Minetest-WorldEditAdditions/worldeditadditions/lib/fillcaves.lua

65 lines
2.4 KiB
Lua
Raw Normal View History

2022-09-19 01:18:03 +02:00
local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
---
-- @module worldeditadditions
2022-09-19 01:18:03 +02:00
--- Fill caves command. Fills underneath non-air nodes in the defined region.
2023-07-04 23:55:12 +02:00
-- @param pos1 Vector3 pos1 of the defined region to fill caves in.
-- @param pos2 Vector3 pos2 of the defined region to fill caves in.
-- @param node_name string The name of the node to replace air nodes with. Should have been already normalised, as with all other worldeditadditions.* functions.
-- @returns bool,{replaced=number} 1. Whether the fill caves operation was successful or not.
-- 2. A table of statistics about the operation. Currently the only key in this table is `replaced`, which is the number of (air-like) nodes that were replaced during the operation.
2020-08-26 20:17:07 +02:00
function worldeditadditions.fillcaves(pos1, pos2, node_name)
2022-09-19 01:18:03 +02:00
pos1, pos2 = Vector3.sort(pos1, pos2)
2020-08-26 20:17:07 +02:00
-- pos2 will always have the highest co-ordinates now
-- Fetch the nodes in the specified area
local manip, area = worldedit.manip_helpers.init(pos1, pos2)
local data = manip:get_data()
local node_id_replace = minetest.get_content_id(node_name)
local node_id_ignore = minetest.get_content_id("ignore")
2022-09-19 01:18:03 +02:00
-- minetest.log("action", "pos1: " .. pos1)
-- minetest.log("action", "pos2: " .. pos2)
2020-08-26 20:17:07 +02:00
-- z y x is the preferred loop order, but that isn't really possible here
local changes = { replaced = 0 }
for z = pos2.z, pos1.z, -1 do
for x = pos2.x, pos1.x, -1 do
local is_first_node_in_col = true
local prev_is_air = false
local found_toplayer = false
for y = pos2.y, pos1.y, -1 do
local i = area:index(x, y, z)
2022-09-19 01:18:03 +02:00
local is_air = wea_c.is_airlike(data[i]) or wea_c.is_liquidlike(data[i])
2020-08-26 20:17:07 +02:00
local is_ignore = data[i] == node_id_ignore
-- If the previous node was air and this one isn't, then we've found the top level
if prev_is_air and not is_air then
found_toplayer = true
elseif is_first_node_in_col and not is_air then
found_toplayer = true
elseif found_toplayer and is_air and not is_ignore then
-- We've found the top layer already and this node is air,
-- so we should fill it in
data[i] = node_id_replace
changes.replaced = changes.replaced + 1
end
is_first_node_in_col = false
prev_is_air = is_air
end
end
end
-- Save the modified nodes back to disk & return
worldedit.manip_helpers.finish(manip, data)
return true, changes
end