floor(pos.x), y=math.floor(pos.y), z=math.floor(pos.z)}
local stepx, stepy, stepz = 0, 0, 0
local componentx, componenty, componentz = 0, 0, 0
local intersectx, intersecty, intersectz = 0, 0, 0
if dir.x == 0 then
intersectx = math.huge
elseif dir.x > 0 then
stepx = 1
componentx = 1 / dir.x
intersectx = ((base.x - pos.x) + 1) * componentx
else
stepx = -1
componentx = 1 / -dir.x
intersectx = (pos.x - base.x) * componentx
end
if dir.y == 0 then
intersecty = math.huge
elseif dir.y > 0 then
stepy = 1
componenty = 1 / dir.y
intersecty = ((base.y - pos.y) + 1) * componenty
else
stepy = -1
componenty = 1 / -dir.y
intersecty = (pos.y - base.y) * componenty
end
if dir.z == 0 then
intersectz = math.huge
elseif dir.z > 0 then
stepz = 1
componentz = 1 / dir.z
intersectz = ((base.z - pos.z) + 1) * componentz
else
stepz = -1
componentz = 1 / -dir.z
intersectz = (pos.z - base.z) * componentz
end
local distance = 0
local nearest = {x=base.x, y=base.y, z=base.z}
while true do
local values = {callback(base, nearest, distance)}
if #values > 0 then
return unpack(values)
end
nearest.x, nearest.y, nearest.z = base.x, base.y, base.z
if intersectx < intersecty then
if intersectx < intersectz then
base.x = base.x + stepx
distance = intersectx
intersectx = intersectx + componentx
else
base.z = base.z + stepz
distance = intersectz
intersectz = intersectz + componentz
end
elseif intersecty < intersectz then
base.y = base.y + stepy
distance = intersecty
intersecty = intersecty + componenty
else
base.z = base.z + stepz
distance = intersectz
intersectz = intersectz + componentz
end
end
end

View File

@ -0,0 +1 @@
worldedit

View File

@ -0,0 +1,120 @@
do return end
do
local MAX_VOLUME = 30 * 30 * 30
local we = worldedit
local volume = we.volume
local safewrap = function(func)
return function(pos1, pos2, ...)
if validbox(pos1, pos2) then
return func(pos1, pos2, ...)
end
return 0, pos1, pos2
end
end
local validbox = function(pos1, pos2)
tpos1, tpos2 = we.sort_pos(pos1, pos2)
if volume(tpos1, tpos2) > MAX_VOLUME then
return false
end
--check for ownership of area if ownership mod is installed
if owner_defs then
local inside = false
for _, def in pairs(owner_defs) do
--sort positions
local tdef = {x1=def.x1, x2 = def.x2, y1=def.y1, y2=def.y2, z1=def.z1, z2=def.z2}
if tdef.x1 > tdef.x2 then
tdef.x1, tdef.x2 = tdef.x2, tdef.x1
end
if tdef.y1 > tdef.y2 then
tdef.y1, tdef.y2 = tdef.y2, tdef.y1
end
if tdef.z1 > tdef.z2 then
tdef.z1, tdef.z2 = tdef.z2, tdef.z1
end
--check ownership
if tpos1.x >= tdef.x1 and tpos1.x <= tdef.x2
and tpos2.x >= tdef.x1 and tpos2.x <= tdef.x2
and tpos1.y >= tdef.y1 and tpos1.y <= tdef.y2
and tpos2.y >= tdef.y1 and tpos2.y <= tdef.y2
and tpos1.z >= tdef.z1 and tpos1.z <= tdef.z2
and tpos2.z >= tdef.z1 and tpos2.z <= tdef.z2
and name == def.owner then --wip: name isn't available here
inside = true
break
end
end
if not inside then
return false
end
end
return true
end
worldedit = {
sort_pos = we.sort_pos,
set = safewrap(we.set),
replace = safewrap(we.replace),
replaceinverse = safewrap(we.replaceinverse),
copy = function(pos1, pos2, axis, amount)
tpos1, tpos2 = we.sort_pos(pos1, pos2)
tpos1[axis] = tpos1[axis] + amount
tpos2[axis] = tpos2[axis] + amount
if validbox(pos1, pos2) and validbox(tpos1, tpos2) then
we.copy(pos1, pos2, axis, amount)
else
return 0
end
end,
move = function(pos1, pos2, axis, amount)
tpos1, tpos2 = we.sort_pos(pos1, pos2)
tpos1[axis] = tpos1[axis] + amount
tpos2[axis] = tpos2[axis] + amount
if validbox(pos1, pos2) and validbox(tpos1, tpos2) then
we.move(pos1, pos2, axis, amount)
else
return 0
end
end,
stack = function(pos1, pos2, axis, count)
tpos1, tpos2 = we.sort_pos(pos1, pos2)
local length = (tpos2[axis] - tpos1[axis] + 1) * count
if count < 0 then
tpos1[axis] = tpos1[axis] + length
else
tpos2[axis] = tpos2[axis] + length
end
if validbox(tpos1, tpos2) then
we.stack(pos1, pos2, axis, amount)
else
return 0
end
end,
--wip: add transpose, rotate safely
flip = safewrap(we.flip),
orient = safewrap(we.orient),
fixlight = safewrap(we.fixlight),
--wip: add primitives here
volume = we.volume,
hide = safewrap(we.hide),
suppress = safewrap(we.suppress),
highlight = safewrap(we.highlight),
restore = safewrap(we.restore),
serialize = safewrap(we.serialize),
allocate = we.allocate,
deserialize = function(originpos, value)
local tpos1, tpos2 = we.allocate(originpos, value)
if validbox(tpos1, tpos2) then
we.deserialize(originpos, value)
else
return 0
end
end,
}
end

View File

@ -0,0 +1 @@
worldedit_commands

View File

@ -0,0 +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")
worldedit.alias_chatcommand("/clro", "/clearobjects")