Add //homogenize, //lua, and //luatransform commands, as well as their documentation.
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@ -238,4 +238,18 @@ Save the current WorldEdit region including metadata to "(world folder)/schems/<
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Load nodes and metadata from "(world folder)/schems/<file>.wem" with position 1 of the current WorldEdit region as the origin.
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//metaload some random filename
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//metaload huge_base
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//metaload huge_base
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### //lua <code>
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Executes <code> as a Lua chunk in the global namespace.
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//lua worldedit.pos1["singleplayer"] = {x=0, y=0, z=0}
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//lua worldedit.rotate(worldedit.pos1["singleplayer"], worldedit.pos2["singleplayer"], "y", 90)
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### //luatransform <code>
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Executes <code> as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region.
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//luatransform minetest.env:add_node(pos, {name="default:stone"})
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//luatransform if minetest.env:get_node(pos).name == "air" then minetest.env:add_node(pos, {name="default:water_source"})
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@ -182,4 +182,20 @@ Returns the number of nodes saved.
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Loads the nodes and meta from `file` to position `pos1`.
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Returns the number of nodes loaded.
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Returns the number of nodes loaded.
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Code
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----
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Contained in code.lua, this module allows arbitrary Lua code to be used with WorldEdit.
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### error = worldedit.lua(code)
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Executes `code` as a Lua chunk in the global namespace.
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Returns an error if the code fails or nil otherwise.
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### error = worldedit.luatransform(pos1, pos2, code)
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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`.
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Returns an error if the code fails or nil otherwise.
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@ -0,0 +1,43 @@
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worldedit = worldedit or {}
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--executes `code` as a Lua chunk in the global namespace, returning an error if the code fails or nil otherwise
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worldedit.lua = function(code)
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local operation, message = loadstring(code)
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if operation == nil then --code parsing failed
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return message
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end
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local status, message = pcall(operation)
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if status == nil then --operation failed
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return message
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end
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return nil
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end
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--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
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worldedit.luatransform = function(pos1, pos2, code)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local factory, message = loadstring("return function(pos) " .. code .. " end")
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if factory == nil then --code parsing failed
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return message
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end
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local operation = factory()
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local pos = {x=pos1.x, y=0, z=0}
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while pos.x <= pos2.x do
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pos.y = pos1.y
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while pos.y <= pos2.y do
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pos.z = pos1.z
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while pos.z <= pos2.z do
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local status, message = pcall(operation, pos)
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if status == nil then --operation failed
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return message
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end
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pos.z = pos.z + 1
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end
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pos.y = pos.y + 1
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end
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pos.x = pos.x + 1
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end
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return nil
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end
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@ -1,4 +1,6 @@
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dofile(minetest.get_modpath("worldedit") .. "/manipulations.lua")
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dofile(minetest.get_modpath("worldedit") .. "/primitives.lua")
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dofile(minetest.get_modpath("worldedit") .. "/visualization.lua")
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dofile(minetest.get_modpath("worldedit") .. "/serialization.lua")
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local path = minetest.get_modpath("worldedit")
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dofile(path .. "/manipulations.lua")
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dofile(path .. "/primitives.lua")
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dofile(path .. "/visualization.lua")
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dofile(path .. "/serialization.lua")
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dofile(path .. "/code.lua")
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@ -169,7 +169,7 @@ minetest.register_chatcommand("/set", {
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minetest.register_chatcommand("/replace", {
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params = "<search node> <replace node>",
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description = "Replace all instances of <search node> with <place node> in the current WorldEdit region",
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description = "Replace all instances of <search node> with <replace node> in the current WorldEdit region",
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privs = {worldedit=true},
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func = function(name, param)
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local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
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@ -197,6 +197,27 @@ minetest.register_chatcommand("/replace", {
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end,
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})
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minetest.register_chatcommand("/homogenize", {
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params = "<node>",
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description = "Replace all non-air nodes with <node> in the current WorldEdit region",
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privs = {worldedit=true},
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func = function(name, param)
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local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
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if pos1 == nil or pos2 == nil then
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minetest.chat_send_player(name, "No WorldEdit region selected")
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return
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end
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if not worldedit.node_is_valid(param) then
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minetest.chat_send_player(name, "Invalid node name: " .. param)
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return
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end
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local count = worldedit.homogenize(pos1, pos2, param)
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minetest.chat_send_player(name, count .. " nodes homogenized")
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end,
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})
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minetest.register_chatcommand("/hollowsphere", {
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params = "<radius> <node>",
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description = "Add hollow sphere at WorldEdit position 1 with radius <radius>, composed of <node>",
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@ -811,9 +832,43 @@ minetest.register_chatcommand("/metaload", {
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end
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local count, err = worldedit.metaload(pos1, param)
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if err then
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minetest.chat_send_player(name, "error loading file: " .. err)
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minetest.chat_send_player(name, "Error loading file: " .. err)
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else
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minetest.chat_send_player(name, count .. " nodes loaded")
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end
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end,
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})
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minetest.register_chatcommand("/lua", {
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params = "<code>",
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description = "Executes <code> as a Lua chunk in the global namespace",
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privs = {worldedit=true},
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func = function(name, param)
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local err = worldedit.lua(param)
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if err then
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minetest.chat_send_player(name, "Code error: " .. err)
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else
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minetest.chat_send_player(name, "Code successfully executed")
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end
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end,
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})
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minetest.register_chatcommand("/luatransform", {
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params = "<code>",
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description = "Executes <code> as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region",
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privs = {worldedit=true},
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func = function(name, param)
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local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
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if pos1 == nil or pos2 == nil then
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minetest.chat_send_player(name, "No WorldEdit region selected")
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return
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end
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local err = worldedit.luatransform(pos1, pos2, param)
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if err then
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minetest.chat_send_player(name, "Code error: " .. err)
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else
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minetest.chat_send_player(name, "Code successfully executed")
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end
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end,
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})
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