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https://github.com/sbrl/Minetest-WorldEditAdditions.git
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Upgrade //overlay to support a mix of nodes
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README.md
12
README.md
@ -8,7 +8,7 @@ If you can dream of it, it probably belongs here!
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## Quick Command Reference
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## Quick Command Reference
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- [`//floodfill [<replace_node> [<radius>]]`](#floodfill-replace_node-radius-floodfill)
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- [`//floodfill [<replace_node> [<radius>]]`](#floodfill-replace_node-radius-floodfill)
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- [`//overlay <node_name>`](#overlay-node_name)
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- [`//overlay <node_name_a> [<chance_a>] <node_name_b> [<chance_b>] [<node_name_N> [<chance_N>]] ...`](#overlay-node_name)
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- [`//ellipsoid <rx> <ry> <rz> <node_name>`](#ellipsoid-rx-ry-rz-node_name)
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- [`//ellipsoid <rx> <ry> <rz> <node_name>`](#ellipsoid-rx-ry-rz-node_name)
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- [`//hollowellipsoid <rx> <ry> <rz> <node_name>`](#hollowellipsoid-rx-ry-rz-node_name)
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- [`//hollowellipsoid <rx> <ry> <rz> <node_name>`](#hollowellipsoid-rx-ry-rz-node_name)
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- [`//torus <major_radius> <minor_radius> <node_name>`](#torus-major_radius-minor_radius-node_name)
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- [`//torus <major_radius> <minor_radius> <node_name>`](#torus-major_radius-minor_radius-node_name)
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@ -35,19 +35,25 @@ Floods all connected nodes of the same type starting at _pos1_ with <replace_nod
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//floodfill glass 25
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//floodfill glass 25
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```
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```
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### `//overlay <node_name>`
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### `//overlay <node_name_a> [<chance_a>] <node_name_b> [<chance_b>] [<node_name_N> [<chance_N>]] ...`
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Places <replace_node> in the last contiguous air space encountered above the first non-air node. In other words, overlays all top-most nodes in the specified area with <replace_node>.
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Places `<node_name_a>` in the last contiguous air space encountered above the first non-air node. In other words, overlays all top-most nodes in the specified area with `<node_name_a>`. Optionally supports a mix of node names and chances, as `//mix` (WorldEdit) and `//replacemix` (WorldEditAdditions) does.
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Will also work in caves, as it scans columns of nodes from top to bottom, skipping every non-air node until it finds one - and only then will it start searching for a node to place the target node on top of.
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Will also work in caves, as it scans columns of nodes from top to bottom, skipping every non-air node until it finds one - and only then will it start searching for a node to place the target node on top of.
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Note that all-air columns are skipped - so if you experience issues with it not overlaying correctly, try `//expand down 1` to add an extra node's space to your defined region.
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Note that all-air columns are skipped - so if you experience issues with it not overlaying correctly, try `//expand down 1` to add an extra node's space to your defined region.
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Note also that columns without any air nodes in them at all are also skipped, so try `//expand y 1` to add an extra layer to your defined region.
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```
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```
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//overlay grass
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//overlay grass
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//overlay glass
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//overlay glass
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//overlay grass_with_dirt
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//overlay grass_with_dirt
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//overlay grass_with_dirt 10 dirt
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//overlay grass_with_dirt 10 dirt 2 sand 1
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//overlay sandstone dirt 2 sand 5
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```
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```
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### `//ellipsoid <rx> <ry> <rz> <node_name>`
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### `//ellipsoid <rx> <ry> <rz> <node_name>`
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Creates a solid ellipsoid at position 1 with the radius `(rx, ry, rz)`.
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Creates a solid ellipsoid at position 1 with the radius `(rx, ry, rz)`.
