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-rw-r--r--worldedit/ChatCommands.md382
-rw-r--r--worldedit/LICENSE.txt661
-rw-r--r--worldedit/README.md160
-rw-r--r--worldedit/Tutorial.md120
-rw-r--r--worldedit/WorldEdit API.md225
-rw-r--r--worldedit/config.ld12
-rw-r--r--worldedit/modpack.txt0
-rw-r--r--worldedit/worldedit/code.lua52
-rw-r--r--worldedit/worldedit/common.lua114
-rw-r--r--worldedit/worldedit/compatibility.lua74
-rw-r--r--worldedit/worldedit/init.lua44
-rw-r--r--worldedit/worldedit/manipulations.lua629
-rw-r--r--worldedit/worldedit/primitives.lua273
-rw-r--r--worldedit/worldedit/serialization.lua239
-rw-r--r--worldedit/worldedit/visualization.lua131
-rw-r--r--worldedit/worldedit_commands/depends.txt1
-rw-r--r--worldedit/worldedit_commands/init.lua1160
-rw-r--r--worldedit/worldedit_commands/mark.lua162
-rw-r--r--worldedit/worldedit_commands/safe.lua68
-rw-r--r--worldedit/worldedit_commands/textures/worldedit_cube.pngbin0 -> 147 bytes
-rw-r--r--worldedit/worldedit_commands/textures/worldedit_pos1.pngbin0 -> 142 bytes
-rw-r--r--worldedit/worldedit_commands/textures/worldedit_pos2.pngbin0 -> 157 bytes
-rw-r--r--worldedit/worldedit_gui/depends.txt5
-rw-r--r--worldedit/worldedit_gui/functionality.lua707
-rw-r--r--worldedit/worldedit_gui/init.lua249
-rw-r--r--worldedit/worldedit_gui/textures/inventory_plus_worldedit_gui.pngbin0 -> 25175 bytes
-rw-r--r--worldedit/worldedit_infinity/depends.txt1
-rw-r--r--worldedit/worldedit_infinity/init.lua103
-rw-r--r--worldedit/worldedit_limited/depends.txt1
-rw-r--r--worldedit/worldedit_limited/init.lua120
-rw-r--r--worldedit/worldedit_shortcommands/depends.txt1
-rw-r--r--worldedit/worldedit_shortcommands/init.lua50
32 files changed, 5744 insertions, 0 deletions
diff --git a/worldedit/ChatCommands.md b/worldedit/ChatCommands.md
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--- /dev/null
+++ b/worldedit/ChatCommands.md
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+Chat Commands
+-------------
+For more information, see the [README](README.md).
+
+Many commands also have shorter names that can be typed faster. For example, if we wanted to use `//move ? 5`, we could instead type `//m ? 5`. All shortened names are listed below:
+
+| Short Name | Original Name |
+|:-----------|:-------------------|
+| `//i` | `//inspect` |
+| `//rst` | `//reset` |
+| `//mk` | `//mark` |
+| `//umk` | `//unmark` |
+| `//1` | `//pos1` |
+| `//2` | `//pos2` |
+| `//fp` | `//fixedpos` |
+| `//v` | `//volume` |
+| `//s` | `//set` |
+| `//r` | `//replace` |
+| `//ri` | `//replaceinverse` |
+| `//hspr` | `//hollowsphere` |
+| `//spr` | `//sphere` |
+| `//hdo` | `//hollowdome` |
+| `//do` | `//dome` |
+| `//hcyl` | `//hollowcylinder` |
+
+### `//about`
+
+Get information about the mod.
+
+ //about
+
+### `//inspect on/off/1/0/true/false/yes/no/enable/disable/<blank>`
+
+Enable or disable node inspection.
+
+ //inspect on
+ //inspect off
+ //inspect 1
+ //inspect 0
+ //inspect true
+ //inspect false
+ //inspect yes
+ //inspect no
+ //inspect enable
+ //inspect disable
+ //inspect
+
+### `//reset`
+
+Reset the region so that it is empty.
+
+ //reset
+
+### `//mark`
+
+Show markers at the region positions.
+
+ //mark
+
+### `//unmark`
+
+Hide markers if currently shown.
+
+ //unmark
+
+### `//pos1`
+
+Set WorldEdit region position 1 to the player's location.
+
+ //pos1
+
+### `//pos2`
+
+Set WorldEdit region position 2 to the player's location.
+
+ //pos2
+
+### `//p set/set1/set2/get`
+
+Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region.
+
+ //p set
+ //p set1
+ //p set2
+ //p get
+
+### `//fixedpos set1 x y z`
+
+Set a WorldEdit region position to the position at (`<x>`, `<y>`, `<z>`).
+
+ //fixedpos set1 0 0 0
+ //fixedpos set1 -30 5 28
+ //fixedpos set2 1004 -200 432
+
+### `//volume`
+
+Display the volume of the current WorldEdit region.
+
+ //volume
+
+### `//deleteblocks`
+
+Delete the MapBlocks (16x16x16 units) that contain the selected region. This means that mapgen will be invoked for that area. As only whole MapBlocks get removed, the deleted area is usually larger than the selected one. Also, mapgen can trigger mechanisms like mud reflow or cavegen, which affects nodes (up to 112 nodes away) outside the MapBlock, so dont use this near buildings. Note that active entities are not part of a MapBlock and do not get deleted.
+
+ //deleteblocks
+
+### `//set <node>`
+
+Set the current WorldEdit region to `<node>`.
+
+ //set air
+ //set cactus
+ //set Blue Lightstone
+ //set dirt with grass
+
+### `//mix <node1> ...`
+
+Fill the current WorldEdit region with a random mix of `<node1>`, `...`.
+
+ //mix air
+ //mix cactus stone glass sandstone
+ //mix Bronze
+ //mix default:cobble air
+
+### `//replace <search node> <replace node>`
+
+Replace all instances of `<search node>` with `<replace node>` in the current WorldEdit region.
+
+ //replace Cobblestone air
+ //replace lightstone_blue glass
+ //replace dirt Bronze Block
+ //replace mesecons:wire_00000000_off flowers:flower_tulip
+
+### `//replaceinverse <search node> <replace node>`
+
+Replace all nodes other than `<search node>` with `<replace node>` in the current WorldEdit region.
+
+ //replaceinverse Cobblestone air
+ //replaceinverse flowers:flower_waterlily glass
+ //replaceinverse dirt Bronze Block
+ //replaceinverse mesecons:wire_00000000_off flowers:flower_tulip
+
+### `//hollowsphere <radius> <node>`
+
+Add hollow sphere centered at WorldEdit position 1 with radius `<radius>`, composed of `<node>`.
+
+ //hollowsphere 5 Diamond Block
+ //hollowsphere 12 glass
+ //hollowsphere 17 mesecons:wire_00000000_off
+
+### `//sphere <radius> <node>`
+
+Add sphere centered at WorldEdit position 1 with radius `<radius>`, composed of `<node>`.
+
+ //sphere 5 Diamond Block
+ //sphere 12 glass
+ //sphere 17 mesecons:wire_00000000_off
+
+### `//hollowdome <radius> <node>`
+
+Add hollow dome centered at WorldEdit position 1 with radius `<radius>`, composed of `<node>`.
+
+ //hollowdome 5 Diamond Block
+ //hollowdome -12 glass
+ //hollowdome 17 mesecons:wire_00000000_off
+
+### `//dome <radius> <node>`
+
+Add dome centered at WorldEdit position 1 with radius `<radius>`, composed of `<node>`.
+
+ //dome 5 Diamond Block
+ //dome -12 glass
+ //dome 17 mesecons:wire_00000000_off
+
+### `//hollowcylinder x/y/z/? <length> <radius> <node>`
+
+Add hollow cylinder at WorldEdit position 1 along the x/y/z/? axis with length `<length>` and radius `<radius>`, composed of `<node>`.
+
+ //hollowcylinder x +5 8 Bronze Block
+ //hollowcylinder y 28 10 glass
+ //hollowcylinder z -12 3 mesecons:wire_00000000_off
+ //hollowcylinder ? 2 4 default:stone
+
+### `//cylinder x/y/z/? <length> <radius> <node>`
+
+Add cylinder at WorldEdit position 1 along the x/y/z/? axis with length `<length>` and radius `<radius>`, composed of `<node>`.
+
+ //cylinder x +5 8 Bronze Block
+ //cylinder y 28 10 glass
+ //cylinder z -12 3 mesecons:wire_00000000_off
+ //cylinder ? 2 4 default:stone
+
+### `//pyramid x/y/z? <height> <node>`
+
+Add pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height `<height>`, composed of `<node>`.
+
+ //pyramid x 8 Diamond Block
+ //pyramid y -5 glass
+ //pyramid z 2 mesecons:wire_00000000_off
+ //pyramid ? 12 mesecons:wire_00000000_off
+
+### `//spiral <length> <height> <spacer> <node>`
+
+Add spiral centered at WorldEdit position 1 with side length `<length>`, height `<height>`, space between walls `<spacer>`, composed of `<node>`.
+
+ //spiral 20 5 3 Diamond Block
+ //spiral 5 2 1 glass
+ //spiral 7 1 5 mesecons:wire_00000000_off
+
+### `//copy x/y/z/? <amount>`
+
+Copy the current WorldEdit region along the x/y/z/? axis by `<amount>` nodes.
+
+ //copy x 15
+ //copy y -7
+ //copy z +4
+ //copy ? 8
+
+### `//move x/y/z/? <amount>`
+
+Move the current WorldEdit positions and region along the x/y/z/? axis by `<amount>` nodes.
+
+ //move x 15
+ //move y -7
+ //move z +4
+ //move ? -1
+
+### `//stack x/y/z/? <count>`
+
+Stack the current WorldEdit region along the x/y/z/? axis `<count>` times.
+
+ //stack x 3
+ //stack y -1
+ //stack z +5
+ //stack ? 12
+
+### `//stack2 <count> <x> <y> <z>`
+
+Stack the current WorldEdit region `<count>` times by offset `<x>`, `<y>`, `<z>`.
+
+ //stack2 5 3 8 2
+ //stack2 1 -1 -1 -1
+
+### `//scale <factor>`
+
+Scale the current WorldEdit positions and region by a factor of positive integer `<factor>` with position 1 as the origin.
+
+ //scale 2
+ //scale 1
+ //scale 10
+
+### `//transpose x/y/z/? x/y/z/?`
+
+Transpose the current WorldEdit positions and region along the x/y/z/? and x/y/z/? axes.
+
+ //transpose x y
+ //transpose x z
+ //transpose y z
+ //transpose ? y
+
+### `//flip x/y/z/?`
+
+Flip the current WorldEdit region along the x/y/z/? axis.
+
+ //flip x
+ //flip y
+ //flip z
+ //flip ?
+
+### `//rotate x/y/z/? <angle>`
+
+Rotate the current WorldEdit positions and region along the x/y/z/? axis by angle `<angle>` (90 degree increment).
+
+ //rotate x 90
+ //rotate y 180
+ //rotate z 270
+ //rotate ? -90
+
+### `//orient <angle>`
+
+Rotate oriented nodes in the current WorldEdit region around the Y axis by angle `<angle>` (90 degree increment)
+
+ //orient 90
+ //orient 180
+ //orient 270
+ //orient -90
+
+### `//fixlight`
+
+Fixes the lighting in the current WorldEdit region.
+
+ //fixlight
+
+### `//hide`
+
+Hide all nodes in the current WorldEdit region non-destructively.
+
+ //hide
+
+### `//suppress <node>`
+
+Suppress all <node> in the current WorldEdit region non-destructively.
+
+ //suppress Diamond Block
+ //suppress glass
+ //suppress mesecons:wire_00000000_off
+
+### `//highlight <node>`
+
+Highlight <node> in the current WorldEdit region by hiding everything else non-destructively.
+
+ //highlight Diamond Block
+ //highlight glass
+ //highlight mesecons:wire_00000000_off
+
+### `//restore`
+
+Restores nodes hidden with WorldEdit in the current WorldEdit region.
+
+ //restore
+
+### `//save <file>`
+
+Save the current WorldEdit region to "(world folder)/schems/`<file>`.we".
+
+ //save some random filename
+ //save huge_base
+
+### `//allocate <file>`
+
+Set the region defined by nodes from "(world folder)/schems/`<file>`.we" as the current WorldEdit region.
+
+ //allocate some random filename
+ //allocate huge_base
+
+### `//load <file>`
+
+Load nodes from "(world folder)/schems/`<file>`.we" with position 1 of the current WorldEdit region as the origin.
+
+ //load some random filename
+ //load huge_base
+
+### `//lua <code>`
+
+Executes `<code>` as a Lua chunk in the global namespace.
+
+ //lua worldedit.pos1["singleplayer"] = {x=0, y=0, z=0}
+ //lua worldedit.rotate(worldedit.pos1["singleplayer"], worldedit.pos2["singleplayer"], "y", 90)
+
+### `//luatransform <code>`
+
+Executes `<code>` as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region.
+
+ //luatransform minetest.add_node(pos, {name="default:stone"})
+ //luatransform if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name="default:water_source"})
+
+### `//mtschemcreate <file>`
+
+Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/`<file>`.mts".
+
+ //mtschemcreate some random filename
+ //mtschemcreate huge_base
+
+### `//mtschemplace <file>`
+
+Load nodes from "(world folder)/schems/`<file>`.mts" with position 1 of the current WorldEdit region as the origin.
+
+ //mtschemplace some random filename
+ //mtschemplace huge_base
+
+### `//mtschemprob start/finish/get`
+
+After using `//mtschemprob start` all nodes punched will bring up a text field where a probablity can be entered.
+This mode can be left with `//mtschemprob finish`. `//mtschemprob get` will display the probabilities saved for the nodes.
+
+ //mtschemprob get
+
+### `//clearobjects`
+
+Clears all objects within the WorldEdit region.
+
+ //clearobjects
diff --git a/worldedit/LICENSE.txt b/worldedit/LICENSE.txt
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--- /dev/null
+++ b/worldedit/LICENSE.txt
@@ -0,0 +1,661 @@
+ GNU AFFERO GENERAL PUBLIC LICENSE
+ Version 3, 19 November 2007
+
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diff --git a/worldedit/README.md b/worldedit/README.md
new file mode 100644
index 0000000..22dd7c7
--- /dev/null
+++ b/worldedit/README.md
@@ -0,0 +1,160 @@
+WorldEdit v1.1 for Minetest 0.4.8+
+==================================
+The ultimate in-game world editing tool for [Minetest](http://minetest.net/)! Tons of functionality to help with building, fixing, and more.
+
+For more information, see the [forum topic](https://forum.minetest.net/viewtopic.php?id=572) at the Minetest forums.
+
+# New users should see the [tutorial](Tutorial.md).
