Add //homogenize, //lua, and //luatransform commands, as well as their documentation.

master
Anthony Zhang 2013-01-12 18:20:41 -05:00
parent c27ab877f1
commit e2f1c4ef17
5 changed files with 138 additions and 8 deletions

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@ -238,4 +238,18 @@ Save the current WorldEdit region including metadata to "(world folder)/schems/<
Load nodes and metadata from "(world folder)/schems/<file>.wem" with position 1 of the current WorldEdit region as the origin.
//metaload some random filename
//metaload huge_base
//metaload 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.env:add_node(pos, {name="default:stone"})
//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.
Loads the nodes and meta from `file` to position `pos1`.
Returns the number of nodes loaded.
Returns the number of nodes loaded.
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.

43
worldedit/code.lua Normal file
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@ -0,0 +1,43 @@
worldedit = worldedit or {}
--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()
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

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@ -1,4 +1,6 @@
dofile(minetest.get_modpath("worldedit") .. "/manipulations.lua")
dofile(minetest.get_modpath("worldedit") .. "/primitives.lua")
dofile(minetest.get_modpath("worldedit") .. "/visualization.lua")
dofile(minetest.get_modpath("worldedit") .. "/serialization.lua")
local path = minetest.get_modpath("worldedit")
dofile(path .. "/manipulations.lua")
dofile(path .. "/primitives.lua")
dofile(path .. "/visualization.lua")
dofile(path .. "/serialization.lua")
dofile(path .. "/code.lua")

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@ -169,7 +169,7 @@ minetest.register_chatcommand("/set", {
minetest.register_chatcommand("/replace", {
params = "<search node> <replace node>",
description = "Replace all instances of <search node> with <place node> in the current WorldEdit region",
description = "Replace all instances of <search node> with <replace node> in the current WorldEdit region",
privs = {worldedit=true},
func = function(name, param)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
@ -197,6 +197,27 @@ minetest.register_chatcommand("/replace", {
end,
})
minetest.register_chatcommand("/homogenize", {
params = "<node>",
description = "Replace all non-air nodes with <node> in the current WorldEdit region",
privs = {worldedit=true},
func = function(name, param)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if pos1 == nil or pos2 == nil then
minetest.chat_send_player(name, "No WorldEdit region selected")
return
end
if not worldedit.node_is_valid(param) then
minetest.chat_send_player(name, "Invalid node name: " .. param)
return
end
local count = worldedit.homogenize(pos1, pos2, param)
minetest.chat_send_player(name, count .. " nodes homogenized")
end,
})
minetest.register_chatcommand("/hollowsphere", {
params = "<radius> <node>",
description = "Add hollow sphere at WorldEdit position 1 with radius <radius>, composed of <node>",
@ -811,9 +832,43 @@ minetest.register_chatcommand("/metaload", {
end
local count, err = worldedit.metaload(pos1, param)
if err then
minetest.chat_send_player(name, "error loading file: " .. err)
minetest.chat_send_player(name, "Error loading file: " .. err)
else
minetest.chat_send_player(name, count .. " nodes loaded")
end
end,
})
minetest.register_chatcommand("/lua", {
params = "<code>",
description = "Executes <code> as a Lua chunk in the global namespace",
privs = {worldedit=true},
func = function(name, param)
local err = worldedit.lua(param)
if err then
minetest.chat_send_player(name, "Code error: " .. err)
else
minetest.chat_send_player(name, "Code successfully executed")
end
end,
})
minetest.register_chatcommand("/luatransform", {
params = "<code>",
description = "Executes <code> as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region",
privs = {worldedit=true},
func = function(name, param)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if pos1 == nil or pos2 == nil then
minetest.chat_send_player(name, "No WorldEdit region selected")
return
end
local err = worldedit.luatransform(pos1, pos2, param)
if err then
minetest.chat_send_player(name, "Code error: " .. err)
else
minetest.chat_send_player(name, "Code successfully executed")
end
end,
})