diff options
| author | Uberi <azhang9@gmail.com> | 2014-07-06 19:42:02 -0400 | 
|---|---|---|
| committer | Uberi <azhang9@gmail.com> | 2014-07-06 19:42:02 -0400 | 
| commit | 175ac211ca06af7eec9dfbc62e11e1d6eb448c03 (patch) | |
| tree | 37a75c6557cfd06672598f81f0998e921c101c13 | |
| parent | b32aadd7fafdaef8c6ab1dd578860717d144d4f9 (diff) | |
Documentation for `//stack2`, code style fixes, add author section to README.
| -rw-r--r-- | Chat Commands.md | 15 | ||||
| -rw-r--r-- | README.md | 15 | ||||
| -rw-r--r-- | worldedit/manipulations.lua | 234 | ||||
| -rw-r--r-- | worldedit_commands/init.lua | 47 | 
4 files changed, 165 insertions, 146 deletions
| diff --git a/Chat Commands.md b/Chat Commands.md index c3d5250..8faac65 100644 --- a/Chat Commands.md +++ b/Chat Commands.md @@ -98,13 +98,13 @@ Display the volume of the current WorldEdit region.      //volume
 -### `//set <node>`
 +### `//set <node1> ...`
 -Set the current WorldEdit region to `<node>`.
 +Set the current WorldEdit region to a random mix of `<node1>`, `...`.
      //set air
 -    //set cactus
 -    //set Bronze Block
 +    //set cactus stone glass
 +    //set Bronze
      //set mesecons:wire_00000000_off
  ### `//replace <search node> <replace node>`
 @@ -219,6 +219,13 @@ Stack the current WorldEdit region along the x/y/z/? axis `<count>` times.      //stack z +5
      //stack ? 12
 +### `//stack2 <count> <x> <y> <z>`
 +
 +Stack the current WorldEdit region `<count>` times by offset `<x>`, `<y>`, `<z>`.
 +
 +    //stack2 5 3 8 2
 +    //stack2 1 -1 -1 -1
 +
  ### `//scale <factor>`
  Scale the current WorldEdit positions and region by a factor of positive integer `<factor>` with position 1 as the origin.
 @@ -130,6 +130,21 @@ The WorldEdit Schematic format is accessed via the WorldEdit API, or WorldEdit s  The second is the Minetest Schematic format (MTS). The details of this format may be found in the Minetest documentation and are out of the scope of this document. Access to this format is done via specialized MTS commands such as `//mtschemcreate` and `//mtschemplace`. +Authors +------- +WorldEdit would not be possible without the contributions of many developers and designers. Below, they are listed alphabetically: + +    cheapie +    cornernote +    cyisfor +    electricface +    kaeza +    khonkhortisan +    sfan5 +    ShadowNinja +    spillz +    Uberi/Temperest +  License  -------  Copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote). diff --git a/worldedit/manipulations.lua b/worldedit/manipulations.lua index 0a37e16..80541fc 100644 --- a/worldedit/manipulations.lua +++ b/worldedit/manipulations.lua @@ -48,8 +48,16 @@ worldedit.set = function(pos1, pos2, nodenames)      for i,v in ipairs(nodenames) do
          node_ids[i] = minetest.get_content_id(nodenames[i])
      end
 -	for i in area:iterp(pos1, pos2) do
 -		nodes[i] = node_ids[math.random(#node_ids)]
 +	if #node_ids == 1 then --only one type of node
 +		local id = node_ids[1]
 +		for i in area:iterp(pos1, pos2) do
 +			nodes[i] = node_ids[id]
 +		end
 +	else --fill randomly with all types of specified nodes
 +		local id_count, rand = #node_ids, math.random
 +		for i in area:iterp(pos1, pos2) do
 +			nodes[i] = node_ids[rand(id_count)]
 +		end
  	end
  	--update map nodes
 @@ -173,126 +181,126 @@ worldedit.copy = function(pos1, pos2, axis, amount) --wip: replace the old versi  end
  worldedit.copy2 = function(pos1, pos2, direction, volume)
 -    -- the overlap shouldn't matter as long as we
 -    -- 1) start at the furthest separated corner
 -    -- 2) complete an edge before moving inward, either edge works
 -    -- 3) complete a face before moving inward, similarly
 -    --
 -    -- to do this I
 -    -- 1) find the furthest destination in the direction, of each axis
 -    -- 2) call those the furthest separated corner
 -    -- 3) make sure to iterate inward from there
 -    -- 4) nested loop to make sure complete edge, complete face, then complete cube.
