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//replacemix: add command
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52
README.md
52
README.md
@ -18,8 +18,9 @@ If you can dream of it, it probably belongs here!
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- [`//maze3d <replace_node> [<path_length> [<path_width> [<path_depth> [<seed>]]]]`](#maze3d-replace_node-seed)
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- [`//maze3d <replace_node> [<path_length> [<path_width> [<path_depth> [<seed>]]]]`](#maze3d-replace_node-seed)
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- [`//bonemeal [<strength> [<chance>]]`](#bonemeal-strength-chance)
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- [`//bonemeal [<strength> [<chance>]]`](#bonemeal-strength-chance)
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- [`//walls <replace_node>`](#walls-replace_node)
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- [`//walls <replace_node>`](#walls-replace_node)
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- [`//replacemix <target_node> [<chance>] <replace_node_a> [<chance_a>] [<replace_node_b> [<chance_b>]] [<replace_node_N> [<chance_N>]] ....`]
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- [`//count`](#count)
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- [`//count`](#count)
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- [`//multi <command_a> <command_b> .....`](#multi-command_a-command_b-command_c-)
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- [`//multi <command_a> <command_b> ....`](#multi-command_a-command_b-command_c-)
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- [`//y`](#y)
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- [`//y`](#y)
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- [`//n`](#n)
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- [`//n`](#n)
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@ -141,6 +142,55 @@ Creates vertical walls of `<replace_node>` around the inside edges of the define
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//walls goldblock
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//walls goldblock
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```
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```
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### `//replacemix <target_node> [<chance>] <replace_node_a> [<chance_a>] [<replace_node_b> [<chance_b>]] [<replace_node_N> [<chance_N>]] ...`
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Replaces a given node with a random mix of other nodes. Functions like `//mix`.
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This command is best explained with examples:
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```
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//replacemix dirt stone
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```
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The above functions just like `//replace` - nothing special going on here. It replaces all `dirt` nodes with `stone`.
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Let's make it more interesting:
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```
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//replacemix dirt 5 stone
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```
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The above replaces 1 in every 5 `dirt` nodes with `stone`. Let's get even fancier:
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```
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//replacemix stone stone_with_diamond stone_with_gold
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```
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The above replaces `stone` nodes with a random mix of `stone_with_diamond` and `stone_with_gold` nodes. But wait - there's more!
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```
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//replacemix stone stone_with_diamond stone_with_gold 4
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```
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The above replaces `stone` nodes with a random mix of `stone_with_diamond` and `stone_with_gold` nodes as before, but this time in the ratio 1:4 (i.e. for every `stone_with_diamond` node there will be 4 `stone_with_gold` nodes). Note that the `1` for `stone_with_diamond` is implicit there.
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If we wanted to put all of the above features together into a single command, then we might do this:
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```
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//replacemix dirt 3 sandstone 10 dry_dirt cobble 2
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```
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The above replaces 1 in 3 `dirt` nodes with a mix of `sandstone`, `dry_dirt`, and `cobble` nodes in the ratio 10:1:2. Awesome!
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Here are all the above examples together:
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```
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//replacemix dirt stone
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//replacemix dirt 5 stone
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//replacemix stone stone_with_diamond stone_with_gold
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//replacemix stone stone_with_diamond stone_with_gold 4
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//replacemix dirt 3 sandstone 10 dry_dirt cobble 2
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```
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### `//count`
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### `//count`
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Counts all the nodes in the defined region and returns the result along with calculated percentages (note that if the chat window used a monospace font, the returned result would be a perfect table. If someone has a ~~hack~~ solution to make the columns line up neatly, please [open an issue](https://github.com/sbrl/Minetest-WorldEditAdditions/issues/new) :D)
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Counts all the nodes in the defined region and returns the result along with calculated percentages (note that if the chat window used a monospace font, the returned result would be a perfect table. If someone has a ~~hack~~ solution to make the columns line up neatly, please [open an issue](https://github.com/sbrl/Minetest-WorldEditAdditions/issues/new) :D)
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@ -16,6 +16,7 @@ dofile(worldeditadditions.modpath.."/lib/overlay.lua")
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dofile(worldeditadditions.modpath.."/lib/ellipsoid.lua")
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dofile(worldeditadditions.modpath.."/lib/ellipsoid.lua")
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dofile(worldeditadditions.modpath.."/lib/torus.lua")
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dofile(worldeditadditions.modpath.."/lib/torus.lua")
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dofile(worldeditadditions.modpath.."/lib/walls.lua")
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dofile(worldeditadditions.modpath.."/lib/walls.lua")
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dofile(worldeditadditions.modpath.."/lib/replacemix.lua")
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dofile(worldeditadditions.modpath.."/lib/maze2d.lua")
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dofile(worldeditadditions.modpath.."/lib/maze2d.lua")
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dofile(worldeditadditions.modpath.."/lib/maze3d.lua")
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dofile(worldeditadditions.modpath.."/lib/maze3d.lua")
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56
worldeditadditions/lib/replacemix.lua
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56
worldeditadditions/lib/replacemix.lua
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@ -0,0 +1,56 @@
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--- Like //mix, but replaces a given node instead.