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@ -9,6 +9,7 @@ worldeditadditions = {}
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worldeditadditions.modpath = minetest.get_modpath("worldeditadditions")
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worldeditadditions.modpath = minetest.get_modpath("worldeditadditions")
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dofile(worldeditadditions.modpath.."/utils/strings.lua")
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dofile(worldeditadditions.modpath.."/utils/strings.lua")
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dofile(worldeditadditions.modpath.."/utils/numbers.lua")
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dofile(worldeditadditions.modpath.."/utils/numbers.lua")
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dofile(worldeditadditions.modpath.."/utils/nodes.lua")
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dofile(worldeditadditions.modpath.."/utils.lua")
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dofile(worldeditadditions.modpath.."/utils.lua")
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dofile(worldeditadditions.modpath.."/lib/floodfill.lua")
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dofile(worldeditadditions.modpath.."/lib/floodfill.lua")
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@ -1,7 +1,7 @@
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--- Overlap command. Places a specified node on top of each column.
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--- Overlap command. Places a specified node on top of each column.
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-- @module worldeditadditions.overlay
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-- @module worldeditadditions.overlay
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function worldeditadditions.overlay(pos1, pos2, target_node)
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function worldeditadditions.overlay(pos1, pos2, node_weights)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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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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-- pos2 will always have the highest co-ordinates now
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@ -10,7 +10,9 @@ function worldeditadditions.overlay(pos1, pos2, target_node)
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local data = manip:get_data()
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local data = manip:get_data()
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local node_id_air = minetest.get_content_id("air")
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local node_id_air = minetest.get_content_id("air")
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local node_id_target = minetest.get_content_id(target_node)
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local node_id_ignore = minetest.get_content_id("ignore")
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local node_ids, node_ids_count = worldeditadditions.make_weighted(node_weights)
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-- minetest.log("action", "pos1: " .. worldeditadditions.vector.tostring(pos1))
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-- minetest.log("action", "pos1: " .. worldeditadditions.vector.tostring(pos1))
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-- minetest.log("action", "pos2: " .. worldeditadditions.vector.tostring(pos2))
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-- minetest.log("action", "pos2: " .. worldeditadditions.vector.tostring(pos2))
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@ -24,16 +26,26 @@ function worldeditadditions.overlay(pos1, pos2, target_node)
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local placed_node = false
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local placed_node = false
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for y = pos2.y, pos1.y, -1 do
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for y = pos2.y, pos1.y, -1 do
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if data[area:index(x, y, z)] ~= node_id_air then
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local i = area:index(x, y, z)
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local is_air = data[i] == node_id_air
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if not is_air then -- wielded_light nodes are airlike too
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local this_node_name = minetest.get_name_from_content_id(data[i])
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is_air = is_air or worldeditadditions.string_starts(this_node_name, "wielded_light")
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end
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local is_ignore = data[i] == node_id_ignore
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if not is_air and not is_ignore then
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if found_air then
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if found_air then
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local new_id = node_ids[math.random(node_ids_count)]
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-- We've found an air block previously, so it must be above us
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-- We've found an air block previously, so it must be above us
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-- Replace the node above us with the target block
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-- Replace the node above us with the target block
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data[area:index(x, y + 1, z)] = node_id_target
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data[area:index(x, y + 1, z)] = new_id
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changes.updated = changes.updated + 1
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changes.updated = changes.updated + 1
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placed_node = true
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placed_node = true
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break -- Move on to the next column
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break -- Move on to the next column
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end
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end
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else
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elseif not is_ignore then
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found_air = true
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found_air = true
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end
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end
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end
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end
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@ -22,18 +22,10 @@ function worldeditadditions.replacemix(pos1, pos2, target_node, target_node_chan
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local distribution = {}
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local distribution = {}
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-- Generate the list of node ids
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-- Generate the list of node ids
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local node_ids_replace = {}
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local node_ids_replace, node_ids_replace_count = worldeditadditions.make_weighted(replacements)
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for node_name, weight in pairs(replacements) do
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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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distribution[minetest.get_content_id(node_name)] = 0
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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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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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for i in area:iterp(pos1, pos2) do
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16
worldeditadditions/utils/nodes.lua
Normal file
16
worldeditadditions/utils/nodes.lua
Normal file
@ -0,0 +1,16 @@
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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 heigher weight are repeated more times.
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function worldeditadditions.make_weighted(tbl)
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local result = {}
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for node_name, weight in pairs(tbl) do
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local next_id = minetest.get_content_id(node_name)
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print("[make_weighted] seen "..node_name.." @ weight "..weight.." → id "..next_id)
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for i = 1, weight do
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table.insert(
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result,
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next_id
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)
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end
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end
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return result, #result
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end
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@ -73,6 +73,10 @@ 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.string_starts(str,start)
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return string.sub(str,1,string.len(start))==start
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end
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--- Turns an associative node_id → count table into a human-readable list.
