Add //overlay, and start filling out README

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Starbeamrainbowlabs 2018-05-22 22:20:26 +01:00
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5 changed files with 119 additions and 6 deletions

@ -1,2 +1,26 @@
# Minetest-WorldEditAdditions # Minetest-WorldEditAdditions
Extra tools and commands to extend WorldEdit for Minetest > Extra tools and commands to extend WorldEdit for Minetest
## Current commands:
### `//floodfill [<replace_node> [<radius>]]`
Floods all connected nodes of the same type starting at _pos1_ with <replace_node> (which defaults to `water_source`), in a sphere with a radius of <radius> (which defaults to 50).
```
//floodfill
//floodfill water_source 50
//floodfill glass 25
```
### `//overlay <node_name>`
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>.
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.
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.
```
//overlay grass
//overlay glass
//overlay grass_with_dirt
```

@ -47,7 +47,9 @@ function worldedit.floodfill(start_pos, radius, replace_node)
-- Calculate the area we want to modify -- Calculate the area we want to modify
local pos1 = vector.add(start_pos, { x = radius, y = 0, z = radius }) local pos1 = vector.add(start_pos, { x = radius, y = 0, z = radius })
local pos2 = vector.subtract(start_pos, { x = radius, y = radius, z = radius }) local pos2 = vector.subtract(start_pos, { x = radius, y = radius, z = radius })
pos1, pos2 = worldedit.sort_pos(pos1, pos2) -- Just in case pos1, pos2 = worldedit.sort_pos(pos1, pos2)
-- pos2 will always have the highest co-ordinates now
-- Fetch the nodes in the specified area -- Fetch the nodes in the specified area
local manip, area = worldedit.manip_helpers.init(pos1, pos2) local manip, area = worldedit.manip_helpers.init(pos1, pos2)

@ -9,3 +9,4 @@ worldeditadditions = {}
dofile(minetest.get_modpath("worldeditadditions") .. "/utils.lua") dofile(minetest.get_modpath("worldeditadditions") .. "/utils.lua")
dofile(minetest.get_modpath("worldeditadditions") .. "/floodfill.lua") dofile(minetest.get_modpath("worldeditadditions") .. "/floodfill.lua")
dofile(minetest.get_modpath("worldeditadditions") .. "/overlay.lua")

@ -0,0 +1,52 @@
--- Overlap command. Places a specified node on top of
-- @module worldeditadditions.overlay
function worldedit.overlay(pos1, pos2, target_node)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
-- pos2 will always have the highest co-ordinates now
-- Fetch the nodes in the specified area
local manip, area = worldedit.manip_helpers.init(pos1, pos2)
local data = manip:get_data()
local node_id_air = minetest.get_content_id("air")
local node_id_target = minetest.get_content_id(target_node)
minetest.log("action", "pos1: " .. worldeditadditions.vector.tostring(pos1))
minetest.log("action", "pos2: " .. worldeditadditions.vector.tostring(pos2))
-- z y x is the preferred loop order, but that isn't really possible here
local changes = { updated = 0, skipped_columns = 0 }
for z = pos2.z, pos1.z, -1 do
for x = pos2.x, pos1.x, -1 do
local found_air = false
local placed_node = false
for y = pos2.y, pos1.y, -1 do
if data[area:index(x, y, z)] ~= node_id_air then
if found_air then
-- We've found an air block previously, so it must be above us
-- Replace the node above us with the target block
data[area:index(x, y + 1, z)] = node_id_target
changes.updated = changes.updated + 1
placed_node = true
break -- Move on to the next column
end
else
found_air = true
end
end
if not placed_node then
changes.skipped_columns = changes.skipped_columns + 1
end
end
end
-- Save the modified nodes back to disk & return
worldedit.manip_helpers.finish(manip, data)
return changes
end

@ -25,8 +25,8 @@ local function parse_params_floodfill(params_text)
end end
minetest.register_chatcommand("/floodfill", { minetest.register_chatcommand("/floodfill", {
params = "<replace_node> [<radius>]", params = "[<replace_node> [<radius>]]",
description = "Floods all connected nodes of the same type starting at pos1 with <replace_node>, in a box-shape with a radius of <radius>, which defaults to 50.", description = "Floods all connected nodes of the same type starting at pos1 with <replace_node> (which defaults to `water_source`), in a sphere with a radius of <radius> (which defaults to 50).",
privs = { worldedit = true }, privs = { worldedit = true },
func = safe_region(function(name, params_text) func = safe_region(function(name, params_text)
local replace_node, radius = parse_params_floodfill(params_text) local replace_node, radius = parse_params_floodfill(params_text)
@ -44,7 +44,41 @@ minetest.register_chatcommand("/floodfill", {
minetest.log("action", name .. " used floodfill at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", replacing " .. nodes_replaced .. " nodes in " .. time_taken .. "s") minetest.log("action", name .. " used floodfill at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", replacing " .. nodes_replaced .. " nodes in " .. time_taken .. "s")
end, function(name, params_text) end, function(name, params_text)
local replace_node, radius = parse_params_floodfill(params_text) local replace_node, radius = parse_params_floodfill(params_text)
-- Volume of a hemisphere
return math.ceil(((4 * math.pi * (tonumber(radius) ^ 3)) / 3) / 2) -- Volume of a hemisphere return math.ceil(((4 * math.pi * (tonumber(radius) ^ 3)) / 3) / 2)
end)
})
minetest.register_chatcommand("/overlay", {
params = "<replace_node>",
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>.",
privs = { worldedit = true },
func = safe_region(function(name, params_text)
local target_node = worldedit.normalize_nodename(params_text)
if not target_node then
worldedit.player_notify(name, "Error: Invalid node name.")
return false
end
local start_time = os.clock()
local changes = worldedit.overlay(worldedit.pos1[name], worldedit.pos2[name], target_node)
local time_taken = os.clock() - start_time
worldedit.player_notify(name, changes.updated .. " nodes replaced and " .. changes.skipped_columns .. " columns skipped in " .. time_taken .. "s")
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")
end, function(name, params_text)
if not worldedit.normalize_nodename(params_text) then
worldedit.player_notify(name, "Error: Invalid node name '" .. params_text .. "'.")
end
local pos1 = worldedit.pos1[name]
local pos2 = worldedit.pos2[name]
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local vol = vector.subtract(pos2, pos1)
return vol.x*vol.z
end) end)
}) })