+
+![Screenshot](http://i.imgur.com/lwhodrv.png)
+
+Installing
+----------
+
+If you are using Windows, consider installing this mod using [MODSTER](https://forum.minetest.net/viewtopic.php?id=6497), a super simple mod installer that will take care of everything for you. If you are using MODSTER, skip directly to step 6 in the instructions below.
+
+There is a nice installation guide over at the [Minetest Wiki](http://wiki.minetest.com/wiki/Installing_mods). Here is a short summary:
+
+1. Download the mod from the [official releases page](https://github.com/Uberi/Minetest-WorldEdit/releases). The download links are labelled "Source Code". If you are using Windows, you will probably want to download the ZIP version.
+2. You should have a file named `SOMETHING.zip` or `SOMETHING.tar.gz`.
+3. Extract this file using your archiver of choice. If you are using Windows, open the ZIP file and move the folder inside to a safe place outside of the ZIP file.
+4. Make sure that you now have a folder with a file named README.md inside it. If you just have another folder inside this folder, use this nested folder instead.
+5. Move this folder into the `MINETEST_FOLDER/mods` folder, where `MINETEST_FOLDER` is the folder Minetest is located in.
+6. Open Minetest to a world selection screen.
+7. Select a world you want to use WorldEdit in by left clicking on it once, and press the **Configure** button.
+8. You should have a mod selection screen. Select the one named something like `Minetest-WorldEdit` by left clicking once and press the **Enable MP** button.
+9. Press the **Save** button. You can now use WorldEdit in that world. Repeat steps 7 to 9 to enable WorldEdit for other worlds too.
+
+If you are having trouble, try asking for help in the [IRC channel](http://webchat.freenode.net/?channels=#minetest) (faster but may not always have helpers online) or ask on the [forum topic](https://forum.minetest.net/viewtopic.php?id=572) (slower but more likely to get help).
+
+Usage
+-----
+WorldEdit works primarily through the WorldEdit GUI and chat commands. Depending on your key bindings, you can invoke chat entry with the "t" key, and open the chat console with the "F10" key.
+
+WorldEdit has a huge potential for abuse by untrusted players. Therefore, users will not be able to use WorldEdit unless they have the `worldedit` privelege. This is available by default in single player, but in multiplayer the permission must be explicitly given by someone with the right credentials, using the follwoing chat command: `/grant <player name> worldedit`. This privelege can later be removed using the following chat command: `/revoke <player name> worldedit`.
+
+Certain functions/commands such as WorldEdit GUI's "Run Lua" function (equivalent to the `//lua` and `//luatransform` chat command) additionally require the `server` privilege. This is because it is extremely dangerous to give access to these commands to untrusted players, since they essentially are able to control the computer the server is running on. Give this privilege only to people you trust with your computer.
+
+For in-game information about these commands, type `/help <command name>` in the chat. For example, to learn more about the `//copy` command, simply type `/help /copy` to display information relevant to copying a region.
+
+Interface
+---------
+WorldEdit is accessed in-game in two main ways.
+
+The GUI adds a screen to each player's inventory that gives access to various WorldEdit functions. The [tutorial](Tutorial.md) and the [Chat Commands Reference](ChatCommands.md) may be helpful in learning to use it.
+
+The chat interface adds many chat commands that perform various WorldEdit powered tasks. It is documented in the [Chat Commands Reference](ChatCommands.md).
+
+Compatibility
+-------------
+This mod supports Minetest versions 0.4.8 and newer. Older versions of WorldEdit may work with older versions of Minetest, but are not recommended or supported.
+
+WorldEdit works quite well with other mods, and does not have any known mod conflicts.
+
+WorldEdit GUI works with [Unified Inventory](https://forum.minetest.net/viewtopic.php?id=3933) and [Inventory++](https://forum.minetest.net/viewtopic.php?id=6204), but these are not required to use the mod.
+
+If you use any other inventory manager mods, note that they may conflict with the WorldEdit GUI. If this is the case, it may be necessary to disable them.
+
+WorldEdit API
+-------------
+WorldEdit exposes all significant functionality in a simple Lua interface. Adding WorldEdit to the file "depends.txt" in your mod gives you access to all of the `worldedit` functions. The API is useful for tasks such as high-performance node manipulation, alternative interfaces, and map creation.
+
+If you don't add WorldEdit to your "depends.txt" file, each file in the WorldEdit mod is also independent. For example, one may import the WorldEdit primitives API using the following code:
+
+ dofile(minetest.get_modpath("worldedit").."/primitives.lua")
+
+AGPLv3 compatible mods may further include WorldEdit files in their own mods. This may be useful if a modder wishes to completely avoid any dependencies on WorldEdit. Note that it is required to give credit to the authors.
+
+This API is documented in the [WorldEdit API Reference](WorldEdit API.md).
+
+Axes
+----
+The coordinate system is the same as that used by Minetest; positive Y is upwards, positive X is rightwards, and positive Z is forwards, if a player is facing North (positive Z axis).
+
+When an axis is specified in a WorldEdit chat command, it is specified as one of the following values: `x`, `y`, `z`, or `?`.
+
+In the GUI, there is a dropdown menu for this purpose. The "Look direction" option has the same effect as `?` does in chat commands.
+
+The value `?` represents the axis the player is currently facing. If the player is facing more than one axis, the axis the player face direction is closest to will be used.
+
+Nodes
+-----
+Node names are required for many types of commands that identify or modify specific types of nodes. They can be specified in a number of ways.
+
+First, by description - the tooltip that appears when hovering over the item in an inventory. This is case insensitive and includes values such as "Cobblestone" and "bronze block". Note that certain commands (namely, `//replace` and `//replaceinverse`) do not support descriptions that contain spaces in the `<searchnode>` field.
+
+Second, by name - the node name that is defined by code, but without the mod name prefix. This is case sensitive and includes values such as "piston_normal_off" and "cactus". Nodes defined in the `default` mod always take precedence over other nodes when searching for the correct one, and if there are multiple possible nodes (such as "a:celery" and "b:celery"), one is chosen in no particular order.
+
+Finally, by full name - the unambiguous identifier of the node, prefixes and all. This is case sensitive and includes values such as "default:stone" and "mesecons:wire_00000000_off".
+
+The node name "air" can be used anywhere a normal node name can, and acts as a blank node. This is useful for clearing or removing nodes. For example, `//set air` would remove all the nodes in the current WorldEdit region. Similarly, `//sphere 10 air`, when WorldEdit position 1 underground, would dig a large sphere out of the ground.
+
+Regions
+-------
+Most WorldEdit commands operate on regions. Regions are a set of two positions that define a 3D cuboid. They are local to each player and chat commands affect only the region for the player giving the commands.
+
+Each positions together define two opposing corners of the cube. With two opposing corners it is possible to determine both the location and dimensions of the region.
+
+Regions are not saved between server restarts. They start off as empty regions, and cannot be used with most WorldEdit commands until they are set to valid values.
+
+Markers
+-------
+Entities are used to mark the location of the WorldEdit regions. They appear as boxes containing the number 1 or 2, and represent position 1 and 2 of the WorldEdit region, respectively.
+
+To remove the entities, simply punch them. This does not reset the positions themselves.
+
+Schematics
+----------
+WorldEdit supports two different types of schematics.
+
+The first is the WorldEdit Schematic format, with the file extension ".we", and in some older versions, ".wem". There have been several previous versions of the WorldEdit Schematic format, but WorldEdit is capable of loading any past versions, and will always support them - there is no need to worry about schematics becoming obselete.
+
+As of version 5, WorldEdit schematics include a header. The header is seperated from the content by a colon (`:`). It contains fields seperated by commas (`,`). Currently only one field is used, which contains the version in ASCII decimal.
+
+The current version of the WorldEdit Schematic format is essentially an array of node data tables in Lua 5.1 table syntax preceded by a header.
+Specifically it looks like this:
+
+ 5:return {
+ {
+ y = <y-axis coordinate>,
+ x = <x-axis coordinate>,
+ z = <z-axis coordinate>,
+ name = <node name>,
+ param1 = <param1 value>,
+ param2 = <param2 value>,
+ meta = <metadata table>,
+ },
+ <...>
+ }
+
+
+The ordering of the values and minor aspects of the syntax, such as trailing commas or newlines, are not guaranteed to stay the same in future versions.
+
+The WorldEdit Schematic format is accessed via the WorldEdit API, or WorldEdit serialization chat commands such as `//serialize` and `//deserialize`.
+
+The second is the Minetest Schematic format (MTS). The details of this format may be found in the Minetest documentation and are out of the scope of this document. Access to this format is done via specialized MTS commands such as `//mtschemcreate` and `//mtschemplace`.
+
+Authors
+-------
+WorldEdit would not be possible without the contributions of many developers and designers. Below, they are listed alphabetically:
+
+ cheapie
+ cornernote
+ cyisfor
+ electricface
+ kaeza
+ khonkhortisan
+ sfan5
+ ShadowNinja
+ spillz
+ Uberi/Temperest
+
+License
+-------
+Copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
+
+This mod is licensed under the [GNU Affero General Public License](http://www.gnu.org/licenses/agpl-3.0.html).
+
+Basically, this means everyone is free to use, modify, and distribute the files, as long as these modifications are also licensed the same way.
+
+Most importantly, the Affero variant of the GPL requires you to publish your modifications in source form, even if the mod is run only on the server, and not distributed.
diff --git a/worldedit/Tutorial.md b/worldedit/Tutorial.md
new file mode 100644
index 0000000..1ed3998
--- /dev/null
+++ b/worldedit/Tutorial.md
@@ -0,0 +1,120 @@
+WorldEdit Tutorial
+==================
+This is a step-by-step tutorial outlining the basic usage of WorldEdit. For more information, see the [README](README.md).
+
+Let's start with a few assumptions:
+
+* You have a compatible version of Minetest working.
+ * See the [README](README.md) for compatibility information.
+* You have WorldEdit installed as a mod.
+ * If using Windows, [MODSTER](https://forum.minetest.net/viewtopic.php?pid=101463) makes installing mods totally painless.
+ * Simply download the file, extract the archive, and move it to the correct mod folder for Minetest.
+ * See the installation instructions in [README](README.md) if you need more details.
+* You are familiar with the basics of the game.
+ * How to walk, jump, and climb.
+ * How to dig, place, and punch blocks.
+ * One of the following:
+ * How to type into the chat and read text from it.
+ * How to open the inventory screen and press buttons on it.
+
+Overview
+--------
+WorldEdit has a "region", which is simply a cuboid area defined by two markers, both of which the player can move around. Every player can have their own region with their own two markers.
+
+WorldEdit GUI buttons and chat commands generally work inside the region selected, or around the first marker.
+
+If you are using the chat commands, follow the steps under **Chat Commands**. If you are using the WorldEdit GUI, follow the steps under **WorldEdit GUI**.
+
+Step 1: Selecting a region
+--------------------------
+### Chat Commands
+
+In the chat prompt, enter `//p set`. In the chat, you are prompted to punch two nodes to set the positions of the two markers.
+
+Punch a nearby node. Be careful of breakable ones such as torches. A black cube reading "1" will appear around the node. This is the marker for WorldEdit position 1.
+
+Walk away from the node you just punched. Now, punch another node. A black cube reading "2" will appear around the node. This is the marker for WorldEdit position 2.
+
+### WorldEdit GUI
+
+Open the main WorldEdit GUI from your inventory screen. The icon looks like a globe with a red dot in the center.
+
+Press the "Get/Set Positions" button. On the new screen, press the "Set Position 1" button. The inventory screen should close.
+
+Punch a nearby node. Be careful of breakable ones such as torches. A black cube reading "1" will appear around the node. This is the marker for WorldEdit position 1.
+
+Walk away from the node you just punched. Open your inventory again. It should be on the same page as it was before.
+
+Press the "Set Position 2" button. The inventory screen should close.
+
+Now, punch another node. A black cube reading "2" will appear around the node. This is the marker for WorldEdit position 2.
+
+Step 2: Region commands
+-----------------------
+### Chat Commands
+
+In the chat prompt, enter `//set mese`. In the chat, you will see a message showing the number of nodes set after a small delay.
+
+Look at the place between the two markers: it is now filled with MESE blocks!
+
+The `//set <node>` command fills the region with whatever node you want. It is a region-oriented command, which means it works inside the WorldEdit region only.
+
+Now, try a few different variations, such as `//set torch`, `//set cobble`, and `//set water`.
+
+### WorldEdit GUI
+
+Open the main WorldEdit GUI from your inventory screen.
+
+Press the "Set Nodes" button. You should see a new screen with various options for setting nodes.
+
+Enter "mese" in the "Name" field. Press Search if you would like to see what the node you just entered looks like.
+
+Press the "Set Nodes" button on this screen. In the chat, you will see a message showing the number of nodes set after a small delay.
+
+Look at the place between the two markers: it is now filled with MESE blocks!
+
+The "Set Nodes" function fills the region with whatever node you want. It is a region-oriented command, which means it works inside the WorldEdit region only.
+
+Now, try a few different variations on the node name, such as "torch", "cobble", and "water".
+
+Step 3: Position commands
+-------------------------
+### Chat Commands
+
+In the chat prompt, enter `//hollowdome 30 glass`. In the chat, you will see a message showing the number of nodes set after a small delay.
+
+Look around marker 1: it is now surrounded by a hollow glass dome!
+
+The `//hollowdome <radius> <node>` command creates a hollow dome centered around marker 1, made of any node you want. It is a position-oriented command, which means it works around marker 1 and can go outside the WorldEdit region.
+
+### WorldEdit GUI
+
+Open the main WorldEdit GUI from your inventory screen.
+
+Press the "Sphere/Dome" button. You should see a new screen with various options for making spheres or domes.
+
+Enter "glass" in the "Name" field. Press Search if you would like to see what the node you just entered looks like.
+
+Enter "30" in the "Radius" field.
+
+Press the "Hollow Dome" button on this screen. In the chat, you will see a message showing the number of nodes added after a small delay.
+
+Look around marker 1: it is now surrounded by a hollow glass dome!
+
+The "Hollow Dome" function creates a hollow dome centered around marker 1, made of any node you want. It is a position-oriented command, which means it works around marker 1 and can go outside the WorldEdit region.
+
+Step 4: Other commands
+----------------------
+### Chat Commands
+
+There are many more commands than what is shown here. See the [Chat Commands Reference](ChatCommands.md) for a detailed list of them, along with descriptions and examples for every single one.
+
+If you're in-game and forgot how a command works, just use the `/help <command name>` command, without the first forward slash. For example, to see some information about the `//set <node>` command mentioned earlier, simply use `/help /set`.
