Minetest-WorldEditAdditions/worldeditadditions/lib/move.lua
2024-09-17 23:25:43 +01:00

142 lines
5.0 KiB
Lua

local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
---
-- @module worldeditadditions
-- TODO add `minetest.find_nodes_with_meta(pos1, pos2)` support ref https://github.com/minetest/minetest/blob/5.9.1/doc/lua_api.md?plain=1#L6112 for locked chests, inventories etc. Perhaps for copy add a flag to allow for disabling such support?
-- ███ ███ ██████ ██ ██ ███████
-- ████ ████ ██ ██ ██ ██ ██
-- ██ ████ ██ ██ ██ ██ ██ █████
-- ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ██ ██████ ████ ███████
--- Moves a region to another location, overwriting any nodes at the target location.
-- @param source_pos1 Vector3 pos1 of the source region to move.
-- @param source_pos2 Vector3 pos2 of the source region to move.
-- @param target_pos1 Vector3 pos1 of the target region to move to.
-- @param target_pos2 Vector3 pos2 of the target region to move to.
-- @param airapply=false bool Whether to only replace target nodes that are air-like, leaving those that are not air-like. If false, then all target nodes are replaced regardless of whether they are air-like nodes or not.
-- **Caution:** If true, then **nodes in the source region will be removed and replaced with air, even if they are unable to be placed in the target location!**
-- @returns bool,numbers 1. Whether the move operation was successful or not
-- 2. The total number of nodes actually placed in the target region.
function worldeditadditions.move(source_pos1, source_pos2, target_pos1, target_pos2, airapply)
---
-- 0: Preamble
---
if airapply == nil then airapply = false end
source_pos1, source_pos2 = Vector3.sort(source_pos1, source_pos2)
target_pos1, target_pos2 = Vector3.sort(target_pos1, target_pos2)
local offset = source_pos1:subtract(target_pos1)
-- {source,target}_pos2 will always have the highest co-ordinates now
local node_id_air = minetest.get_content_id("air")
-- Fetch the nodes in the source area
local manip_source, area_source = worldedit.manip_helpers.init(source_pos1, source_pos2)
local data_source = manip_source:get_data()
local data_source_param2 = manip_source:get_param2_data()
-- Fetch a manip for the target area
local manip_target, area_target = worldedit.manip_helpers.init(target_pos1, target_pos2)
local data_target = manip_target:get_data()
local data_target_param2 = manip_target:get_param2_data()
---
-- 1: Perform Copy
---
-- 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)
local total_placed = 0
for z = source_pos2.z, source_pos1.z, -1 do
for y = source_pos2.y, source_pos1.y, -1 do
for x = source_pos2.x, source_pos1.x, -1 do
local source = Vector3.new(x, y, z)
local source_i = area_source:index(x, y, z)
local target = source:subtract(offset)
local target_i = area_target:index(target.x, target.y, target.z)
local should_replace = true
if airapply then
should_replace = wea_c.is_airlike(data_target[target_i])
end
if should_replace then
data_target[target_i] = data_source[source_i]
data_target_param2[target_i] = data_source_param2[source_i]
total_placed = total_placed + 1
end
end
end
end
-- Save the modified nodes back to disk & return
-- Note that we save the source region *first* to avoid issues with overlap
-- BUG: Voxel Manipulators cover a larger area than the source area if the target position is too close the to the source, then the source will be overwritten by the target by accident.
-- Potential solution:
-- 1. Grab source & target
-- 2. Perform copy → target
-- 3. Save target
-- 4. Re-grab source
-- 5. Zero out source, but avoiding touching any nodes that fall within target
-- 6. Save source
---
-- 2: Save target
---
manip_target:set_param2_data(data_target_param2)
worldedit.manip_helpers.finish(manip_target, data_target)
---
-- 3: Re-grab source
---
manip_source, area_source = worldedit.manip_helpers.init(source_pos1, source_pos2)
data_source = manip_source:get_data()
data_source_param2 = manip_source:get_param2_data()
---
-- 4: Zero out source, but avoiding touching any nodes that fall within target
---
for z = source_pos2.z, source_pos1.z, -1 do
for y = source_pos2.y, source_pos1.y, -1 do
for x = source_pos2.x, source_pos1.x, -1 do
local source = Vector3.new(x, y, z)
local source_i = area_source:index(x, y, z)
local target = source:subtract(offset)
if not source:is_contained(target_pos1, target_pos2) then
data_source[source_i] = node_id_air
data_source_param2[source_i] = 0
end
end
end
end
---
-- 5: Save source
---
manip_source:set_param2_data(data_source_param2)
worldedit.manip_helpers.finish(manip_source, data_source)
---
-- 6: Finish up and return
---
return true, total_placed
end