 -    
 +	-- the overlap shouldn't matter as long as we
 +	-- 1) start at the furthest separated corner
 +	-- 2) complete an edge before moving inward, either edge works
 +	-- 3) complete a face before moving inward, similarly
 +	--
 +	-- to do this I
 +	-- 1) find the furthest destination in the direction, of each axis
 +	-- 2) call those the furthest separated corner
 +	-- 3) make sure to iterate inward from there
 +	-- 4) nested loop to make sure complete edge, complete face, then complete cube.
 +
  	local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
 -    local somemeta = get_meta(pos1) -- hax lol
 -    local to_table = somemeta.to_table
 -    local from_table = somemeta.from_table
 -    somemeta = nil
 +	local somemeta = get_meta(pos1) -- hax lol
 +	local to_table = somemeta.to_table
 +	local from_table = somemeta.from_table
 +	somemeta = nil
  	local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
  	local manip = minetest.get_voxel_manip()
  	manip:read_from_map(pos1, pos2)
 -    local sx,sy,sz -- direction sign
 -    local ix,iy,iz -- initial destination
 -    local ex,ey,ez -- final destination
 -    local originalx,originaly,originalz -- source 
 -    -- vim -> :'<,'>s/\<\([ioes]\?\)x\>/\1y/g
 -    if direction.x > 0 then 
 -        originalx = pos2.x
 -        ix = originalx + direction.x
 -        ex = pos1.x + direction.x
 -        sx = -1
 -    elseif direction.x < 0 then 
 -        originalx = pos1.x
 -        ix = originalx + direction.x
 -        ex = pos2.x + direction.x
 -        sx = 1
 -    else 
 -        originalx = pos1.x
 -        ix = originalx -- whatever
 -        ex = pos2.x
 -        sx = 1
 -    end
 +	local sx, sy, sz -- direction sign
 +	local ix, iy, iz -- initial destination
 +	local ex, ey, ez -- final destination
 +	local originalx, originaly, originalz -- source
 +	-- vim -> :'<,'>s/\<\([ioes]\?\)x\>/\1y/g
 +	if direction.x > 0 then
 +		originalx = pos2.x
 +		ix = originalx + direction.x
 +		ex = pos1.x + direction.x
 +		sx = -1
 +	elseif direction.x < 0 then
 +		originalx = pos1.x
 +		ix = originalx + direction.x
 +		ex = pos2.x + direction.x
 +		sx = 1
 +	else
 +		originalx = pos1.x
 +		ix = originalx -- whatever
 +		ex = pos2.x
 +		sx = 1
 +	end
 -    if direction.y > 0 then 
 -        originaly = pos2.y
 -        iy = originaly + direction.y
 -        ey = pos1.y + direction.y
 -        sy = -1
 -    elseif direction.y < 0 then 
 -        originaly = pos1.y
 -        iy = originaly + direction.y
 -        ey = pos2.y + direction.y
 -        sy = 1
 -    else 
 -        originaly = pos1.y
 -        iy = originaly -- whatever
 -        ey = pos2.y
 -        sy = 1
 -    end
 +	if direction.y > 0 then
 +		originaly = pos2.y
 +		iy = originaly + direction.y
 +		ey = pos1.y + direction.y
 +		sy = -1
 +	elseif direction.y < 0 then
 +		originaly = pos1.y
 +		iy = originaly + direction.y
 +		ey = pos2.y + direction.y
 +		sy = 1
 +	else
 +		originaly = pos1.y
 +		iy = originaly -- whatever
 +		ey = pos2.y
 +		sy = 1
 +	end
 -    if direction.z > 0 then 
 -        originalz = pos2.z
 -        iz = originalz + direction.z
 -        ez = pos1.z + direction.z
 -        sz = -1
 -    elseif direction.z < 0 then 
 -        originalz = pos1.z
 -        iz = originalz + direction.z