+
+A very useful command to check out is the `//save <schematic>` command, which can save everything inside the WorldEdit region to a file, stored on the computer hosting the server (the player's computer, in single player mode). You can then later use `//load <schematic>` to load the data in a file into a world, even another world on another computer.
+
+### WorldEdit GUI
+
+This only scratches the surface of what WorldEdit is capable of. Most of the functions in the WorldEdit GUI correspond to chat commands, and so the [Chat Commands Reference](ChatCommands.md) may be useful if you get stuck.
+
+It is helpful to explore the various buttons in the interface and check out what they do. Learning the chat command interface is also useful if you use WorldEdit intensively - an experienced chat command user can usually work faster than an experienced WorldEdit GUI user. \ No newline at end of file
diff --git a/worldedit/WorldEdit API.md b/worldedit/WorldEdit API.md
new file mode 100644
index 0000000..7b99c8b
--- /dev/null
+++ b/worldedit/WorldEdit API.md
@@ -0,0 +1,225 @@
+WorldEdit API
+=============
+The WorldEdit API is composed of multiple modules, each of which is independent and can be used without the other. Each module is contained within a single file.
+
+If needed, individual modules such as visualization.lua can be removed without affecting the rest of the program. The only file that cannot be removed is init.lua, which is necessary for the mod to run.
+
+For more information, see the [README](README.md).
+
+General
+-------
+
+### value = worldedit.version
+
+Contains the current version of WorldEdit in a table of the form `{major=MAJOR_INTEGER, minor=MINOR_INTEGER}`, where `MAJOR_INTEGER` is the major version (the number before the period) as an integer, and `MINOR_INTEGER` is the minor version (the number after the period) as an integer. This is intended for version checking purposes.
+
+### value = worldedit.version_string
+
+Contains the current version of WorldEdit in the form of a string `"MAJOR_INTEGER.MINOR_INTEGER"`, where `MAJOR_INTEGER` is the major version (the number before the period) as an integer, and `MINOR_INTEGER` is the minor version (the number after the period) as an integer. This is intended for display purposes.
+
+Manipulations
+-------------
+Contained in manipulations.lua, this module allows several node operations to be applied over a region.
+
+### count = worldedit.set(pos1, pos2, node_name)
+
+Sets a region defined by positions `pos1` and `pos2` to `node_name`. To clear a region, use "air" as the value of `node_name`.
+
+Returns the number of nodes set.
+
+### count = worldedit.replace(pos1, pos2, searchnode, replacenode)
+
+Replaces all instances of `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`.
+
+Returns the number of nodes replaced.
+
+### count = worldedit.replaceinverse(pos1, pos2, searchnode, replacenode)
+
+Replaces all nodes other than `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`.
+
+Returns the number of nodes replaced.
+
+### count = worldedit.copy(pos1, pos2, axis, amount)
+
+Copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes.
+
+Returns the number of nodes copied.
+
+### count = worldedit.copy2(pos1, pos2, off)
+
+Copies the region defined by positions `pos1` and `pos2` by the offset vector `off`.
+
+Returns the number of nodes copied.
+
+### count = worldedit.move(pos1, pos2, axis, amount)
+
+Moves the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes.
+
+Returns the number of nodes moved.
+
+### count = worldedit.stack(pos1, pos2, axis, count)
+
+Duplicates the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") `count` times.
+
+Returns the number of nodes stacked.
+
+### count = worldedit.stack2(pos1, pos2, direction, amount)
+
+Duplicates the region defined by positions `pos1` and `pos2` `amount` times with offset vector `direction`.
+
+Returns the number of nodes stacked.
+
+### count, newpos1, newpos2 = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz)
+
+Stretches the region defined by positions `pos1` and `pos2` by an factor of positive integers `stretchx`, `stretchy`. and `stretchz` along the X, Y, and Z axes, respectively, with `pos1` as the origin.
+
+Returns the number of nodes stretched, the new scaled position 1, and the new scaled position 2.
+
+### count, newpos1, newpos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
+
+Transposes a region defined by the positions `pos1` and `pos2` between the `axis1` and `axis2` axes ("x" or "y" or "z").
+
+Returns the number of nodes transposed, the new transposed position 1, and the new transposed position 2.
+
+### count = worldedit.flip(pos1, pos2, axis)
+
+Flips a region defined by the positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z").
+
+Returns the number of nodes flipped.
+
+### count, newpos2, newpos2 = worldedit.rotate(pos1, pos2, angle)
+
+Rotates a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise around the y axis (supporting 90 degree increments only).
+
+Returns the number of nodes rotated, the new position 1, and the new position 2.
+
+### count = worldedit.orient(pos1, pos2, angle)
+
+Rotates all oriented nodes in a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise (90 degree increment) around the Y axis.
+
+Returns the number of nodes oriented.
+
+### count = worldedit.fixlight(pos1, pos2)
+
+Fixes the lighting in a region defined by positions `pos1` and `pos2`.
+
+Returns the number of nodes updated.
+
+### count = worldedit.clearobjects(pos1, pos2)
+
+Clears all objects in a region defined by the positions `pos1` and `pos2`.
+
+Returns the number of objects cleared.
+
+Primitives
+----------
+Contained in primitives.lua, this module allows the creation of several geometric primitives.
+
+### count = worldedit.sphere(pos, radius, node_name, hollow)
+
+Adds a sphere centered at `pos` with radius `radius`, composed of `node_name`.
+
+Returns the number of nodes added.
+
+### count = worldedit.dome(pos, radius, node_name, hollow)
+
+Adds a dome centered at `pos` with radius `radius`, composed of `node_name`.
+
+Returns the number of nodes added.
+
+### count = worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
+
+Adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `node_name`.
+
+Returns the number of nodes added.
+
+### count = worldedit.pyramid(pos, axis, height, node_name)
+
+Adds a pyramid centered at `pos` along the `axis` axis ("x" or "y" or "z") with height `height`.
+
+Returns the number of nodes added.
+
+### count = worldedit.spiral(pos, length, height, spacer, node_name)
+
+Adds a spiral centered at `pos` with side length `length`, height `height`, space between walls `spacer`, composed of `node_name`.
+
+Returns the number of nodes added.
+
+Visualization
+-------------
+Contained in visualization.lua, this module allows nodes to be visualized in different ways.
+
+### volume = worldedit.volume(pos1, pos2)
+
+Determines the volume of the region defined by positions `pos1` and `pos2`.
+
+Returns the volume.
+
+### count = worldedit.hide(pos1, pos2)
+
+Hides all nodes in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes.
+
+Returns the number of nodes hidden.
+
+### count = worldedit.suppress(pos1, pos2, node_name)
+
+Suppresses all instances of `node_name` in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes.
+
+Returns the number of nodes suppressed.
+
+### count = worldedit.highlight(pos1, pos2, node_name)
+
+Highlights all instances of `node_name` in a region defined by positions `pos1` and `pos2` by non-destructively hiding all other nodes.
+
+Returns the number of nodes found.
+
+### count = worldedit.restore(pos1, pos2)
+
+Restores all nodes hidden with WorldEdit functions in a region defined by positions `pos1` and `pos2`.
+
+Returns the number of nodes restored.
+
+Serialization
+-------------
+Contained in serialization.lua, this module allows regions of nodes to be serialized and deserialized to formats suitable for use outside MineTest.
+
+### version, extra_fields, content = worldedit.read_header(value)
+
+Reads the header from serialized data `value`.
+
+Returns the version as a positive integer (nil for unknown versions),
+extra header fields (nil if not supported), and the content after the header.
+
+### data, count = worldedit.serialize(pos1, pos2)
+
+Converts the region defined by positions `pos1` and `pos2` into a single string.
+
+Returns the serialized data and the number of nodes serialized, or nil.
+
+### pos1, pos2, count = worldedit.allocate(origin_pos, value)
+
+Determines the volume the nodes represented by string `value` would occupy if deserialized at `origin_pos`.
+
+Returns the two corner positions and the number of nodes, or nil.
+
+### count = worldedit.deserialize(origin_pos, value)
+
+Loads the nodes represented by string `value` at position `origin_pos`.
+
+Returns the number of nodes deserialized or nil.
+
+Code
+----
+Contained in code.lua, this module allows arbitrary Lua code to be used with WorldEdit.
+
+### error = worldedit.lua(code)
+
+Executes `code` as a Lua chunk in the global namespace.
+
+Returns an error if the code fails or nil otherwise.
+
+### error = worldedit.luatransform(pos1, pos2, code)
+
+Executes `code` as a Lua chunk in the global namespace with the variable `pos` available, for each node in a region defined by positions `pos1` and `pos2`.
+
+Returns an error if the code fails or nil otherwise.
diff --git a/worldedit/config.ld b/worldedit/config.ld
new file mode 100644
index 0000000..69be224
--- /dev/null
+++ b/worldedit/config.ld
@@ -0,0 +1,12 @@
+project = "WorldEdit"
+title = "WorldEdit API Documentation"
+description = "Minetest mod to mass-modify nodes"
+format = "markdown"
+file = {"worldedit"}
+topics = {
+ "README.md",
+ "Tutorial.md",
+ "ChatCommands.md",
+ "LICENSE.txt"
+}
+
diff --git a/worldedit/modpack.txt b/worldedit/modpack.txt
new file mode 100644
index 0000000..e69de29
--- /dev/null
+++ b/worldedit/modpack.txt
diff --git a/worldedit/worldedit/code.lua b/worldedit/worldedit/code.lua
new file mode 100644
index 0000000..a939deb
--- /dev/null
+++ b/worldedit/worldedit/code.lua
@@ -0,0 +1,52 @@
+--- Lua code execution functions.
+-- @module worldedit.code
+
+--- Executes `code` as a Lua chunk in the global namespace.
+-- @return An error message if the code fails, or nil on success.
+function worldedit.lua(code)
+ local func, err = loadstring(code)
+ if not func then -- Syntax error
+ return err
+ end
+ local good, err = pcall(func)
+ if not good then -- Runtime error
+ return err
+ end
+ return nil
+end
+
+
+--- Executes `code` as a Lua chunk in the global namespace with the variable
+-- pos available, for each node in a region defined by positions `pos1` and
+-- `pos2`.
+-- @return An error message if the code fails, or nil on success.
+function worldedit.luatransform(pos1, pos2, code)
+ pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ local factory, err = loadstring("return function(pos) " .. code .. " end")
+ if not factory then -- Syntax error
+ return err
+ end
+ local func = factory()
+
+ worldedit.keep_loaded(pos1, pos2)
+
+ local pos = {x=pos1.x, y=0, z=0}
+ while pos.x <= pos2.x do
+ pos.y = pos1.y
+ while pos.y <= pos2.y do
+ pos.z = pos1.z
+ while pos.z <= pos2.z do
+ local good, err = pcall(func, pos)
+ if not good then -- Runtime error
+ return err
+ end
+ pos.z = pos.z + 1
+ end
+ pos.y = pos.y + 1
+ end
+ pos.x = pos.x + 1
+ end
+ return nil
+end
+
diff --git a/worldedit/worldedit/common.lua b/worldedit/worldedit/common.lua
new file mode 100644
index 0000000..be9a2c9
--- /dev/null
+++ b/worldedit/worldedit/common.lua
@@ -0,0 +1,114 @@
+--- Common functions [INTERNAL]. All of these functions are internal!
+-- @module worldedit.common
+
+--- Copies and modifies positions `pos1` and `pos2` so that each component of
+-- `pos1` is less than or equal to the corresponding component of `pos2`.
+-- Returns the new positions.
+function worldedit.sort_pos(pos1, pos2)
+ pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
+ pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
+ if pos1.x > pos2.x then
+ pos2.x, pos1.x = pos1.x, pos2.x
+ end
+ if pos1.y > pos2.y then
+ pos2.y, pos1.y = pos1.y, pos2.y
+ end
+ if pos1.z > pos2.z then
+ pos2.z, pos1.z = pos1.z, pos2.z
+ end
+ return pos1, pos2
+end
+
+
+--- Determines the volume of the region defined by positions `pos1` and `pos2`.
+-- @return The volume.
+function worldedit.volume(pos1, pos2)
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+ return (pos2.x - pos1.x + 1) *
+ (pos2.y - pos1.y + 1) *
+ (pos2.z - pos1.z + 1)
+end
+
+
+--- Gets other axes given an axis.
+-- @raise Axis must be x, y, or z!
+function worldedit.get_axis_others(axis)
+ if axis == "x" then
+ return "y", "z"
+ elseif axis == "y" then
+ return "x", "z"
+ elseif axis == "z" then
+ return "x", "y"
+ else
+ error("Axis must be x, y, or z!")
+ end
+end
+
+
+function worldedit.keep_loaded(pos1, pos2)
+ local manip = minetest.get_voxel_manip()
+ manip:read_from_map(pos1, pos2)
+end
+
+
+local mh = {}
+worldedit.manip_helpers = mh
+
+
+--- Generates an empty VoxelManip data table for an area.
+-- @return The empty data table.
+function mh.get_empty_data(area)
+ -- Fill emerged area with ignore so that blocks in the area that are
+ -- only partially modified aren't overwriten.
+ local data = {}
+ local c_ignore = minetest.get_content_id("ignore")
+ for i = 1, worldedit.volume(area.MinEdge, area.MaxEdge) do
+ data[i] = c_ignore
+ end
+ return data
+end
+
+
+function mh.init(pos1, pos2)
+ local manip = minetest.get_voxel_manip()
+ local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
+ local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
+ return manip, area
+end
+
+
+function mh.init_radius(pos, radius)
+ local pos1 = vector.subtract(pos, radius)
+ local pos2 = vector.add(pos, radius)
+ return mh.init(pos1, pos2)
+end
+
+
+function mh.init_axis_radius(base_pos, axis, radius)
+ return mh.init_axis_radius_length(base_pos, axis, radius, radius)
+end
+
+
+function mh.init_axis_radius_length(base_pos, axis, radius, length)
+ local other1, other2 = worldedit.get_axis_others(axis)
+ local pos1 = {
+ [axis] = base_pos[axis],
+ [other1] = base_pos[other1] - radius,
+ [other2] = base_pos[other2] - radius
+ }
+ local pos2 = {
+ [axis] = base_pos[axis] + length,
+ [other1] = base_pos[other1] + radius,
+ [other2] = base_pos[other2] + radius
+ }
+ return mh.init(pos1, pos2)
+end
+
+
+function mh.finish(manip, data)
+ -- Update map
+ manip:set_data(data)
+ manip:write_to_map()
+ manip:update_map()
+end
+
diff --git a/worldedit/worldedit/compatibility.lua b/worldedit/worldedit/compatibility.lua
new file mode 100644
index 0000000..c989a05
--- /dev/null
+++ b/worldedit/worldedit/compatibility.lua
@@ -0,0 +1,74 @@
+--- Compatibility functions.
