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local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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local function parse_slope_range ( text )
if string.match ( text , " %.%. " ) then
-- It's in the form a..b
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local parts = wea_c.split ( text , " .. " , true )
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if not parts then return nil end
if # parts ~= 2 then return false , " Error: Exactly 2 numbers may be separated by a double dot '..' (e.g. 10..45) " end
local min_slope = tonumber ( parts [ 1 ] )
local max_slope = tonumber ( parts [ 2 ] )
if not min_slope then return false , " Error: Failed to parse the specified min_slope ' " .. tostring ( min_slope ) .. " ' value as a number. " end
if not max_slope then return false , " Error: Failed to parse the specified max_slope ' " .. tostring ( max_slope ) .. " ' value as a number. " end
-- math.rad converts degrees to radians
return true , math.rad ( min_slope ) , math.rad ( max_slope )
else
-- It's a single value
local max_slope = tonumber ( text )
if not max_slope then return nil end
return true , 0 , math.rad ( max_slope )
end
end
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-- ██████ ██ ██ ███████ ██████ ██ █████ ██ ██
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ██ ██ ██ █████ ██████ ██ ███████ ████
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██████ ████ ███████ ██ ██ ███████ ██ ██ ██
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worldeditadditions_core.register_command ( " layers " , {
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params = " [<max_slope|min_slope..max_slope>] [<node_name_1> [<layer_count_1>]] [<node_name_2> [<layer_count_2>]] ... " ,
description = " Replaces the topmost non-airlike nodes with layers of the given nodes from top to bottom. Like WorldEdit for MC's //naturalize command. Optionally takes a maximum or minimum and maximum slope value. If a column's slope value falls outside the defined range, then it's skipped. Default: dirt_with_grass dirt 3 " ,
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privs = { worldedit = true } ,
require_pos = 2 ,
parse = function ( params_text )
if not params_text or params_text == " " then
params_text = " dirt_with_grass dirt 3 "
end
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local parts = wea_c.split_shell ( params_text )
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local success , min_slope , max_slope
if # parts > 0 then
success , min_slope , max_slope = parse_slope_range ( parts [ 1 ] )
if success then
table.remove ( parts , 1 ) -- Automatically shifts other values down
end
end
if not min_slope then min_slope = 0 end
if not max_slope then max_slope = 180 end
local node_list
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success , node_list = wea_c.parse . weighted_nodes (
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parts ,
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true
)
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return success , node_list , min_slope , max_slope
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end ,
nodes_needed = function ( name )
return worldedit.volume ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] )
end ,
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func = function ( name , node_list , min_slope , max_slope )
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local start_time = wea_c.get_ms_time ( )
local pos1 , pos2 = Vector3.sort ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] )
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local changes = worldeditadditions.layers (
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pos1 , pos2 ,
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node_list ,
min_slope , max_slope
)
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local time_taken = wea_c.get_ms_time ( ) - start_time
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-- print("DEBUG min_slope", min_slope, "max_slope", max_slope)
-- print("DEBUG min_slope", math.deg(min_slope), "max_slope", math.deg(max_slope))
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minetest.log ( " action " , name .. " used //layers at " .. pos1 .. " - " .. pos2 .. " , replacing " .. changes.replaced .. " nodes and skipping " .. changes.skipped_columns .. " columns ( " .. changes.skipped_columns_slope .. " due to slope constraints) in " .. wea_c.format . human_time ( time_taken ) )
return true , changes.replaced .. " nodes replaced and " .. changes.skipped_columns .. " columns skipped ( " .. changes.skipped_columns_slope .. " due to slope constraints) in " .. wea_c.format . human_time ( time_taken )
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end
} )