 -        ez = pos2.z + direction.z
 -        sz = 1
 -    else 
 -        originalz = pos1.z
 -        iz = originalz -- whatever
 -        ez = pos2.z
 -        sz = 1
 -    end
 -    -- print('copy',originalx,ix,ex,sx,originaly,iy,ey,sy,originalz,iz,ez,sz)
 -
 -    local ox,oy,oz
 -
 -    ox = originalx
 -    for x = ix,ex,sx do
 -        oy = originaly
 -        for y = iy,ey,sy do
 -            oz = originalz
 -            for z = iz,ez,sz do
 -                -- reusing pos1/pos2 as source/dest here
 -                pos1.x = ox; pos1.y = oy; pos1.z = oz
 -                pos2.x = x; pos2.y = y; pos2.z = z
 -                local node = get_node(pos1)
 +	if direction.z > 0 then
 +		originalz = pos2.z
 +		iz = originalz + direction.z
 +		ez = pos1.z + direction.z
 +		sz = -1
 +	elseif direction.z < 0 then
 +		originalz = pos1.z
 +		iz = originalz + direction.z
 +		ez = pos2.z + direction.z
 +		sz = 1
 +	else
 +		originalz = pos1.z
 +		iz = originalz -- whatever
 +		ez = pos2.z
 +		sz = 1
 +	end
 +	-- print('copy',originalx,ix,ex,sx,originaly,iy,ey,sy,originalz,iz,ez,sz)
 +
 +	local ox,oy,oz
 +
 +	ox = originalx
 +	for x = ix, ex, sx do
 +		oy = originaly
 +		for y = iy, ey, sy do
 +			oz = originalz
 +			for z = iz, ez, sz do
 +				-- reusing pos1/pos2 as source/dest here
 +				pos1.x, pos1.y, pos1.z = ox, oy, oz
 +				pos2.x, pos2.y, pos2.z = x, y, z
 +				local node = get_node(pos1)
  				local meta = to_table(get_meta(pos1)) --get meta of current node
 -                add_node(pos2,node)
 -                from_table(get_meta(pos2),meta)
 -                oz = oz + sz
 -            end
 -            oy = oy + sy
 -        end
 -        ox = ox + sx
 -    end
 -end            
 -
 -worldedit.stack2 = function(pos1, pos2, direction, amount, finished) 
 -    local i = 0
 -    local translated = {x=0,y=0,z=0}
 -    local function nextone()
 -        if i <= amount then
 -            i = i + 1
 -            translated.x = translated.x + direction.x
 -            translated.y = translated.y + direction.y
 -            translated.z = translated.z + direction.z
 -            worldedit.copy2(pos1,pos2,translated,volume)
 -            minetest.after(0,nextone)
 -        else
 -            if finished then
 -                finished()
 -            end
 -        end
 -    end
 -    nextone()
 -    return nil
 +				add_node(pos2,node)
 +				from_table(get_meta(pos2),meta)
 +				oz = oz + sz
 +			end
 +			oy = oy + sy
 +		end
 +		ox = ox + sx
 +	end
 +end
 +
 +worldedit.stack2 = function(pos1, pos2, direction, amount, finished)
 +	local i = 0
 +	local translated = {x=0,y=0,z=0}
 +	local function nextone()
 +		if i <= amount then
 +			i = i + 1
 +			translated.x = translated.x + direction.x
 +			translated.y = translated.y + direction.y
 +			translated.z = translated.z + direction.z
 +			worldedit.copy2(pos1, pos2, translated, volume)
 +			minetest.after(0, nextone)
 +		else
 +			if finished then
 +				finished()
 +			end
 +		end
 +	end
 +	nextone()
 +	return nil
  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
 diff --git a/worldedit_commands/init.lua b/worldedit_commands/init.lua index e7b0f74..3fa9422 100644 --- a/worldedit_commands/init.lua +++ b/worldedit_commands/init.lua @@ -279,19 +279,18 @@ minetest.register_chatcommand("/volume", {  })