+-- @module worldedit.compatibility
+
+local function deprecated(new_func)
+ local info = debug.getinfo(1, "n")
+ local msg = "worldedit." .. info.name .. "() is deprecated."
+ if new_func then
+ msg = msg .. " Use worldedit." .. new_func .. "() instead."
+ end
+ minetest.log("deprecated", msg)
+end
+
+worldedit.allocate_old = worldedit.allocate
+
+worldedit.deserialize_old = worldedit.deserialize
+
+function worldedit.metasave(pos1, pos2, filename)
+ deprecated("save")
+ local file, err = io.open(filename, "wb")
+ if err then return 0 end
+ local data, count = worldedit.serialize(pos1, pos2)
+ file:write(data)
+ file:close()
+ return count
+end
+
+function worldedit.metaload(originpos, filename)
+ deprecated("load")
+ filename = minetest.get_worldpath() .. "/schems/" .. file .. ".wem"
+ local file, err = io.open(filename, "wb")
+ if err then return 0 end
+ local data = file:read("*a")
+ return worldedit.deserialize(originpos, data)
+end
+
+function worldedit.scale(pos1, pos2, factor)
+ deprecated("stretch")
+ return worldedit.stretch(pos1, pos2, factor, factor, factor)
+end
+
+function worldedit.valueversion(value)
+ deprecated("read_header")
+ local version = worldedit.read_header(value)
+ if not version or version > worldedit.LATEST_SERIALIZATION_VERSION then
+ return 0
+ end
+ return version
+end
+
+function worldedit.replaceinverse(pos1, pos2, search_node, replace_node)
+ deprecated("replace")
+ return worldedit.replace(pos1, pos2, search_node, replace_node, true)
+end
+
+function worldedit.clearobjects(...)
+ deprecated("clear_objects")
+ return worldedit.clear_objects(...)
+end
+
+function worldedit.hollow_sphere(pos, radius, node_name)
+ deprecated("sphere")
+ return worldedit.sphere(pos, radius, node_name, true)
+end
+
+function worldedit.hollow_dome(pos, radius, node_name)
+ deprecated("dome")
+ return worldedit.dome(pos, radius, node_name, true)
+end
+
+function worldedit.hollow_cylinder(pos, axis, length, radius, node_name)
+ deprecated("cylinder")
+ return worldedit.cylinder(pos, axis, length, radius, node_name, true)
+end
+
diff --git a/worldedit/worldedit/init.lua b/worldedit/worldedit/init.lua
new file mode 100644
index 0000000..e193454
--- /dev/null
+++ b/worldedit/worldedit/init.lua
@@ -0,0 +1,44 @@
+--- Worldedit.
+-- @module worldedit
+-- @release 1.1
+-- @copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
+-- @license GNU Affero General Public License version 3 (AGPLv3)
+-- @author sfan5
+-- @author Anthony Zang (Uberi/Temperest)
+-- @author Bret O'Donnel (cornernote)
+-- @author ShadowNinja
+
+worldedit = {}
+worldedit.version = {1, 1, major=1, minor=1}
+worldedit.version_string = table.concat(worldedit.version, ".")
+
+if not minetest.get_voxel_manip then
+ local err_msg = "This version of WorldEdit requires Minetest 0.4.8 or later! You have an old version."
+ minetest.log("error", string.rep("#", 128))
+ minetest.log("error", err_msg)
+ minetest.log("error", string.rep("#", 128))
+ error(err_msg)
+end
+
+local path = minetest.get_modpath(minetest.get_current_modname())
+
+local function load_module(path)
+ local file = io.open(path, "r")
+ if not file then return end
+ file:close()
+ return dofile(path)
+end
+
+dofile(path .. "/common.lua")
+load_module(path .. "/manipulations.lua")
+load_module(path .. "/primitives.lua")
+load_module(path .. "/visualization.lua")
+load_module(path .. "/serialization.lua")
+load_module(path .. "/code.lua")
+load_module(path .. "/compatibility.lua")
+
+
+if minetest.setting_getbool("log_mods") then
+ print("[WorldEdit] Loaded!")
+end
+
diff --git a/worldedit/worldedit/manipulations.lua b/worldedit/worldedit/manipulations.lua
new file mode 100644
index 0000000..cf95517
--- /dev/null
+++ b/worldedit/worldedit/manipulations.lua
@@ -0,0 +1,629 @@
+--- Generic node manipulations.
+-- @module worldedit.manipulations
+
+local mh = worldedit.manip_helpers
+
+
+--- Sets a region to `node_names`.
+-- @param pos1
+-- @param pos2
+-- @param node_names Node name or list of node names.
+-- @return The number of nodes set.
+function worldedit.set(pos1, pos2, node_names)
+ pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ local manip, area = mh.init(pos1, pos2)
+ local data = mh.get_empty_data(area)
+
+ if type(node_names) == "string" then -- Only one type of node
+ local id = minetest.get_content_id(node_names)
+ -- Fill area with node
+ for i in area:iterp(pos1, pos2) do
+ data[i] = id
+ end
+ else -- Several types of nodes specified
+ local node_ids = {}
+ for i, v in ipairs(node_names) do
+ node_ids[i] = minetest.get_content_id(v)
+ end
+ -- Fill area randomly with nodes
+ local id_count, rand = #node_ids, math.random
+ for i in area:iterp(pos1, pos2) do
+ data[i] = node_ids[rand(id_count)]
+ end
+ end
+
+ mh.finish(manip, data)
+
+ return worldedit.volume(pos1, pos2)
+end
+
+
+--- Replaces all instances of `search_node` with `replace_node` in a region.
+-- When `inverse` is `true`, replaces all instances that are NOT `search_node`.
+-- @return The number of nodes replaced.
+function worldedit.replace(pos1, pos2, search_node, replace_node, inverse)
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ local manip, area = mh.init(pos1, pos2)
+ local data = manip:get_data()
+
+ local search_id = minetest.get_content_id(search_node)
+ local replace_id = minetest.get_content_id(replace_node)
+
+ local count = 0
+
+ --- TODO: This could be shortened by checking `inverse` in the loop,
+ -- but that would have a speed penalty. Is the penalty big enough
+ -- to matter?
+ if not inverse then
+ for i in area:iterp(pos1, pos2) do
+ if data[i] == search_id then
+ data[i] = replace_id
+ count = count + 1
+ end
+ end
+ else
+ for i in area:iterp(pos1, pos2) do
+ if data[i] ~= search_id then
+ data[i] = replace_id
+ count = count + 1
+ end
+ end
+ end
+
+ mh.finish(manip, data)
+
+ return count
+end
+
+
+--- Duplicates a region `amount` times with offset vector `direction`.
+-- Stacking is spread across server steps, one copy per step.
+-- @return The number of nodes stacked.
+function worldedit.stack2(pos1, pos2, direction, amount, finished)
+ local i = 0
+ local translated = {x=0, y=0, z=0}
+ local function next_one()
+ if i < amount then
+ i = i + 1
+ translated.x = translated.x + direction.x
+ translated.y = translated.y + direction.y
+ translated.z = translated.z + direction.z
+ worldedit.copy2(pos1, pos2, translated)
+ minetest.after(0, next_one)
+ else
+ if finished then
+ finished()
+ end
+ end
+ end
+ next_one()
+ return worldedit.volume(pos1, pos2) * amount
+end
+
+
+--- Copies a region along `axis` by `amount` nodes.
+-- @param pos1
+-- @param pos2
+-- @param axis Axis ("x", "y", or "z")
+-- @param amount
+-- @return The number of nodes copied.
+function worldedit.copy(pos1, pos2, axis, amount)
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ worldedit.keep_loaded(pos1, pos2)
+
+ local get_node, get_meta, set_node = minetest.get_node,
+ minetest.get_meta, minetest.set_node
+ -- Copy things backwards when negative to avoid corruption.
+ -- FIXME: Lots of code duplication here.
+ if amount < 0 then
+ local pos = {}
+ pos.x = pos1.x
+ while pos.x <= pos2.x do
+ pos.y = pos1.y
+ while pos.y <= pos2.y do
+ pos.z = pos1.z
+ while pos.z <= pos2.z do
+ local node = get_node(pos) -- Obtain current node
+ local meta = get_meta(pos):to_table() -- Get meta of current node
+ local value = pos[axis] -- Store current position
+ pos[axis] = value + amount -- Move along axis
+ set_node(pos, node) -- Copy node to new position
+ get_meta(pos):from_table(meta) -- Set metadata of new node
+ pos[axis] = value -- Restore old position
+ pos.z = pos.z + 1
+ end
+ pos.y = pos.y + 1
+ end
+ pos.x = pos.x + 1
+ end
+ else
+ local pos = {}
+ pos.x = pos2.x
+ while pos.x >= pos1.x do
+ pos.y = pos2.y
+ while pos.y >= pos1.y do
+ pos.z = pos2.z
+ while pos.z >= pos1.z do
+ local node = get_node(pos) -- Obtain current node
+ local meta = get_meta(pos):to_table() -- Get meta of current node
+ local value = pos[axis] -- Store current position
+ pos[axis] = value + amount -- Move along axis
+ set_node(pos, node) -- Copy node to new position
+ get_meta(pos):from_table(meta) -- Set metadata of new node
+ pos[axis] = value -- Restore old position
+ pos.z = pos.z - 1
+ end
+ pos.y = pos.y - 1
+ end
+ pos.x = pos.x - 1
+ end
+ end
+ return worldedit.volume(pos1, pos2)
+end
+
+--- Copies a region by offset vector `off`.
+-- @param pos1
+-- @param pos2
+-- @param off
+-- @return The number of nodes copied.
+function worldedit.copy2(pos1, pos2, off)
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ worldedit.keep_loaded(pos1, pos2)
+
+ local get_node, get_meta, set_node = minetest.get_node,
+ minetest.get_meta, minetest.set_node
+ local pos = {}
+ pos.x = pos2.x
+ while pos.x >= pos1.x do
+ pos.y = pos2.y
+ while pos.y >= pos1.y do
+ pos.z = pos2.z
+ while pos.z >= pos1.z do
+ local node = get_node(pos) -- Obtain current node
+ local meta = get_meta(pos):to_table() -- Get meta of current node
+ local newpos = vector.add(pos, off) -- Calculate new position
+ set_node(newpos, node) -- Copy node to new position
+ get_meta(newpos):from_table(meta) -- Set metadata of new node
+ pos.z = pos.z - 1
+ end
+ pos.y = pos.y - 1
+ end
+ pos.x = pos.x - 1
+ end
+ return worldedit.volume(pos1, pos2)
+end
+
+--- Moves a region along `axis` by `amount` nodes.
+-- @return The number of nodes moved.
+function worldedit.move(pos1, pos2, axis, amount)
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ worldedit.keep_loaded(pos1, pos2)
+
+ --- TODO: Move slice by slice using schematic method in the move axis
+ -- and transfer metadata in separate loop (and if the amount is
+ -- greater than the length in the axis, copy whole thing at a time and
+ -- erase original after, using schematic method).
+ local get_node, get_meta, set_node, remove_node = minetest.get_node,
+ minetest.get_meta, minetest.set_node, minetest.remove_node
+ -- Copy things backwards when negative to avoid corruption.
+ --- FIXME: Lots of code duplication here.
+ if amount < 0 then
+ local pos = {}
+ pos.x = pos1.x
+ while pos.x <= pos2.x do
+ pos.y = pos1.y
+ while pos.y <= pos2.y do
+ pos.z = pos1.z
+ while pos.z <= pos2.z do
+ local node = get_node(pos) -- Obtain current node
+ local meta = get_meta(pos):to_table() -- Get metadata of current node
+ remove_node(pos) -- Remove current node
+ local value = pos[axis] -- Store current position
+ pos[axis] = value + amount -- Move along axis
+ set_node(pos, node) -- Move node to new position
+ get_meta(pos):from_table(meta) -- Set metadata of new node
+ pos[axis] = value -- Restore old position
+ pos.z = pos.z + 1
+ end
+ pos.y = pos.y + 1
+ end
+ pos.x = pos.x + 1
+ end
+ else
+ local pos = {}
+ pos.x = pos2.x
+ while pos.x >= pos1.x do
+ pos.y = pos2.y
+ while pos.y >= pos1.y do
+ pos.z = pos2.z
+ while pos.z >= pos1.z do
+ local node = get_node(pos) -- Obtain current node
+ local meta = get_meta(pos):to_table() -- Get metadata of current node
+ remove_node(pos) -- Remove current node
+ local value = pos[axis] -- Store current position
+ pos[axis] = value + amount -- Move along axis
+ set_node(pos, node) -- Move node to new position
+ get_meta(pos):from_table(meta) -- Set metadata of new node
+ pos[axis] = value -- Restore old position
+ pos.z = pos.z - 1
+ end
+ pos.y = pos.y - 1
+ end
+ pos.x = pos.x - 1
+ end
+ end
+ return worldedit.volume(pos1, pos2)
+end
+
+
+--- Duplicates a region along `axis` `amount` times.
+-- Stacking is spread across server steps, one copy per step.
+-- @param pos1
+-- @param pos2
+-- @param axis Axis direction, "x", "y", or "z".
+-- @param count
+-- @return The number of nodes stacked.
+function worldedit.stack(pos1, pos2, axis, count)
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+ local length = pos2[axis] - pos1[axis] + 1
+ if count < 0 then
+ count = -count
+ length = -length
+ end
+ local amount = 0
+ local copy = worldedit.copy
+ local i = 1
+ function next_one()
+ if i <= count then
+ i = i + 1
+ amount = amount + length
+ copy(pos1, pos2, axis, amount)
+ minetest.after(0, next_one)
+ end
+ end
+ next_one()
+ return worldedit.volume(pos1, pos2) * count
+end
+
+
+--- Stretches a region by a factor of positive integers along the X, Y, and Z
+-- axes, respectively, with `pos1` as the origin.
+-- @param pos1
+-- @param pos2
+-- @param stretch_x Amount to stretch along X axis.
+-- @param stretch_y Amount to stretch along Y axis.
+-- @param stretch_z Amount to stretch along Z axis.
+-- @return The number of nodes scaled.
+-- @return The new scaled position 1.
+-- @return The new scaled position 2.
