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-- ██ ██ ██ ██
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-- ██████ ██ ██
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-- LuaJIT bit polyfill
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-- @source https://github.com/Rabios/polyfill.lua/blob/master/polyfill.lua
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-- Adapted for Minetest by Starbeamrainbowlabs
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-- Note that this file is MIT licenced, and NOT MPL-2.0!
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-- @licence MIT
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-- Docs: http://bitop.luajit.org/api.html
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-- module: bit
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--- LuaJIT bit polyfill
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-- Adapted for Minetest by Starbeamrainbowlabs
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--
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-- Note that this file is MIT licenced, and NOT MPL-2.0!
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--
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-- Docs: http://bitop.luajit.org/api.html
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--
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-- TODO: Document these.
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-- @module worldeditadditions_core.bit
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-- @source https://github.com/Rabios/polyfill.lua/blob/master/polyfill.lua
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-- @licence MIT
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local bit_local
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@ -1,6 +1,12 @@
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local wea_c = worldeditadditions_core
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---
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-- @module worldeditadditions_core
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--- Interpolates between the 2 given points
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--
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-- TODO: refactor numbers.lua and move this function into there instead
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-- @param a Vector3|number The starting point.
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-- @param b Vector3|number The ending point.
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-- @param time number The percentage between 0 and 1 to interpolate to.
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@ -1,3 +1,12 @@
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-- ██ ███ ██ ███████ ██████ ███████ ██████ ████████
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-- ██ ████ ██ ██ ██ ██ ██ ██ ██
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-- ██ ██ ██ ██ ███████ ██████ █████ ██ ██
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██ ██ ████ ███████ ██ ███████ ██████ ██
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---
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-- @module worldeditadditions_core
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--- Serialises an arbitrary value to a string.
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-- Note that although the resulting table *looks* like valid Lua, it isn't.
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-- Completely arbitrarily, if a table (or it's associated metatable) has the
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@ -1,3 +1,7 @@
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--- Functions to abstract file I/O away.
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-- I'm very suspicious of Minetest's API changing from under our feet.
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-- @namespace worldeditadditions_core.io
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local io = {
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-- Ref https://minetest.gitlab.io/minetest/minetest-namespace-reference/#utilities
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scandir = function(dirpath)
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@ -21,7 +21,7 @@ local function round(num, numDecimalPlaces)
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return math.floor(num * mult + 0.5) / mult
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end
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--- Pads str to length len with char from right
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-- Pads str to length len with char from right
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-- @source https://snipplr.com/view/13092/strlpad--pad-string-to-the-left
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local function str_padend(str, len, char)
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if char == nil then char = ' ' end
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@ -1,5 +1,7 @@
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local wea_c = worldeditadditions_core
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---
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-- @module worldeditadditions_core
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local node_id_air = minetest.get_content_id("air")
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local node_id_ignore = minetest.get_content_id("ignore")
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@ -104,6 +106,7 @@ function wea_c.register_sapling_alias_many(tbl)
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end
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return true
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end
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--- Returns the current key ⇒ value table of sapling names and aliases.
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-- @return table
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function wea_c.get_all_sapling_aliases()
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local wea_c = worldeditadditions_core
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---
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-- @module worldeditadditions_core
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--- Makes an associative table of node_name => weight into a list of node ids.
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-- Node names with a higher weight are repeated more times.
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function wea_c.make_weighted(tbl)
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local wea_c = worldeditadditions_core
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---
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-- @module worldeditadditions_core
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-- From http://lua-users.org/wiki/SimpleRound
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--- Rounds a number to a given number of decimal places.
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-- @source http://lua-users.org/wiki/SimpleRound
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-- @param num number The number to round.
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-- @param numDecimalPlaces number The number of decimal places to round to. Should be an integer greater than or equal to 0.
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function wea_c.round(num, numDecimalPlaces)
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local mult = 10^(numDecimalPlaces or 0)
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return math.floor(num * mult + 0.5) / mult
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end
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--- Calculates the length of the hypoentuse of a right-angled triangle.
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-- TODO: Document this function
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function wea_c.hypotenuse(x1, y1, x2, y2)
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local xSquare = (x1 - x2) ^ 2;
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local ySquare = (y1 - y2) ^ 2;
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return math.sqrt(xSquare + ySquare);
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end
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--- Adds up all the numbers in the given list
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-- @param number[] The list of numbers to add.
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-- @returns number The sum total of all the numbers in the given list.
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function wea_c.sum(list)
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if #list == 0 then return 0 end
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local sum = 0
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local wea_c = worldeditadditions_core
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local v3 = worldeditadditions_core.Vector3
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---
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-- @module worldeditadditions_core
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--- Returns the player's position (at leg level).
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-- @param name string The name of the player to return facing direction of.
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-- @return vector Returns position.
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local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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---
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-- @module worldeditadditions_core
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--- Raycasts to find a node in the direction the given player is looking.
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--
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-- This function is not currently aware of custom hitboxes.
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-- @param player Player The player object to raycast from.
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-- @param maxdist number The maximum distance to raycast.
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-- @param skip_liquid bool Whether to skip liquids when raycasting.
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@ -1,6 +1,6 @@
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--- Sets for lua!
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--= Sets for lua!
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-- local Set = {}
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--- Option 1:
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--= Option 1:
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-- Set.__index = Set
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-- Set.__newindex = function(tbl, key, value)
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-- if not tbl.__protected[key] then
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@ -18,6 +18,9 @@
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-- }
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--- Option 2:
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--- Set implementation for Lua.
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-- @class worldeditadditions_core.Set
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local Set = {}
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Set.__index = Set
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Set.__newindex = function(tbl, key, value)
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@ -1,6 +1,10 @@
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local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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---
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-- @module worldeditadditions_core.terrain
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--- Applies changes to a heightmap to a Voxel Manipulator data block.
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-- @param pos1 vector Position 1 of the defined region
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-- @param pos2 vector Position 2 of the defined region
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local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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---
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-- @module worldeditadditions_core.terrain
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--- Calculates a normal map for the given heightmap.
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-- Caution: This method (like worldeditadditions.make_heightmap) works on
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local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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---
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-- @module worldeditadditions_core.terrain
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--- Converts a 2d heightmap into slope values in radians.
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-- Convert a radians to degrees by doing (radians*math.pi) / 180 for display,
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local wea_c = worldeditadditions_core
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--- Functions for working with 2D terrain maps.
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-- @namespace worldeditadditions_core.terrain
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local terrain = {
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make_heightmap = dofile(wea_c.modpath.."/utils/terrain/make_heightmap.lua"),
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calculate_normals = dofile(wea_c.modpath.."/utils/terrain/calculate_normals.lua"),
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local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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---
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-- @module worldeditadditions_core.terrain
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--- Given a manip object and associates, generates a 2D x/z heightmap.
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-- Note that pos1 and pos2 should have already been pushed through
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