  minetest.register_chatcommand("/set", {
 -	params = "<node>",
 -	description = "Set the current WorldEdit region to <node>",
 +	params = "<node1> ...",
 +	description = "Set the current WorldEdit region to a random mix of <node1>, ...",
  	privs = {worldedit=true},
  	func = safe_region(function(name, param)
          local nodes = {}
 -
          for nodename in param:gmatch("[^%s]+") do
              local node = get_node(name, nodename)
              if not node then
 -                worldedit.player_notify(name, 'Could not identify node "'..name..'"')
 +                worldedit.player_notify(name, "Could not identify node \"" .. name .. "\"")
                  return
              end
 -            nodes[#nodes+1] = node
 +            nodes[#nodes + 1] = node
          end
  		local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
 @@ -620,47 +619,37 @@ minetest.register_chatcommand("/stack", {  })
  minetest.register_chatcommand("/stack2", {
 -	params = "<count> <x>/<y>/<z>",
 -	description = "Stack the current WorldEdit region <count> times translating each time by x, y and z in the respective directions.",
 +	params = "<count> <x> <y> <z>",
 +	description = "Stack the current WorldEdit region <count> times by offset <x>, <y>, <z>",
  	privs = {worldedit=true},
  	func = function(name, param)
  		local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
          if pos1 == nil or pos2 == nil then
 -            worldedit.player_notify(name, "Select a position first!")
 +			worldedit.player_notify(name, "Select a position first!")
              return
          end
 -        local repetitions, incs = param:match("([0-9]+)%s*(.+)")
 -        repetitions = repetitions and tonumber(repetitions)
 +        local repetitions, incs = param:match("(%d+)%s*(.+)")
          if repetitions == nil then
  			worldedit.player_notify(name, "invalid count: " .. param)
 -            return 
 +            return
          end
 +		repetitions = tonumber(repetitions)
 -        local x,y,z = incs:match("(.+)/(.+)/(.+)")
 +        local x, y, z = incs:match("([+-]?%d+) ([+-]%d+) ([+-]%d+)")
          if x == nil then
              worldedit.player_notify(name, "invalid increments: " .. param)
              return
          end
 -        x = tonumber(x)
 -        y = tonumber(y)
 -        z = tonumber(z)
 -        if x == nil or y == nil or z == nil then
 -            worldedit.player_notify(name, "increments must be numbers: " .. param)
 -            return
 -        end
 +        x, y, z = tonumber(x), tonumber(y), tonumber(z)
 -        local count = worldedit.volume(pos1,pos2) * repetitions
 +        local count = worldedit.volume(pos1, pos2) * repetitions
          return safe_region(function()
 -   		  worldedit.stack2(pos1, pos2, {x=x,y=y,z=z}, repetitions,
 -          function()
 -		    worldedit.player_notify(name, count .. " nodes stacked")
 -        end)
 -
 -        end,
 -        function() 
 -            return count
 -    	end)(name,param) -- more hax
 +			worldedit.stack2(pos1, pos2, {x=x, y=y, z=z}, repetitions,
 +				function() worldedit.player_notify(name, count .. " nodes stacked") end)
 +		end, function()
 +			return count
 +		end)(name,param) -- more hax
  	end
  })
 | 