+function worldedit.stretch(pos1, pos2, stretch_x, stretch_y, stretch_z)
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ -- Prepare schematic of large node
+ local get_node, get_meta, place_schematic = minetest.get_node,
+ minetest.get_meta, minetest.place_schematic
+ local placeholder_node = {name="", param1=255, param2=0}
+ local nodes = {}
+ for i = 1, stretch_x * stretch_y * stretch_z do
+ nodes[i] = placeholder_node
+ end
+ local schematic = {size={x=stretch_x, y=stretch_y, z=stretch_z}, data=nodes}
+
+ local size_x, size_y, size_z = stretch_x - 1, stretch_y - 1, stretch_z - 1
+
+ local new_pos2 = {
+ x = pos1.x + (pos2.x - pos1.x) * stretch_x + size_x,
+ y = pos1.y + (pos2.y - pos1.y) * stretch_y + size_y,
+ z = pos1.z + (pos2.z - pos1.z) * stretch_z + size_z,
+ }
+ worldedit.keep_loaded(pos1, new_pos2)
+
+ local pos = {x=pos2.x, y=0, z=0}
+ local big_pos = {x=0, y=0, z=0}
+ while pos.x >= pos1.x do
+ pos.y = pos2.y
+ while pos.y >= pos1.y do
+ pos.z = pos2.z
+ while pos.z >= pos1.z do
+ local node = get_node(pos) -- Get current node
+ local meta = get_meta(pos):to_table() -- Get meta of current node
+
+ -- Calculate far corner of the big node
+ local pos_x = pos1.x + (pos.x - pos1.x) * stretch_x
+ local pos_y = pos1.y + (pos.y - pos1.y) * stretch_y
+ local pos_z = pos1.z + (pos.z - pos1.z) * stretch_z
+
+ -- Create large node
+ placeholder_node.name = node.name
+ placeholder_node.param2 = node.param2
+ big_pos.x, big_pos.y, big_pos.z = pos_x, pos_y, pos_z
+ place_schematic(big_pos, schematic)
+
+ -- Fill in large node meta
+ if next(meta.fields) ~= nil or next(meta.inventory) ~= nil then
+ -- Node has meta fields
+ for x = 0, size_x do
+ for y = 0, size_y do
+ for z = 0, size_z do
+ big_pos.x = pos_x + x
+ big_pos.y = pos_y + y
+ big_pos.z = pos_z + z
+ -- Set metadata of new node
+ get_meta(big_pos):from_table(meta)
+ end
+ end
+ end
+ end
+ pos.z = pos.z - 1
+ end
+ pos.y = pos.y - 1
+ end
+ pos.x = pos.x - 1
+ end
+ return worldedit.volume(pos1, pos2) * stretch_x * stretch_y * stretch_z, pos1, new_pos2
+end
+
+
+--- Transposes a region between two axes.
+-- @return The number of nodes transposed.
+-- @return The new transposed position 1.
+-- @return The new transposed position 2.
+function worldedit.transpose(pos1, pos2, axis1, axis2)
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ local compare
+ local extent1, extent2 = pos2[axis1] - pos1[axis1], pos2[axis2] - pos1[axis2]
+
+ if extent1 > extent2 then
+ compare = function(extent1, extent2)
+ return extent1 > extent2
+ end
+ else
+ compare = function(extent1, extent2)
+ return extent1 < extent2
+ end
+ end
+
+ -- Calculate the new position 2 after transposition
+ local new_pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
+ new_pos2[axis1] = pos1[axis1] + extent2
+ new_pos2[axis2] = pos1[axis2] + extent1
+
+ local upper_bound = {x=pos2.x, y=pos2.y, z=pos2.z}
+ if upper_bound[axis1] < new_pos2[axis1] then upper_bound[axis1] = new_pos2[axis1] end
+ if upper_bound[axis2] < new_pos2[axis2] then upper_bound[axis2] = new_pos2[axis2] end
+ worldedit.keep_loaded(pos1, upper_bound)
+
+ local pos = {x=pos1.x, y=0, z=0}
+ local get_node, get_meta, set_node = minetest.get_node,
+ minetest.get_meta, minetest.set_node
+ while pos.x <= pos2.x do
+ pos.y = pos1.y
+ while pos.y <= pos2.y do
+ pos.z = pos1.z
+ while pos.z <= pos2.z do
+ local extent1, extent2 = pos[axis1] - pos1[axis1], pos[axis2] - pos1[axis2]
+ if compare(extent1, extent2) then -- Transpose only if below the diagonal
+ local node1 = get_node(pos)
+ local meta1 = get_meta(pos):to_table()
+ local value1, value2 = pos[axis1], pos[axis2] -- Save position values
+ pos[axis1], pos[axis2] = pos1[axis1] + extent2, pos1[axis2] + extent1 -- Swap axis extents
+ local node2 = get_node(pos)
+ local meta2 = get_meta(pos):to_table()
+ set_node(pos, node1)
+ get_meta(pos):from_table(meta1)
+ pos[axis1], pos[axis2] = value1, value2 -- Restore position values
+ set_node(pos, node2)
+ get_meta(pos):from_table(meta2)
+ end
+ pos.z = pos.z + 1
+ end
+ pos.y = pos.y + 1
+ end
+ pos.x = pos.x + 1
+ end
+ return worldedit.volume(pos1, pos2), pos1, new_pos2
+end
+
+
+--- Flips a region along `axis`.
+-- @return The number of nodes flipped.
+function worldedit.flip(pos1, pos2, axis)
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ worldedit.keep_loaded(pos1, pos2)
+
+ --- TODO: Flip the region slice by slice along the flip axis using schematic method.
+ local pos = {x=pos1.x, y=0, z=0}
+ local start = pos1[axis] + pos2[axis]
+ pos2[axis] = pos1[axis] + math.floor((pos2[axis] - pos1[axis]) / 2)
+ local get_node, get_meta, set_node = minetest.get_node,
+ minetest.get_meta, minetest.set_node
+ while pos.x <= pos2.x do
+ pos.y = pos1.y
+ while pos.y <= pos2.y do
+ pos.z = pos1.z
+ while pos.z <= pos2.z do
+ local node1 = get_node(pos)
+ local meta1 = get_meta(pos):to_table()
+ local value = pos[axis] -- Save position
+ pos[axis] = start - value -- Shift position
+ local node2 = get_node(pos)
+ local meta2 = get_meta(pos):to_table()
+ set_node(pos, node1)
+ get_meta(pos):from_table(meta1)
+ pos[axis] = value -- Restore position
+ set_node(pos, node2)
+ get_meta(pos):from_table(meta2)
+ pos.z = pos.z + 1
+ end
+ pos.y = pos.y + 1
+ end
+ pos.x = pos.x + 1
+ end
+ return worldedit.volume(pos1, pos2)
+end
+
+
+--- Rotates a region clockwise around an axis.
+-- @param pos1
+-- @param pos2
+-- @param axis Axis ("x", "y", or "z").
+-- @param angle Angle in degrees (90 degree increments only).
+-- @return The number of nodes rotated.
+-- @return The new first position.
+-- @return The new second position.
+function worldedit.rotate(pos1, pos2, axis, angle)
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ local other1, other2 = worldedit.get_axis_others(axis)
+ angle = angle % 360
+
+ local count
+ if angle == 90 then
+ worldedit.flip(pos1, pos2, other1)
+ count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
+ elseif angle == 180 then
+ worldedit.flip(pos1, pos2, other1)
+ count = worldedit.flip(pos1, pos2, other2)
+ elseif angle == 270 then
+ worldedit.flip(pos1, pos2, other2)
+ count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
+ else
+ error("Only 90 degree increments are supported!")
+ end
+ return count, pos1, pos2
+end
+
+
+--- Rotates all oriented nodes in a region clockwise around the Y axis.
+-- @param pos1
+-- @param pos2
+-- @param angle Angle in degrees (90 degree increments only).
+-- @return The number of nodes oriented.
+-- TODO: Support 6D facedir rotation along arbitrary axis.
+function worldedit.orient(pos1, pos2, angle)
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+ local registered_nodes = minetest.registered_nodes
+
+ local wallmounted = {
+ [90] = {[0]=0, 1, 5, 4, 2, 3},
+ [180] = {[0]=0, 1, 3, 2, 5, 4},
+ [270] = {[0]=0, 1, 4, 5, 3, 2}
+ }
+ local facedir = {
+ [90] = {[0]=1, 2, 3, 0},
+ [180] = {[0]=2, 3, 0, 1},
+ [270] = {[0]=3, 0, 1, 2}
+ }
+
+ angle = angle % 360
+ if angle == 0 then
+ return 0
+ end
+ if angle % 90 ~= 0 then
+ error("Only 90 degree increments are supported!")
+ end
+ local wallmounted_substitution = wallmounted[angle]
+ local facedir_substitution = facedir[angle]
+
+ worldedit.keep_loaded(pos1, pos2)
+
+ local count = 0
+ local set_node, get_node, get_meta, swap_node = minetest.set_node,
+ minetest.get_node, minetest.get_meta, minetest.swap_node
+ local pos = {x=pos1.x, y=0, z=0}
+ while pos.x <= pos2.x do
+ pos.y = pos1.y
+ while pos.y <= pos2.y do
+ pos.z = pos1.z
+ while pos.z <= pos2.z do
+ local node = get_node(pos)
+ local def = registered_nodes[node.name]
+ if def then
+ if def.paramtype2 == "wallmounted" then
+ node.param2 = wallmounted_substitution[node.param2]
+ local meta = get_meta(pos):to_table()
+ set_node(pos, node)
+ get_meta(pos):from_table(meta)
+ count = count + 1
+ elseif def.paramtype2 == "facedir" then
+ node.param2 = facedir_substitution[node.param2]
+ local meta = get_meta(pos):to_table()
+ set_node(pos, node)
+ get_meta(pos):from_table(meta)
+ count = count + 1
+ end
+ end
+ pos.z = pos.z + 1
+ end
+ pos.y = pos.y + 1
+ end
+ pos.x = pos.x + 1
+ end
+ return count
+end
+
+
+--- Attempts to fix the lighting in a region.
+-- @return The number of nodes updated.
+function worldedit.fixlight(pos1, pos2)
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ worldedit.keep_loaded(pos1, pos2)
+
+ local nodes = minetest.find_nodes_in_area(pos1, pos2, "air")
+ local dig_node = minetest.dig_node
+ for _, pos in ipairs(nodes) do
+ dig_node(pos)
+ end
+ return #nodes
+end
+
+
+--- Clears all objects in a region.
+-- @return The number of objects cleared.
+function worldedit.clear_objects(pos1, pos2)
+ pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ worldedit.keep_loaded(pos1, pos2)
+
+ -- Offset positions to include full nodes (positions are in the center of nodes)
+ local pos1x, pos1y, pos1z = pos1.x - 0.5, pos1.y - 0.5, pos1.z - 0.5
+ local pos2x, pos2y, pos2z = pos2.x + 0.5, pos2.y + 0.5, pos2.z + 0.5
+
+ -- Center of region
+ local center = {
+ x = pos1x + ((pos2x - pos1x) / 2),
+ y = pos1y + ((pos2y - pos1y) / 2),
+ z = pos1z + ((pos2z - pos1z) / 2)
+ }
+ -- Bounding sphere radius
+ local radius = math.sqrt(
+ (center.x - pos1x) ^ 2 +
+ (center.y - pos1y) ^ 2 +
+ (center.z - pos1z) ^ 2)
+ local count = 0
+ for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do
+ local entity = obj:get_luaentity()
+ -- Avoid players and WorldEdit entities
+ if not obj:is_player() and (not entity or
+ not entity.name:find("^worldedit:")) then
+ local pos = obj:getpos()
+ if pos.x >= pos1x and pos.x <= pos2x and
+ pos.y >= pos1y and pos.y <= pos2y and
+ pos.z >= pos1z and pos.z <= pos2z then
+ -- Inside region
+ obj:remove()
+ count = count + 1
+ end
+ end
+ end
+ return count
+end
+
diff --git a/worldedit/worldedit/primitives.lua b/worldedit/worldedit/primitives.lua
new file mode 100644
index 0000000..962a02f
--- /dev/null
+++ b/worldedit/worldedit/primitives.lua
@@ -0,0 +1,273 @@
+--- Functions for creating primitive shapes.
+-- @module worldedit.primitives
+
+local mh = worldedit.manip_helpers
+
+
+--- Adds a sphere of `node_name` centered at `pos`.
+-- @param pos Position to center sphere at.
+-- @param radius Sphere radius.
+-- @param node_name Name of node to make shere of.
+-- @param hollow Whether the sphere should be hollow.
+-- @return The number of nodes added.
+function worldedit.sphere(pos, radius, node_name, hollow)
+ local manip, area = mh.init_radius(pos, radius)
+
+ local data = mh.get_empty_data(area)
+
+ -- Fill selected area with node
+ local node_id = minetest.get_content_id(node_name)
+ local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
+ local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
+ local stride_z, stride_y = area.zstride, area.ystride
+ local count = 0
+ for z = -radius, radius do
+ -- Offset contributed by z plus 1 to make it 1-indexed
+ local new_z = (z + offset_z) * stride_z + 1
+ for y = -radius, radius do
+ local new_y = new_z + (y + offset_y) * stride_y
+ for x = -radius, radius do
+ local squared = x * x + y * y + z * z
+ if squared <= max_radius and (not hollow or squared >= min_radius) then
+ -- Position is on surface of sphere
+ local i = new_y + (x + offset_x)
+ data[i] = node_id
+ count = count + 1
+ end
+ end
+ end
+ end
+
+ mh.finish(manip, data)
+
+ return count
+end
+
+
+--- Adds a dome.
+-- @param pos Position to center dome at.
+-- @param radius Dome radius. Negative for concave domes.
+-- @param node_name Name of node to make dome of.
+-- @param hollow Whether the dome should be hollow.
+-- @return The number of nodes added.
+-- TODO: Add axis option.
+function worldedit.dome(pos, radius, node_name, hollow)
+ local min_y, max_y = 0, radius
+ if radius < 0 then
+ radius = -radius
+ min_y, max_y = -radius, 0
+ end
+
+ local manip, area = mh.init_axis_radius(pos, "y", radius)
+ local data = mh.get_empty_data(area)
+
+ -- Add dome
+ local node_id = minetest.get_content_id(node_name)
+ local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
+ local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
+ local stride_z, stride_y = area.zstride, area.ystride
+ local count = 0
+ for z = -radius, radius do
+ local new_z = (z + offset_z) * stride_z + 1 --offset contributed by z plus 1 to make it 1-indexed
+ for y = min_y, max_y do
+ local new_y = new_z + (y + offset_y) * stride_y
+ for x = -radius, radius do
+ local squared = x * x + y * y + z * z
+ if squared <= max_radius and (not hollow or squared >= min_radius) then
+ -- Position is in dome
+ local i = new_y + (x + offset_x)
+ data[i] = node_id
+ count = count + 1
+ end
+ end
+ end
+ end
+
+ mh.finish(manip, data)
+
+ return count
+end
+
+--- Adds a cylinder.
+-- @param pos Position to center base of cylinder at.
+-- @param axis Axis ("x", "y", or "z")
+-- @param length Cylinder length.
+-- @param radius Cylinder radius.