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-- @module worldeditadditions.replacemix
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-- ██████ ███████ ██████ ██ █████ ██████ ███████ ███ ███ ██ ██ ██
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ████ ██ ██ ██
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-- ██████ █████ ██████ ██ ███████ ██ █████ ██ ████ ██ ██ ███
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██ ██ ███████ ██ ███████ ██ ██ ██████ ███████ ██ ██ ██ ██ ██
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function worldeditadditions.replacemix(pos1, pos2, target_node, target_node_chance, replacements)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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-- pos2 will always have the highest co-ordinates now
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-- Fetch the nodes in the specified area
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local manip, area = worldedit.manip_helpers.init(pos1, pos2)
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local data = manip:get_data()
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local node_id_target = minetest.get_content_id(target_node)
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-- Initialise statistics
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local changed = 0
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local candidates = 0
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local distribution = {}
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-- Generate the list of node ids
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local node_ids_replace = {}
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for node_name, weight in pairs(replacements) do
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local next_id = minetest.get_content_id(node_name)
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for i = 1, weight do
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table.insert(
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node_ids_replace,
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next_id
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)
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end
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distribution[next_id] = 0
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end
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local node_ids_replace_count = #node_ids_replace
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for i in area:iterp(pos1, pos2) do
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if data[i] == node_id_target then
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candidates = candidates + 1
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if math.random(target_node_chance) == 1 then
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local next_id = node_ids_replace[math.random(node_ids_replace_count)]
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data[i] = next_id
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changed = changed + 1
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-- We initialised this above
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distribution[next_id] = distribution[next_id] + 1
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end
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end
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end
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-- Save the modified nodes back to disk & return
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worldedit.manip_helpers.finish(manip, data)
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return true, changed, candidates, distribution
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end
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@ -73,7 +73,27 @@ function worldeditadditions.str_padstart(str, len, char)
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return string.rep(char, len - #str) .. str
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return string.rep(char, len - #str) .. str
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end
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end
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function worldeditadditions.make_ascii_table(data)
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--- Turns an associative node_id → count table into a human-readable list.
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-- Works well with worldeditadditions.make_ascii_table().
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function worldeditadditions.node_distribution_to_list(distribution, nodes_total)
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local distribution_data = {}
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for node_id, count in pairs(distribution) do
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table.insert(distribution_data, {
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count,
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tostring(worldeditadditions.round((count / nodes_total) * 100, 2)).."%",
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minetest.get_name_from_content_id(node_id)
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})
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end
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return distribution_data
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end
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--- Makes a human-readable table of data.
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-- Data should be a 2D array - i.e. a table of tables. The nested tables should
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-- contain a list of items for a single row.
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-- If total is specified, then a grand total is printed at the bottom - this is
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-- useful when you want to print a node list - works well with
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-- worldeditadditions.node_distribution_to_list().
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function worldeditadditions.make_ascii_table(data, total)
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local extra_padding = 2
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local extra_padding = 2
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local result = {}
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local result = {}
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local max_lengths = {}
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local max_lengths = {}
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@ -94,6 +114,11 @@ function worldeditadditions.make_ascii_table(data)
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result[#result+1] = table.concat(row_result, "")
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result[#result+1] = table.concat(row_result, "")
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end
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end
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if total then
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result[#result+1] = string.rep("=", 6 + #tostring(total) + 6).."\n"..
