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https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-23 23:53:44 +01:00
Make //copy+ a thing using the new wea.parse.axes
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@ -54,6 +54,7 @@ dofile(wea.modpath.."/lib/scale_down.lua")
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dofile(wea.modpath.."/lib/scale.lua")
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dofile(wea.modpath.."/lib/spiral_square.lua")
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dofile(wea.modpath.."/lib/spiral_circle.lua")
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dofile(wea.modpath.."/lib/copy.lua")
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dofile(wea.modpath.."/lib/conv/conv.lua")
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dofile(wea.modpath.."/lib/erode/erode.lua")
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dofile(wea.modpath.."/lib/noise/init.lua")
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@ -10,7 +10,7 @@ local Vector3 = wea.Vector3
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-- ██ ██ ██ ██ ██
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-- ██████ ██████ ██ ██
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function worldeditadditions.count(source_pos1, source_pos2, target_pos1, target_pos2)
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function worldeditadditions.copy(source_pos1, source_pos2, target_pos1, target_pos2)
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source_pos1, source_pos2 = Vector3.sort(source_pos1, source_pos2)
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target_pos1, target_pos2 = Vector3.sort(target_pos1, target_pos2)
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@ -25,7 +25,7 @@ function worldeditadditions.count(source_pos1, source_pos2, target_pos1, target_
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local manip_target, area_target = worldedit.manip_helpers.init(target_pos1, target_pos2)
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local data_target = manip_target:get_data()
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-- z y x is the preferred loop order (because CPU cache I'd guess, since then we're iterating linearly through the data array)
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-- z y x is the preferred loop order (because CPU cache, since then we're iterating linearly through the data array backwards. This only holds true for little-endian machines however)
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for z = source_pos2.z, source_pos1.z, -1 do
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for y = source_pos2.y, source_pos1.y, -1 do
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@ -112,7 +112,7 @@ local function parse_axes(token_list, facing_dir)
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return false, "Error: Expected list of tokens as a table, but found value of type '"..type(token_list).."' instead."
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end
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if type(facing_dir) ~= "table" then
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return false, "Error: Expected facing_dir to be a table, but found value of type '"..type(token_list).."' instead."
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return false, "Error: Expected facing_dir to be a table, but found value of type '"..type(facing_dir).."' instead."
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end
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local vpos1, vpos2 = Vector3.new(), Vector3.new()
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@ -1,12 +1,32 @@
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local wea = worldeditadditions
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local Vector3 = wea.Vector3
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local function parse_stage2(name, parts)
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local success, vpos1, vpos2 = wea.parse.axes(
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parts,
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wea.player_dir(name)
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)
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if not success then return success, vpos1 end
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-- In this case, we aren't interested in keeping the multidirectional shape changing information insomuch as an offset to which we should shift the region's contents to.
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local offset = vpos1 + vpos2
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if offset == Vector3.new() then
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return false, "Refusing to copy region a distance of 0 nodes"
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end
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return true, offset:floor()
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end
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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("copy", { -- TODO: Make this an override
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params = "<axis:x|y|z|-x|-y|-z|?|front|back|left|right|up|down> <count> [<axis> <count> [...]]",
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description = "Copies the defined region to another location - potentially on multiple axes at once.",
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worldedit.register_command("copy+", { -- TODO: Make this an override
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params = "<axis:x|y|z|-x|-y|-z|?|front|back|left|right|up|down> <count> [mirror|mir] [<axis> <count> [mirror|mir] [...]]",
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description = "Copies the defined region to another location - potentially across multiple axes at once.",
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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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@ -14,32 +34,28 @@ worldedit.register_command("copy", { -- TODO: Make this an override
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local parts = wea.split_shell(params_text)
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local copy_offset = wea.parse.axes(parts)
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if copy_offset == wea.Vector3.new() then
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return false, "Refusing to copy region a distance of 0 nodes"
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end
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return true, copy_offset:floor()
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return true, parts
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end,
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nodes_needed = function(name)
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-- We don't actually modify anything, but without returning a
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-- number here safe_region doesn't work
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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, copy_offset)
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func = function(name, parts)
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local start_time = wea.get_ms_time()
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local source_pos1 = wea.Vector3.clone(worldedit.pos1[name])
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local source_pos2 = wea.Vector3.clone(worldedit.pos2[name])
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local success_a, copy_offset = parse_stage2(name, parts)
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if not success_a then return success_a, copy_offset end
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local target_pos1 = source_pos1:add(copy_offset)
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local target_pos2 = source_pos2:add(copy_offset)
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local source_pos1 = Vector3.clone(worldedit.pos1[name])
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local source_pos2 = Vector3.clone(worldedit.pos2[name])
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local success, nodes_modified = wea.copy(
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local target_pos1 = source_pos1 + copy_offset
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local target_pos2 = source_pos2 + copy_offset
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local success_b, nodes_modified = wea.copy(
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source_pos1, source_pos2,
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target_pos1, target_pos2
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)
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if not success_b then return success_b, nodes_modified end
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local time_taken = wea.get_ms_time() - start_time
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@ -36,6 +36,7 @@ dofile(we_c.modpath.."/commands/scale.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/spiral2.lua")
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dofile(we_c.modpath.."/commands/copy.lua")
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dofile(we_c.modpath.."/commands/count.lua")
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