+-- @param node_name Name of node to make cylinder of.
+-- @param hollow Whether the cylinder should be hollow.
+-- @return The number of nodes added.
+function worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
+ local other1, other2 = worldedit.get_axis_others(axis)
+
+ -- Handle negative lengths
+ local current_pos = {x=pos.x, y=pos.y, z=pos.z}
+ if length < 0 then
+ length = -length
+ current_pos[axis] = current_pos[axis] - length
+ end
+
+ -- Set up voxel manipulator
+ local manip, area = mh.init_axis_radius_length(current_pos, axis, radius, length)
+ local data = mh.get_empty_data(area)
+
+ -- Add cylinder
+ local node_id = minetest.get_content_id(node_name)
+ local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
+ local stride = {x=1, y=area.ystride, z=area.zstride}
+ local offset = {
+ x = current_pos.x - area.MinEdge.x,
+ y = current_pos.y - area.MinEdge.y,
+ z = current_pos.z - area.MinEdge.z,
+ }
+ local min_slice, max_slice = offset[axis], offset[axis] + length - 1
+ local count = 0
+ for index2 = -radius, radius do
+ -- Offset contributed by other axis 1 plus 1 to make it 1-indexed
+ local new_index2 = (index2 + offset[other1]) * stride[other1] + 1
+ for index3 = -radius, radius do
+ local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2]
+ local squared = index2 * index2 + index3 * index3
+ if squared <= max_radius and (not hollow or squared >= min_radius) then
+ -- Position is in cylinder
+ -- Add column along axis
+ for index1 = min_slice, max_slice do
+ local vi = new_index3 + index1 * stride[axis]
+ data[vi] = node_id
+ end
+ count = count + length
+ end
+ end
+ end
+
+ mh.finish(manip, data)
+
+ return count
+end
+
+
+--- Adds a pyramid.
+-- @param pos Position to center base of pyramid at.
+-- @param axis Axis ("x", "y", or "z")
+-- @param height Pyramid height.
+-- @param node_name Name of node to make pyramid of.
+-- @return The number of nodes added.
+function worldedit.pyramid(pos, axis, height, node_name)
+ local other1, other2 = worldedit.get_axis_others(axis)
+
+ -- Set up voxel manipulator
+ local manip, area = mh.init_axis_radius(pos, axis,
+ height >= 0 and height or -height)
+ local data = mh.get_empty_data(area)
+
+ -- Handle inverted pyramids
+ local start_axis, end_axis, step
+ if height > 0 then
+ height = height - 1
+ step = 1
+ else
+ height = height + 1
+ step = -1
+ end
+
+ -- Add pyramid
+ local node_id = minetest.get_content_id(node_name)
+ local stride = {x=1, y=area.ystride, z=area.zstride}
+ local offset = {
+ x = pos.x - area.MinEdge.x,
+ y = pos.y - area.MinEdge.y,
+ z = pos.z - area.MinEdge.z,
+ }
+ local size = math.abs(height * step)
+ local count = 0
+ -- For each level of the pyramid
+ for index1 = 0, height, step do
+ -- Offset contributed by axis plus 1 to make it 1-indexed
+ local new_index1 = (index1 + offset[axis]) * stride[axis] + 1
+ for index2 = -size, size do
+ local new_index2 = new_index1 + (index2 + offset[other1]) * stride[other1]
+ for index3 = -size, size do
+ local i = new_index2 + (index3 + offset[other2]) * stride[other2]
+ data[i] = node_id
+ end
+ end
+ count = count + (size * 2 + 1) ^ 2
+ size = size - 1
+ end
+
+ mh.finish(manip, data)
+
+ return count
+end
+
+--- Adds a spiral.
+-- @param pos Position to center spiral at.
+-- @param length Spral length.
+-- @param height Spiral height.
+-- @param spacer Space between walls.
+-- @param node_name Name of node to make spiral of.
+-- @return Number of nodes added.
+-- TODO: Add axis option.
+function worldedit.spiral(pos, length, height, spacer, node_name)
+ local extent = math.ceil(length / 2)
+
+ local manip, area = mh.init_axis_radius_length(pos, "y", extent, height)
+ local data = mh.get_empty_data(area)
+
+ -- Set up variables
+ local node_id = minetest.get_content_id(node_name)
+ local stride = {x=1, y=area.ystride, z=area.zstride}
+ local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
+ local i = offset_z * stride.z + offset_y * stride.y + offset_x + 1
+
+ -- Add first column
+ local count = height
+ local column = i
+ for y = 1, height do
+ data[column] = node_id
+ column = column + stride.y
+ end
+
+ -- Add spiral segments
+ local stride_axis, stride_other = stride.x, stride.z
+ local sign = -1
+ local segment_length = 0
+ spacer = spacer + 1
+ -- Go through each segment except the last
+ for segment = 1, math.floor(length / spacer) * 2 do
+ -- Change sign and length every other turn starting with the first
+ if segment % 2 == 1 then
+ sign = -sign
+ segment_length = segment_length + spacer
+ end
+ -- Fill segment
+ for index = 1, segment_length do
+ -- Move along the direction of the segment
+ i = i + stride_axis * sign
+ local column = i
+ -- Add column
+ for y = 1, height do
+ data[column] = node_id
+ column = column + stride.y
+ end
+ end
+ count = count + segment_length * height
+ stride_axis, stride_other = stride_other, stride_axis -- Swap axes
+ end
+
+ -- Add shorter final segment
+ sign = -sign
+ for index = 1, segment_length do
+ i = i + stride_axis * sign
+ local column = i
+ -- Add column
+ for y = 1, height do
+ data[column] = node_id
+ column = column + stride.y
+ end
+ end
+ count = count + segment_length * height
+
+ mh.finish(manip, data)
+
+ return count
+end
diff --git a/worldedit/worldedit/serialization.lua b/worldedit/worldedit/serialization.lua
new file mode 100644
index 0000000..00d984d
--- /dev/null
+++ b/worldedit/worldedit/serialization.lua
@@ -0,0 +1,239 @@
+--- Schematic serialization and deserialiation.
+-- @module worldedit.serialization
+
+worldedit.LATEST_SERIALIZATION_VERSION = 5
+local LATEST_SERIALIZATION_HEADER = worldedit.LATEST_SERIALIZATION_VERSION .. ":"
+
+
+--[[
+Serialization version history:
+ 1: Original format. Serialized Lua table with a weird linked format...
+ 2: Position and node seperated into sub-tables in fields `1` and `2`.
+ 3: List of nodes, one per line, with fields seperated by spaces.
+ Format: <X> <Y> <Z> <Name> <Param1> <Param2>
+ 4: Serialized Lua table containing a list of nodes with `x`, `y`, `z`,
+ `name`, `param1`, `param2`, and `meta` fields.
+ 5: Added header and made `param1`, `param2`, and `meta` fields optional.
+ Header format: <Version>,<ExtraHeaderField1>,...:<Content>
+--]]
+
+
+--- Reads the header of serialized data.
+-- @param value Serialized WorldEdit data.
+-- @return The version as a positive natural number, or 0 for unknown versions.
+-- @return Extra header fields as a list of strings, or nil if not supported.
+-- @return Content (data after header).
+function worldedit.read_header(value)
+ if value:find("^[0-9]+[%-:]") then
+ local header_end = value:find(":", 1, true)
+ local header = value:sub(1, header_end - 1):split(",")
+ local version = tonumber(header[1])
+ table.remove(header, 1)
+ local content = value:sub(header_end + 1)
+ return version, header, content
+ end
+ -- Old versions that didn't include a header with a version number
+ if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then -- List format
+ return 3, nil, value
+ elseif value:find("^[^\"']+%{%d+%}") then
+ if value:find("%[\"meta\"%]") then -- Meta flat table format
+ return 2, nil, value
+ end
+ return 1, nil, value -- Flat table format
+ elseif value:find("%{") then -- Raw nested table format
+ return 4, nil, value
+ end
+ return nil
+end
+
+
+--- Converts the region defined by positions `pos1` and `pos2`
+-- into a single string.
+-- @return The serialized data.
+-- @return The number of nodes serialized.
+function worldedit.serialize(pos1, pos2)
+ pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ worldedit.keep_loaded(pos1, pos2)
+
+ local pos = {x=pos1.x, y=0, z=0}
+ local count = 0
+ local result = {}
+ local get_node, get_meta = minetest.get_node, minetest.get_meta
+ while pos.x <= pos2.x do
+ pos.y = pos1.y
+ while pos.y <= pos2.y do
+ pos.z = pos1.z
+ while pos.z <= pos2.z do
+ local node = get_node(pos)
+ if node.name ~= "air" and node.name ~= "ignore" then
+ count = count + 1
+ local meta = get_meta(pos):to_table()
+
+ local meta_empty = true
+ -- Convert metadata item stacks to item strings
+ for name, inventory in pairs(meta.inventory) do
+ for index, stack in ipairs(inventory) do
+ meta_empty = false
+ inventory[index] = stack.to_string and stack:to_string() or stack
+ end
+ end
+ for k in pairs(meta) do
+ if k ~= "inventory" then
+ meta_empty = false
+ break
+ end
+ end
+
+ result[count] = {
+ x = pos.x - pos1.x,
+ y = pos.y - pos1.y,
+ z = pos.z - pos1.z,
+ name = node.name,
+ param1 = node.param1 ~= 0 and node.param1 or nil,
+ param2 = node.param2 ~= 0 and node.param2 or nil,
+ meta = not meta_empty and meta or nil,
+ }
+ end
+ pos.z = pos.z + 1
+ end
+ pos.y = pos.y + 1
+ end
+ pos.x = pos.x + 1
+ end
+ -- Serialize entries
+ result = minetest.serialize(result)
+ return LATEST_SERIALIZATION_HEADER .. result, count
+end
+
+
+--- Loads the schematic in `value` into a node list in the latest format.
+-- Contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile)
+-- by ChillCode, available under the MIT license.
+-- @return A node list in the latest format, or nil on failure.
+local function load_schematic(value)
+ local version, header, content = worldedit.read_header(value)
+ local nodes = {}
+ if version == 1 or version == 2 then -- Original flat table format
+ local tables = minetest.deserialize(content)
+ if not tables then return nil end
+
+ -- Transform the node table into an array of nodes
+ for i = 1, #tables do
+ for j, v in pairs(tables[i]) do
+ if type(v) == "table" then
+ tables[i][j] = tables[v[1]]
+ end
+ end
+ end
+ nodes = tables[1]
+
+ if version == 1 then --original flat table format
+ for i, entry in ipairs(nodes) do
+ local pos = entry[1]
+ entry.x, entry.y, entry.z = pos.x, pos.y, pos.z
+ entry[1] = nil
+ local node = entry[2]
+ entry.name, entry.param1, entry.param2 = node.name, node.param1, node.param2
+ entry[2] = nil
+ end
+ end
+ elseif version == 3 then -- List format
+ for x, y, z, name, param1, param2 in content:gmatch(
+ "([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+" ..
+ "([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do
+ param1, param2 = tonumber(param1), tonumber(param2)
+ table.insert(nodes, {
+ x = originx + tonumber(x),
+ y = originy + tonumber(y),
+ z = originz + tonumber(z),
+ name = name,
+ param1 = param1 ~= 0 and param1 or nil,
+ param2 = param2 ~= 0 and param2 or nil,
+ })
+ end
+ elseif version == 4 or version == 5 then -- Nested table format
+ if not jit then
+ -- This is broken for larger tables in the current version of LuaJIT
+ nodes = minetest.deserialize(content)
+ else
+ -- XXX: This is a filthy hack that works surprisingly well - in LuaJIT, `minetest.deserialize` will fail due to the register limit
+ nodes = {}
+ content = content:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) -- remove the starting and ending values to leave only the node data
+ local escaped = content:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
+ local startpos, startpos1, endpos = 1, 1
+ while true do -- go through each individual node entry (except the last)
+ startpos, endpos = escaped:find("},%s*{", startpos)
+ if not startpos then
+ break
+ end
+ local current = content:sub(startpos1, startpos)
+ local entry = minetest.deserialize("return " .. current)
+ table.insert(nodes, entry)
+ startpos, startpos1 = endpos, endpos
+ end
+ local entry = minetest.deserialize("return " .. content:sub(startpos1)) -- process the last entry
+ table.insert(nodes, entry)
+ end
+ else
+ return nil
+ end
+ return nodes
+end
+
+--- Determines the volume the nodes represented by string `value` would occupy
+-- if deserialized at `origin_pos`.
+-- @return Low corner position.
+-- @return High corner position.
+-- @return The number of nodes.
+function worldedit.allocate(origin_pos, value)
+ local nodes = load_schematic(value)
+ if not nodes then return nil end
+ return worldedit.allocate_with_nodes(origin_pos, nodes)
+end
+
+
+-- Internal
+function worldedit.allocate_with_nodes(origin_pos, nodes)
+ local huge = math.huge
+ local pos1x, pos1y, pos1z = huge, huge, huge
+ local pos2x, pos2y, pos2z = -huge, -huge, -huge
+ local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
+ for i, entry in ipairs(nodes) do
+ local x, y, z = origin_x + entry.x, origin_y + entry.y, origin_z + entry.z
+ if x < pos1x then pos1x = x end
+ if y < pos1y then pos1y = y end
+ if z < pos1z then pos1z = z end
+ if x > pos2x then pos2x = x end
+ if y > pos2y then pos2y = y end
+ if z > pos2z then pos2z = z end
+ end
+ local pos1 = {x=pos1x, y=pos1y, z=pos1z}
+ local pos2 = {x=pos2x, y=pos2y, z=pos2z}
+ return pos1, pos2, #nodes
+end
+
+
+--- Loads the nodes represented by string `value` at position `origin_pos`.
+-- @return The number of nodes deserialized.
+function worldedit.deserialize(origin_pos, value)
+ local nodes = load_schematic(value)
+ if not nodes then return nil end
+
+ local pos1, pos2 = worldedit.allocate_with_nodes(origin_pos, nodes)
+ worldedit.keep_loaded(pos1, pos2)
+
+ local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
+ local count = 0
+ local add_node, get_meta = minetest.add_node, minetest.get_meta
+ for i, entry in ipairs(nodes) do
+ entry.x, entry.y, entry.z = origin_x + entry.x, origin_y + entry.y, origin_z + entry.z
+ -- Entry acts as both position and node
+ add_node(entry, entry)
+ if entry.meta then
+ get_meta(entry):from_table(entry.meta)
+ end
+ end
+ return #nodes
+end
+
diff --git a/worldedit/worldedit/visualization.lua b/worldedit/worldedit/visualization.lua
new file mode 100644
index 0000000..5ac49f3
--- /dev/null
+++ b/worldedit/worldedit/visualization.lua
@@ -0,0 +1,131 @@
+--- Functions for visibly hiding nodes
+-- @module worldedit.visualization
+
+minetest.register_node("worldedit:placeholder", {
+ drawtype = "airlike",
+ paramtype = "light",
+ sunlight_propagates = true,
+ diggable = false,
+ walkable = false,
+ groups = {not_in_creative_inventory=1},
+})
+
+--- Hides all nodes in a region defined by positions `pos1` and `pos2` by
+-- non-destructively replacing them with invisible nodes.