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"Total "..total.." nodes\n"
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end
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-- TODO: Add multi-column support here
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-- TODO: Add multi-column support here
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return table.concat(result, "\n")
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return table.concat(result, "\n")
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end
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end
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93
worldeditadditions_commands/commands/replacemix.lua
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93
worldeditadditions_commands/commands/replacemix.lua
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@ -0,0 +1,93 @@
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local we_c = worldeditadditions_commands
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-- ██████ ███████ ██████ ██ █████ ██████ ███████ ███ ███ ██ ██ ██
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ████ ██ ██ ██
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-- ██████ █████ ██████ ██ ███████ ██ █████ ██ ████ ██ ██ ███
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██ ██ ███████ ██ ███████ ██ ██ ██████ ███████ ██ ██ ██ ██ ██
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worldedit.register_command("replacemix", {
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params = "<target_node> [<chance>] <replace_node_a> [<chance_a>] [<replace_node_b> [<chance_b>]] [<replace_node_N> [<chance_N>]] ...",
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description = "Replaces target_node with a mix of other nodes. Functions simmilarly to //mix. <chance> is optional and the chance to replace the target node at all. replace_node_a is the node to replace target_node with. If multiple nodes are specified in a space separated list, then when replacing an instance of target_node one is randomly chosen from the list. Just like with //mix, if a positive integer is present after a replace_node, that adds a weighting to that particular node making it more common.",
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privs = { worldedit = true },
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require_pos = 2,
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parse = function(params_text)
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if not params_text or params_text == "" then
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return false, "Error: No arguments specified"
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end
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local parts = worldeditadditions.split(params_text, "%s+", false)
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local target_node = nil
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local target_node_chance = 1
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local replace_nodes = {}
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local mode = "target_node"
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local last_node_name = nil
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for i, part in ipairs(parts) do
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if mode == "target_node" then
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target_node = worldedit.normalize_nodename(part)
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if not target_node then
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return false, "Error: Invalid target_node name"
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end
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mode = "target_chance"
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elseif mode == "target_chance" and tonumber(part) then
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target_node_chance = tonumber(part)
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mode = "replace_node"
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elseif (mode == "target_chance" and not tonumber(part)) or mode == "replace_node" then
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mode = "replace_node"
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if tonumber(part) then
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if not last_node_name then
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return false, "Error: No previous node name was found (this is a probably a bug)."
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end
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replace_nodes[last_node_name] = math.floor(tonumber(part))
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else
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if last_node_name and not replace_nodes[last_node_name] then
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replace_nodes[last_node_name] = 1
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end
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local node_name = worldedit.normalize_nodename(part)
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if not node_name then
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return false, "Error: Invalid replace node name '"..part.."'."
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end
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last_node_name = node_name
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end
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end
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end
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if not replace_nodes[last_node_name] then
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replace_nodes[last_node_name] = 1
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end
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-- We unconditionally math.floor here because when we tried to test for it directly it was unreliable
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return true, target_node, target_node_chance, replace_nodes
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end,
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nodes_needed = function(name) -- target_node, target_node_chance, replace_nodes
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return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
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end,
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func = function(name, target_node, target_node_chance, replace_nodes)
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local start_time = os.clock()
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local success, changed, candidates, distribution = worldeditadditions.replacemix(
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worldedit.pos1[name], worldedit.pos2[name],
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target_node,
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target_node_chance,
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replace_nodes
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)
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if not success then
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return success, changed
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end
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local nodes_total = worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
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local percentage_replaced = worldeditadditions.round((changed / candidates)*100, 2)
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local distribution_table = worldeditadditions.make_ascii_table(
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worldeditadditions.node_distribution_to_list(distribution, changed),
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changed
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)
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local time_taken = os.clock() - start_time
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minetest.log("action", name .. " used //replacemix at "..worldeditadditions.vector.tostring(worldedit.pos1[name]).." - "..worldeditadditions.vector.tostring(worldedit.pos2[name])..", replacing " .. changed.." nodes (out of "..nodes_total.." nodes) in "..time_taken.."s")
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return true, distribution_table..changed.." out of "..candidates.." (~"..percentage_replaced.."%) candidates replaced in "..time_taken.."s"
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end
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})
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@ -23,6 +23,7 @@ dofile(we_c.modpath.."/commands/ellipsoid.lua")
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dofile(we_c.modpath.."/commands/torus.lua")
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dofile(we_c.modpath.."/commands/torus.lua")
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dofile(we_c.modpath.."/commands/walls.lua")
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dofile(we_c.modpath.."/commands/walls.lua")
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dofile(we_c.modpath.."/commands/maze.lua")
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dofile(we_c.modpath.."/commands/maze.lua")
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dofile(we_c.modpath.."/commands/replacemix.lua")
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dofile(we_c.modpath.."/commands/count.lua")
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dofile(we_c.modpath.."/commands/count.lua")
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