Minetest-WorldEditAdditions/worldeditadditions_commands/commands/meta/subdivide.lua

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local wea = worldeditadditions
local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
-- Test command:
-- //multi //fp set1 1330 60 5455 //fp set2 1355 35 5430 //subdivide 10 10 10 fixlight //y
local function will_trigger_saferegion(name, cmd_name, args)
local def = wea_c.fetch_command_def(cmd_name)
if not def then return nil, "Error: That worldedit command could not be found (perhaps it hasn't been upgraded to worldedit.register_command() yet?)" end
if not def.parse then return nil, "Error: No parse method found (this is a bug)." end
local parsed = {def.parse(args)}
local parse_success = table.remove(parsed, 1)
if not parse_success then return nil, table.remove(parsed, 1) end
if not def.nodes_needed then return false end
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local result = def.nodes_needed(name, wea_c.table.unpack(parsed))
if not result then return nil, result end
if result > 10000 then return true end
return false
end
local function emerge_stats_tostring(tbl_emerge)
local result = {}
for key,value in pairs(tbl_emerge) do
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if value > 0 then
table.insert(result, string.format("%s=%d", key, value))
end
end
return table.concat(result, ", ")
end
worldeditadditions_core.register_command("subdivide", {
params = "<size_x> <size_y> <size_z> <command> <params>",
description = "Subdivides the given worldedit area into chunks and runs a worldedit command multiple times to cover the defined region. Note that the given command must NOT be prepended with any forward slashes - just like //cubeapply.",
privs = { worldedit = true },
require_pos = 2,
parse = function(params_text)
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local parts = wea_c.split(params_text, "%s+", false)
if #parts < 4 then
return false, "Error: Not enough arguments (try /help /subdivide)."
end
local chunk_size = {
x = tonumber(parts[1]),
y = tonumber(parts[2]),
z = tonumber(parts[3])
}
if chunk_size.x == nil then return false, "Error: Invalid value for size_x (must be an integer)." end
if chunk_size.y == nil then return false, "Error: Invalid value for size_y (must be an integer)." end
if chunk_size.z == nil then return false, "Error: Invalid value for size_x (must be an integer)." end
chunk_size.x = math.floor(chunk_size.x)
chunk_size.y = math.floor(chunk_size.y)
chunk_size.z = math.floor(chunk_size.z)
local cmd_name = parts[4]
if not wea_c.fetch_command_def(cmd_name) then
return false, "Error: The worldedit command '"..parts[4].."' does not exist (try /help)."
end
-- success, chunk_size, command_name, args
return true, chunk_size, parts[4], table.concat(parts, " ", 5)
end,
nodes_needed = function(name)
return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
end,
func = function(name, chunk_size, cmd_name, args)
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local time_total = wea_c.get_ms_time()
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local pos1, pos2 = Vector3.sort(worldedit.pos1[name], worldedit.pos2[name])
local volume = worldedit.volume(pos1, pos2)
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local cmd = wea_c.fetch_command_def(cmd_name)
-- Note that we don't need to check for //multi privileges, as it does it at runtime
if not minetest.check_player_privs(name, cmd.privs) then
return false, "Error: Your privileges are unsufficient to run '"..cmd_name.."'."
end
if cmd.require_pos ~= 2 then
return false, "Error: The WorldEdit command '"..cmd_name.."' does not take 2 region markers, so can't be executed using //subdivide."
end
-- local chunks_total = math.ceil((pos2.x - pos1.x) / (chunk_size.x - 1))
-- * math.ceil((pos2.y - pos1.y) / (chunk_size.y - 1))
-- * math.ceil((pos2.z - pos1.z) / (chunk_size.z - 1))
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local msg_prefix = "[ subdivide | "..wea_c.trim(table.concat({cmd_name, args}, " ")).." ] "
local time_last_msg = wea_c.get_ms_time()
local cmd_args_parsed = {cmd.parse(args)}
local success = table.remove(cmd_args_parsed, 1)
if not success then
return false, cmd_name..": "..(cmd_args_parsed[1] or "invalid usage")
end
wea.subdivide(pos1, pos2, chunk_size, function(cpos1, cpos2, stats)
-- Called on every subblock
if stats.chunks_completed == 1 then
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local chunk_size_display = Vector3.new(
stats.chunk_size.x + 1, -- x
stats.chunk_size.y + 1, -- y
stats.chunk_size.z + 1 -- z
)
worldedit.player_notify(name, string.format(
"%sStarting - chunk size: %s, %d chunks total (%d nodes)",
msg_prefix,
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tostring(chunk_size_display),
stats.chunks_total,
stats.volume_nodes
))
end
worldedit.player_notify_suppress(name)
wea_c.pos.set1(name, cpos1)
wea_c.pos.set2(name, cpos2)
-- worldedit.pos1[name] = cpos1
-- worldedit.pos2[name] = cpos2
-- worldedit.marker_update(name)
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cmd.func(name, wea_c.table.unpack(cmd_args_parsed))
if will_trigger_saferegion(name, cmd_name, args) then
minetest.registered_chatcommands["/y"].func(name)
end
worldedit.player_notify_unsuppress(name)
-- Send updates every 2 seconds, and after the first 3 chunks are done
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if wea_c.get_ms_time() - time_last_msg > 2 * 1000 or stats.chunks_completed == 3 or stats.chunks_completed == stats.chunks_total then
worldedit.player_notify(name,
string.format("%s%d / %d (~%.2f%%) complete | last chunk: %s, average: %s, %.2f%% emerge overhead, ETA: ~%s",
msg_prefix,
stats.chunks_completed, stats.chunks_total,
(stats.chunks_completed / stats.chunks_total) * 100,
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wea_c.format.human_time(math.floor(stats.times.step_last)), -- the time is an integer anyway because precision
wea_c.format.human_time(wea_c.average(stats.times.steps)),
stats.emerge_overhead * 100,
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wea_c.format.human_time(stats.eta)
)
)
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time_last_msg = wea_c.get_ms_time()
end
end, function(_, _, stats)
wea_c.pos.set1(name, pos1)
wea_c.pos.set2(name, pos2)
-- worldedit.pos1[name] = pos1
-- worldedit.pos2[name] = pos2
-- worldedit.marker_update(name)
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-- Called on completion
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minetest.log("action", string.format("%s used //subdivide at %s - %s, with %d chunks and %d total nodes in %s",
name,
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tostring(pos1),
tostring(pos2),
stats.chunks_completed,
stats.volume_nodes,
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wea_c.format.human_time(stats.times.total)
))
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worldedit.player_notify(name, string.format(
"%sComplete: %d chunks processed in %s (%.2f%% emerge overhead, emerge totals: %s)",
msg_prefix,
stats.chunks_completed,
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wea_c.format.human_time(stats.times.total),
stats.emerge_overhead * 100,
emerge_stats_tostring(stats.emerge)
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))
end)
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return true
end
})