+-- @return The number of nodes hidden.
+function worldedit.hide(pos1, pos2)
+ pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ worldedit.keep_loaded(pos1, pos2)
+
+ local pos = {x=pos1.x, y=0, z=0}
+ local get_node, get_meta, swap_node = minetest.get_node,
+ minetest.get_meta, minetest.swap_node
+ while pos.x <= pos2.x do
+ pos.y = pos1.y
+ while pos.y <= pos2.y do
+ pos.z = pos1.z
+ while pos.z <= pos2.z do
+ local node = get_node(pos)
+ if node.name ~= "air" and node.name ~= "worldedit:placeholder" then
+ -- Save the node's original name
+ get_meta(pos):set_string("worldedit_placeholder", node.name)
+ -- Swap in placeholder node
+ node.name = "worldedit:placeholder"
+ swap_node(pos, node)
+ end
+ pos.z = pos.z + 1
+ end
+ pos.y = pos.y + 1
+ end
+ pos.x = pos.x + 1
+ end
+ return worldedit.volume(pos1, pos2)
+end
+
+--- Suppresses all instances of `node_name` in a region defined by positions
+-- `pos1` and `pos2` by non-destructively replacing them with invisible nodes.
+-- @return The number of nodes suppressed.
+function worldedit.suppress(pos1, pos2, node_name)
+ -- Ignore placeholder supression
+ if node_name == "worldedit:placeholder" then
+ return 0
+ end
+
+ pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ worldedit.keep_loaded(pos1, pos2)
+
+ local nodes = minetest.find_nodes_in_area(pos1, pos2, node_name)
+ local get_node, get_meta, swap_node = minetest.get_node,
+ minetest.get_meta, minetest.swap_node
+ for _, pos in ipairs(nodes) do
+ local node = get_node(pos)
+ -- Save the node's original name
+ get_meta(pos):set_string("worldedit_placeholder", node.name)
+ -- Swap in placeholder node
+ node.name = "worldedit:placeholder"
+ swap_node(pos, node)
+ end
+ return #nodes
+end
+
+--- Highlights all instances of `node_name` in a region defined by positions
+-- `pos1` and `pos2` by non-destructively hiding all other nodes.
+-- @return The number of nodes found.
+function worldedit.highlight(pos1, pos2, node_name)
+ pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ worldedit.keep_loaded(pos1, pos2)
+
+ local pos = {x=pos1.x, y=0, z=0}
+ local get_node, get_meta, swap_node = minetest.get_node,
+ minetest.get_meta, minetest.swap_node
+ local count = 0
+ while pos.x <= pos2.x do
+ pos.y = pos1.y
+ while pos.y <= pos2.y do
+ pos.z = pos1.z
+ while pos.z <= pos2.z do
+ local node = get_node(pos)
+ if node.name == node_name then -- Node found
+ count = count + 1
+ elseif node.name ~= "worldedit:placeholder" then -- Hide other nodes
+ -- Save the node's original name
+ get_meta(pos):set_string("worldedit_placeholder", node.name)
+ -- Swap in placeholder node
+ node.name = "worldedit:placeholder"
+ swap_node(pos, node)
+ end
+ pos.z = pos.z + 1
+ end
+ pos.y = pos.y + 1
+ end
+ pos.x = pos.x + 1
+ end
+ return count
+end
+
+-- Restores all nodes hidden with WorldEdit functions in a region defined
+-- by positions `pos1` and `pos2`.
+-- @return The number of nodes restored.
+function worldedit.restore(pos1, pos2)
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+
+ worldedit.keep_loaded(pos1, pos2)
+
+ local nodes = minetest.find_nodes_in_area(pos1, pos2, "worldedit:placeholder")
+ local get_node, get_meta, swap_node = minetest.get_node,
+ minetest.get_meta, minetest.swap_node
+ for _, pos in ipairs(nodes) do
+ local node = get_node(pos)
+ local meta = get_meta(pos)
+ local data = meta:to_table()
+ node.name = data.fields.worldedit_placeholder
+ data.fields.worldedit_placeholder = nil
+ meta:from_table(data)
+ swap_node(pos, node)
+ end
+ return #nodes
+end
+
diff --git a/worldedit/worldedit_commands/depends.txt b/worldedit/worldedit_commands/depends.txt
new file mode 100644
index 0000000..df8caff
--- /dev/null
+++ b/worldedit/worldedit_commands/depends.txt
@@ -0,0 +1 @@
+worldedit \ No newline at end of file
diff --git a/worldedit/worldedit_commands/init.lua b/worldedit/worldedit_commands/init.lua
new file mode 100644
index 0000000..83a127e
--- /dev/null
+++ b/worldedit/worldedit_commands/init.lua
@@ -0,0 +1,1160 @@
+minetest.register_privilege("worldedit", "Can use WorldEdit commands")
+
+worldedit.set_pos = {}
+worldedit.inspect = {}
+
+worldedit.pos1 = {}
+worldedit.pos2 = {}
+if minetest.place_schematic then
+ worldedit.prob_pos = {}
+ worldedit.prob_list = {}
+end
+
+dofile(minetest.get_modpath("worldedit_commands") .. "/mark.lua")
+local safe_region, check_region = dofile(minetest.get_modpath("worldedit_commands") .. "/safe.lua")
+
+local function get_position(name) --position 1 retrieval function for when not using `safe_region`
+ local pos1 = worldedit.pos1[name]
+ if pos1 == nil then
+ worldedit.player_notify(name, "no position 1 selected")
+ end
+ return pos1
+end
+
+local function get_node(name, nodename)
+ local node = worldedit.normalize_nodename(nodename)
+ if not node then
+ worldedit.player_notify(name, "invalid node name: " .. nodename)
+ return nil
+ end
+ return node
+end
+
+function worldedit.player_notify(name, message)
+ minetest.chat_send_player(name, "WorldEdit -!- " .. message, false)
+end
+
+--determines whether `nodename` is a valid node name, returning a boolean
+worldedit.normalize_nodename = function(nodename)
+ nodename = nodename:gsub("^%s*(.-)%s*$", "%1")
+ if nodename == "" then return nil end
+ local fullname = ItemStack({name=nodename}):get_name() --resolve aliases of node names to full names
+ if minetest.registered_nodes[fullname] or fullname == "air" then --directly found node name or alias of nodename
+ return fullname
+ end
+ for key, value in pairs(minetest.registered_nodes) do
+ if key:find(":" .. nodename, 1, true) then --found in mod
+ return key
+ end
+ end
+ nodename = nodename:lower() --lowercase both for case insensitive comparison
+ for key, value in pairs(minetest.registered_nodes) do
+ if value.description:lower() == nodename then --found in description
+ return key
+ end
+ end
+ return nil
+end
+
+-- Determines the axis in which a player is facing, returning an axis ("x", "y", or "z") and the sign (1 or -1)
+function worldedit.player_axis(name)
+ local dir = minetest.get_player_by_name(name):get_look_dir()
+ local x, y, z = math.abs(dir.x), math.abs(dir.y), math.abs(dir.z)
+ if x > y then
+ if x > z then
+ return "x", dir.x > 0 and 1 or -1
+ end
+ elseif y > z then
+ return "y", dir.y > 0 and 1 or -1
+ end
+ return "z", dir.z > 0 and 1 or -1
+end
+
+local function mkdir(path)
+ if minetest.mkdir then
+ minetest.mkdir(path)
+ else
+ os.execute('mkdir "' .. path .. '"')
+ end
+end
+
+local function check_filename(name)
+ return name:find("^[%w%s%^&'@{}%[%],%$=!%-#%(%)%%%.%+~_]+$") ~= nil
+end
+
+
+minetest.register_chatcommand("/about", {
+ params = "",
+ description = "Get information about the mod",
+ func = function(name, param)
+ worldedit.player_notify(name, "WorldEdit " .. worldedit.version_string .. " is available on this server. Type /help to get a list of commands, or get more information at https://github.com/Uberi/MineTest-WorldEdit/")
+ end,
+})
+
+minetest.register_chatcommand("/inspect", {
+ params = "on/off/1/0/true/false/yes/no/enable/disable/<blank>",
+ description = "Enable or disable node inspection",
+ privs = {worldedit=true},
+ func = function(name, param)
+ if param == "on" or param == "1" or param == "true" or param == "yes" or param == "enable" or param == "" then
+ worldedit.inspect[name] = true
+ local axis, sign = worldedit.player_axis(name)
+ worldedit.player_notify(name, string.format("inspector: inspection enabled for %s, currently facing the %s axis",
+ name, axis .. (sign > 0 and "+" or "-")))
+ elseif param == "off" or param == "0" or param == "false" or param == "no" or param == "disable" then
+ worldedit.inspect[name] = nil
+ worldedit.player_notify(name, "inspector: inspection disabled")
+ else
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ end
+ end,
+})
+
+minetest.register_on_punchnode(function(pos, node, puncher)
+ local name = puncher:get_player_name()
+ if worldedit.inspect[name] then
+ if minetest.check_player_privs(name, {worldedit=true}) then
+ local axis, sign = worldedit.player_axis(name)
+ message = string.format("inspector: %s at %s (param1=%d, param2=%d) punched by %s facing the %s axis",
+ node.name, minetest.pos_to_string(pos), node.param1, node.param2, name, axis .. (sign > 0 and "+" or "-"))
+ else
+ message = "inspector: worldedit privileges required"
+ end
+ worldedit.player_notify(name, message)
+ end
+end)
+
+minetest.register_chatcommand("/reset", {
+ params = "",
+ description = "Reset the region so that it is empty",
+ privs = {worldedit=true},
+ func = function(name, param)
+ worldedit.pos1[name] = nil
+ worldedit.pos2[name] = nil
+ worldedit.mark_pos1(name)
+ worldedit.mark_pos2(name)
+ worldedit.set_pos[name] = nil
+ worldedit.player_notify(name, "region reset")
+ end,
+})
+
+minetest.register_chatcommand("/mark", {
+ params = "",
+ description = "Show markers at the region positions",
+ privs = {worldedit=true},
+ func = function(name, param)
+ worldedit.mark_pos1(name)
+ worldedit.mark_pos2(name)
+ worldedit.player_notify(name, "region marked")
+ end,
+})
+
+minetest.register_chatcommand("/unmark", {
+ params = "",
+ description = "Hide markers if currently shown",
+ privs = {worldedit=true},
+ func = function(name, param)
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+ worldedit.pos1[name] = nil
+ worldedit.pos2[name] = nil
+ worldedit.mark_pos1(name)
+ worldedit.mark_pos2(name)
+ worldedit.pos1[name] = pos1
+ worldedit.pos2[name] = pos2
+ worldedit.player_notify(name, "region unmarked")
+ end,
+})
+
+minetest.register_chatcommand("/pos1", {
+ params = "",
+ description = "Set WorldEdit region position 1 to the player's location",
+ privs = {worldedit=true},
+ func = function(name, param)
+ local pos = minetest.get_player_by_name(name):getpos()
+ pos.x, pos.y, pos.z = math.floor(pos.x + 0.5), math.floor(pos.y + 0.5), math.floor(pos.z + 0.5)
+ worldedit.pos1[name] = pos
+ worldedit.mark_pos1(name)
+ worldedit.player_notify(name, "position 1 set to " .. minetest.pos_to_string(pos))
+ end,
+})
+
+minetest.register_chatcommand("/pos2", {
+ params = "",
+ description = "Set WorldEdit region position 2 to the player's location",
+ privs = {worldedit=true},
+ func = function(name, param)
+ local pos = minetest.get_player_by_name(name):getpos()
+ pos.x, pos.y, pos.z = math.floor(pos.x + 0.5), math.floor(pos.y + 0.5), math.floor(pos.z + 0.5)
+ worldedit.pos2[name] = pos
+ worldedit.mark_pos2(name)
+ worldedit.player_notify(name, "position 2 set to " .. minetest.pos_to_string(pos))
+ end,
+})
+
+minetest.register_chatcommand("/p", {
+ params = "set/set1/set2/get",
+ description = "Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region",
+ privs = {worldedit=true},
+ func = function(name, param)
+ if param == "set" then --set both WorldEdit positions
+ worldedit.set_pos[name] = "pos1"
+ worldedit.player_notify(name, "select positions by punching two nodes")
+ elseif param == "set1" then --set WorldEdit position 1
+ worldedit.set_pos[name] = "pos1only"
+ worldedit.player_notify(name, "select position 1 by punching a node")
+ elseif param == "set2" then --set WorldEdit position 2
+ worldedit.set_pos[name] = "pos2"
+ worldedit.player_notify(name, "select position 2 by punching a node")
+ elseif param == "get" then --display current WorldEdit positions
+ if worldedit.pos1[name] ~= nil then
+ worldedit.player_notify(name, "position 1: " .. minetest.pos_to_string(worldedit.pos1[name]))
+ else
+ worldedit.player_notify(name, "position 1 not set")
+ end
+ if worldedit.pos2[name] ~= nil then
+ worldedit.player_notify(name, "position 2: " .. minetest.pos_to_string(worldedit.pos2[name]))
+ else
+ worldedit.player_notify(name, "position 2 not set")
+ end
+ else
+ worldedit.player_notify(name, "unknown subcommand: " .. param)
+ end
+ end,
+})
+
+minetest.register_chatcommand("/fixedpos", {
+ params = "set1/set2 x y z",
+ description = "Set a WorldEdit region position to the position at (<x>, <y>, <z>)",
+ privs = {worldedit=true},
+ func = function(name, param)
+ local found, _, flag, x, y, z = param:find("^(set[12])%s+([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return
+ end
+ local pos = {x=tonumber(x), y=tonumber(y), z=tonumber(z)}
+ if flag == "set1" then
+ worldedit.pos1[name] = pos
+ worldedit.mark_pos1(name)
+ worldedit.player_notify(name, "position 1 set to " .. minetest.pos_to_string(pos))
+ else --flag == "set2"
+ worldedit.pos2[name] = pos
+ worldedit.mark_pos2(name)
+ worldedit.player_notify(name, "position 2 set to " .. minetest.pos_to_string(pos))
+ end
+ end,
+})
+
+minetest.register_on_punchnode(function(pos, node, puncher)
+ local name = puncher:get_player_name()
+ if name ~= "" and worldedit.set_pos[name] ~= nil then --currently setting position
+ if worldedit.set_pos[name] == "pos1" then --setting position 1
+ worldedit.pos1[name] = pos
+ worldedit.mark_pos1(name)
+ worldedit.set_pos[name] = "pos2" --set position 2 on the next invocation
+ worldedit.player_notify(name, "position 1 set to " .. minetest.pos_to_string(pos))
+ elseif worldedit.set_pos[name] == "pos1only" then --setting position 1 only
+ worldedit.pos1[name] = pos
+ worldedit.mark_pos1(name)
+ worldedit.set_pos[name] = nil --finished setting positions
+ worldedit.player_notify(name, "position 1 set to " .. minetest.pos_to_string(pos))
+ elseif worldedit.set_pos[name] == "pos2" then --setting position 2
+ worldedit.pos2[name] = pos
+ worldedit.mark_pos2(name)
+ worldedit.set_pos[name] = nil --finished setting positions
+ worldedit.player_notify(name, "position 2 set to " .. minetest.pos_to_string(pos))
+ elseif worldedit.set_pos[name] == "prob" then --setting Minetest schematic node probabilities
+ worldedit.prob_pos[name] = pos
+ minetest.show_formspec(puncher:get_player_name(), "prob_val_enter", "field[text;;]")
+ end
+ end
+end)
+
+minetest.register_chatcommand("/volume", {
+ params = "",
+ description = "Display the volume of the current WorldEdit region",
+ privs = {worldedit=true},
+ func = function(name, param)
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+ if pos1 == nil or pos2 == nil then
+ worldedit.player_notify(name, "no region selected")
+ return nil
+ end
+
+ local volume = worldedit.volume(pos1, pos2)
+ local abs = math.abs
+ worldedit.player_notify(name, "current region has a volume of " .. volume .. " nodes ("
+ .. abs(pos2.x - pos1.x) + 1 .. "*"
+ .. abs(pos2.y - pos1.y) + 1 .. "*"
+ .. abs(pos2.z - pos1.z) + 1 .. ")")
+ end,
+})
+
+minetest.register_chatcommand("/deleteblocks", {
+ params = "",
+ description = "remove all MapBlocks (16x16x16) containing the selected area from the map",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+ local success = minetest.delete_area(pos1, pos2)
+ if success then
+ worldedit.player_notify(name, "Area deleted.")