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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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-- Works well with worldeditadditions.make_ascii_table().
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function worldeditadditions.node_distribution_to_list(distribution, nodes_total)
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function worldeditadditions.node_distribution_to_list(distribution, nodes_total)
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@ -122,3 +126,48 @@ function worldeditadditions.make_ascii_table(data, total)
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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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function worldeditadditions.parse_weighted_nodes(parts)
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local MODE_EITHER = 1
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local MODE_NODE = 2
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local result = {}
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local mode = MODE_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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print("i: "..i..", part: "..part)
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if mode == MODE_NODE then
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print("mode: node");
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local next = worldedit.normalize_nodename(part)
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if not next then
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return false, "Error: Invalid node name '"..part.."'"
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end
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last_node_name = next
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mode = MODE_EITHER
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elseif mode == MODE_EITHER then
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print("mode: either");
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local chance = tonumber(part)
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if not chance then
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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 number '"..chance.."'"
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end
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if last_node_name then
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result[last_node_name] = 1
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end
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last_node_name = node_name
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mode = MODE_EITHER
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else
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result[last_node_name] = math.floor(chance)
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mode = MODE_NODE
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end
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end
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end
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if last_node_name then
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result[last_node_name] = 1
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end
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return true, result
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end
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@ -4,25 +4,24 @@
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██████ ████ ███████ ██ ██ ███████ ██ ██ ██
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-- ██████ ████ ███████ ██ ██ ███████ ██ ██ ██
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worldedit.register_command("overlay", {
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worldedit.register_command("overlay", {
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params = "<replace_node>",
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params = "<replace_node_a> [<chance_a>] <replace_node_b> [<chance_b>] [<replace_node_N> [<chance_N>]] ...",
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description = "Places <replace_node> in the last contiguous air space encountered above the first non-air node. In other words, overlays all top-most nodes in the specified area with <replace_node>.",
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description = "Places <replace_node_a> in the last contiguous air space encountered above the first non-air node. In other words, overlays all top-most nodes in the specified area with <replace_node_a>. Optionally supports a mix of nodes and chances, as in //mix and //replacemix.",
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privs = { worldedit = true },
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privs = { worldedit = true },
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require_pos = 2,
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require_pos = 2,
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parse = function(params_text)
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parse = function(params_text)
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local target_node = worldedit.normalize_nodename(params_text)
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local success, node_list = worldeditadditions.parse_weighted_nodes(
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if not target_node then
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worldeditadditions.split(params_text, "%s+", false)
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return false, "Error: Invalid node name"
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)
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end
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return success, node_list
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return true, target_node
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end,
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end,
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nodes_needed = function(name)
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nodes_needed = function(name)
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-- //overlay only modifies up to 1 node per column in the selected region
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-- //overlay only modifies up to 1 node per column in the selected region
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local pos1, pos2 = worldedit.sort_pos(worldedit.pos1[name], worldedit.pos2[name])
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local pos1, pos2 = worldedit.sort_pos(worldedit.pos1[name], worldedit.pos2[name])
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return (pos2.x - pos1.x) * (pos2.y - pos1.y)
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return (pos2.x - pos1.x) * (pos2.y - pos1.y)
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end,
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end,
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func = function(name, target_node)
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func = function(name, node_list)
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local start_time = os.clock()
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local start_time = os.clock()
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local changes = worldeditadditions.overlay(worldedit.pos1[name], worldedit.pos2[name], target_node)
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local changes = worldeditadditions.overlay(worldedit.pos1[name], worldedit.pos2[name], node_list)
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local time_taken = os.clock() - start_time
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local time_taken = os.clock() - start_time
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minetest.log("action", name .. " used //overlay at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", replacing " .. changes.updated .. " nodes and skipping " .. changes.skipped_columns .. " columns in " .. time_taken .. "s")
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minetest.log("action", name .. " used //overlay at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", replacing " .. changes.updated .. " nodes and skipping " .. changes.skipped_columns .. " columns in " .. time_taken .. "s")
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