+ else
+ worldedit.player_notify(name, "There was an error during deletion of the area.")
+ end
+ end),
+})
+
+minetest.register_chatcommand("/set", {
+ params = "<node>",
+ description = "Set the current WorldEdit region to <node>",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local node = get_node(name, param)
+ if not node then
+ worldedit.player_notify(name, "Could not identify node \"" .. param .. "\"")
+ return
+ end
+
+ local count = worldedit.set(worldedit.pos1[name], worldedit.pos2[name], node)
+ worldedit.player_notify(name, count .. " nodes set")
+ end, check_region),
+})
+
+minetest.register_chatcommand("/mix", {
+ params = "<node1> ...",
+ description = "Fill the current WorldEdit region with a random mix of <node1>, ...",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local nodes = {}
+ for nodename in param:gmatch("[^%s]+") do
+ local node = get_node(name, nodename)
+ if not node then
+ worldedit.player_notify(name, "Could not identify node \"" .. name .. "\"")
+ return
+ end
+ nodes[#nodes + 1] = node
+ end
+
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+ local count = worldedit.set(pos1, pos2, nodes)
+ worldedit.player_notify(name, count .. " nodes set")
+ end, check_region),
+})
+
+local check_replace = function(name, param)
+ local found, _, searchnode, replacenode = param:find("^([^%s]+)%s+(.+)$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return nil
+ end
+ local newsearchnode = worldedit.normalize_nodename(searchnode)
+ if not newsearchnode then
+ worldedit.player_notify(name, "invalid search node name: " .. searchnode)
+ return nil
+ end
+ local newreplacenode = worldedit.normalize_nodename(replacenode)
+ if not newreplacenode then
+ worldedit.player_notify(name, "invalid replace node name: " .. replacenode)
+ return nil
+ end
+ return check_region(name, param)
+end
+
+minetest.register_chatcommand("/replace", {
+ params = "<search node> <replace node>",
+ description = "Replace all instances of <search node> with <replace node> in the current WorldEdit region",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local found, _, search_node, replace_node = param:find("^([^%s]+)%s+(.+)$")
+ local norm_search_node = worldedit.normalize_nodename(search_node)
+ local norm_replace_node = worldedit.normalize_nodename(replace_node)
+ local count = worldedit.replace(worldedit.pos1[name], worldedit.pos2[name],
+ norm_search_node, norm_replace_node)
+ worldedit.player_notify(name, count .. " nodes replaced")
+ end, check_replace),
+})
+
+minetest.register_chatcommand("/replaceinverse", {
+ params = "<search node> <replace node>",
+ description = "Replace all nodes other than <search node> with <replace node> in the current WorldEdit region",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local found, _, search_node, replace_node = param:find("^([^%s]+)%s+(.+)$")
+ local norm_search_node = worldedit.normalize_nodename(search_node)
+ local norm_replace_node = worldedit.normalize_nodename(replace_node)
+ local count = worldedit.replace(worldedit.pos1[name], worldedit.pos2[name],
+ norm_search_node, norm_replace_node, true)
+ worldedit.player_notify(name, count .. " nodes replaced")
+ end, check_replace),
+})
+
+local check_sphere = function(name, param)
+ if worldedit.pos1[name] == nil then
+ worldedit.player_notify(name, "no position 1 selected")
+ return nil
+ end
+ local found, _, radius, nodename = param:find("^(%d+)%s+(.+)$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return nil
+ end
+ local node = get_node(name, nodename)
+ if not node then return nil end
+ return math.ceil((4 * math.pi * (tonumber(radius) ^ 3)) / 3) --volume of sphere
+end
+
+minetest.register_chatcommand("/hollowsphere", {
+ params = "<radius> <node>",
+ description = "Add hollow sphere centered at WorldEdit position 1 with radius <radius>, composed of <node>",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local found, _, radius, nodename = param:find("^(%d+)%s+(.+)$")
+ local node = get_node(name, nodename)
+ local count = worldedit.sphere(worldedit.pos1[name], tonumber(radius), node, true)
+ worldedit.player_notify(name, count .. " nodes added")
+ end, check_sphere),
+})
+
+minetest.register_chatcommand("/sphere", {
+ params = "<radius> <node>",
+ description = "Add sphere centered at WorldEdit position 1 with radius <radius>, composed of <node>",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local found, _, radius, nodename = param:find("^(%d+)%s+(.+)$")
+ local node = get_node(name, nodename)
+ local count = worldedit.sphere(worldedit.pos1[name], tonumber(radius), node)
+ worldedit.player_notify(name, count .. " nodes added")
+ end, check_sphere),
+})
+
+local check_dome = function(name, param)
+ if worldedit.pos1[name] == nil then
+ worldedit.player_notify(name, "no position 1 selected")
+ return nil
+ end
+ local found, _, radius, nodename = param:find("^(%d+)%s+(.+)$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return nil
+ end
+ local node = get_node(name, nodename)
+ if not node then return nil end
+ return math.ceil((2 * math.pi * (tonumber(radius) ^ 3)) / 3) --volume of dome
+end
+
+minetest.register_chatcommand("/hollowdome", {
+ params = "<radius> <node>",
+ description = "Add hollow dome centered at WorldEdit position 1 with radius <radius>, composed of <node>",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local found, _, radius, nodename = param:find("^(%d+)%s+(.+)$")
+ local node = get_node(name, nodename)
+ local count = worldedit.dome(worldedit.pos1[name], tonumber(radius), node, true)
+ worldedit.player_notify(name, count .. " nodes added")
+ end, check_dome),
+})
+
+minetest.register_chatcommand("/dome", {
+ params = "<radius> <node>",
+ description = "Add dome centered at WorldEdit position 1 with radius <radius>, composed of <node>",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local found, _, radius, nodename = param:find("^(%d+)%s+(.+)$")
+ local node = get_node(name, nodename)
+ local count = worldedit.dome(worldedit.pos1[name], tonumber(radius), node)
+ worldedit.player_notify(name, count .. " nodes added")
+ end, check_dome),
+})
+
+local check_cylinder = function(name, param)
+ if worldedit.pos1[name] == nil then
+ worldedit.player_notify(name, "no position 1 selected")
+ return nil
+ end
+ local found, _, axis, length, radius, nodename = param:find("^([xyz%?])%s+([+-]?%d+)%s+(%d+)%s+(.+)$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return nil
+ end
+ local node = get_node(name, nodename)
+ if not node then return nil end
+ return math.ceil(math.pi * (tonumber(radius) ^ 2) * tonumber(length))
+end
+
+minetest.register_chatcommand("/hollowcylinder", {
+ params = "x/y/z/? <length> <radius> <node>",
+ description = "Add hollow cylinder at WorldEdit position 1 along the x/y/z/? axis with length <length> and radius <radius>, composed of <node>",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local found, _, axis, length, radius, nodename = param:find("^([xyz%?])%s+([+-]?%d+)%s+(%d+)%s+(.+)$")
+ length = tonumber(length)
+ if axis == "?" then
+ axis, sign = worldedit.player_axis(name)
+ length = length * sign
+ end
+ local node = get_node(name, nodename)
+ local count = worldedit.cylinder(worldedit.pos1[name], axis, length, tonumber(radius), node, true)
+ worldedit.player_notify(name, count .. " nodes added")
+ end, check_cylinder),
+})
+
+minetest.register_chatcommand("/cylinder", {
+ params = "x/y/z/? <length> <radius> <node>",
+ description = "Add cylinder at WorldEdit position 1 along the x/y/z/? axis with length <length> and radius <radius>, composed of <node>",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local found, _, axis, length, radius, nodename = param:find("^([xyz%?])%s+([+-]?%d+)%s+(%d+)%s+(.+)$")
+ length = tonumber(length)
+ if axis == "?" then
+ axis, sign = worldedit.player_axis(name)
+ length = length * sign
+ end
+ local node = get_node(name, nodename)
+ local count = worldedit.cylinder(worldedit.pos1[name], axis, length, tonumber(radius), node)
+ worldedit.player_notify(name, count .. " nodes added")
+ end, check_cylinder),
+})
+
+minetest.register_chatcommand("/pyramid", {
+ params = "x/y/z/? <height> <node>",
+ description = "Add pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height <height>, composed of <node>",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local found, _, axis, height, nodename = param:find("^([xyz%?])%s+([+-]?%d+)%s+(.+)$")
+ height = tonumber(height)
+ if axis == "?" then
+ axis, sign = worldedit.player_axis(name)
+ height = height * sign
+ end
+ local node = get_node(name, nodename)
+ local count = worldedit.pyramid(worldedit.pos1[name], axis, height, node)
+ worldedit.player_notify(name, count .. " nodes added")
+ end,
+ function(name, param)
+ if worldedit.pos1[name] == nil then
+ worldedit.player_notify(name, "no position 1 selected")
+ return nil
+ end
+ local found, _, axis, height, nodename = param:find("^([xyz%?])%s+([+-]?%d+)%s+(.+)$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return nil
+ end
+ local node = get_node(name, nodename)
+ if not node then return nil end
+ height = tonumber(height)
+ return math.ceil(((height * 2 + 1) ^ 2) * height / 3)
+ end),
+})
+
+minetest.register_chatcommand("/spiral", {
+ params = "<length> <height> <space> <node>",
+ description = "Add spiral centered at WorldEdit position 1 with side length <length>, height <height>, space between walls <space>, composed of <node>",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local found, _, length, height, space, nodename = param:find("^(%d+)%s+(%d+)%s+(%d+)%s+(.+)$")
+ local node = get_node(name, nodename)
+ local count = worldedit.spiral(worldedit.pos1[name], tonumber(length), tonumber(height), tonumber(space), node)
+ worldedit.player_notify(name, count .. " nodes added")
+ end,
+ function(name, param)
+ if worldedit.pos1[name] == nil then
+ worldedit.player_notify(name, "no position 1 selected")
+ return nil
+ end
+ local found, _, length, height, space, nodename = param:find("^(%d+)%s+(%d+)%s+(%d+)%s+(.+)$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return nil
+ end
+ local node = get_node(name, nodename)
+ if not node then return nil end
+ return check_region(name, param)
+ end),
+})
+
+minetest.register_chatcommand("/copy", {
+ params = "x/y/z/? <amount>",
+ description = "Copy the current WorldEdit region along the x/y/z/? axis by <amount> nodes",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return
+ end
+ amount = tonumber(amount)
+ if axis == "?" then
+ axis, sign = worldedit.player_axis(name)
+ amount = amount * sign
+ end
+
+ local count = worldedit.copy(worldedit.pos1[name], worldedit.pos2[name], axis, amount)
+ worldedit.player_notify(name, count .. " nodes copied")
+ end,
+ function(name, param)
+ local volume = check_region(name, param)
+ return volume and volume * 2 or volume
+ end),
+})
+
+minetest.register_chatcommand("/move", {
+ params = "x/y/z/? <amount>",
+ description = "Move the current WorldEdit region along the x/y/z/? axis by <amount> nodes",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+ local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return
+ end
+ amount = tonumber(amount)
+ if axis == "?" then
+ axis, sign = worldedit.player_axis(name)
+ amount = amount * sign
+ end
+
+ local count = worldedit.move(pos1, pos2, axis, amount)
+
+ pos1[axis] = pos1[axis] + amount
+ pos2[axis] = pos2[axis] + amount
+ worldedit.mark_pos1(name)
+ worldedit.mark_pos2(name)
+ worldedit.player_notify(name, count .. " nodes moved")
+ end, check_region),
+})
+
+minetest.register_chatcommand("/stack", {
+ params = "x/y/z/? <count>",
+ description = "Stack the current WorldEdit region along the x/y/z/? axis <count> times",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local found, _, axis, repetitions = param:find("^([xyz%?])%s+([+-]?%d+)$")
+ repetitions = tonumber(repetitions)
+ if axis == "?" then
+ axis, sign = worldedit.player_axis(name)
+ repetitions = repetitions * sign
+ end
+ local count = worldedit.stack(worldedit.pos1[name], worldedit.pos2[name], axis, repetitions)
+ worldedit.player_notify(name, count .. " nodes stacked")
+ end,
+ function(name, param)
+ local found, _, axis, repetitions = param:find("^([xyz%?])%s+([+-]?%d+)$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return
+ end
+ local count = check_region(name, param)
+ if count then return (tonumber(repetitions) + 1) * count end
+ return nil
+ end),
+})
+
+minetest.register_chatcommand("/stack2", {
+ params = "<count> <x> <y> <z>",
+ description = "Stack the current WorldEdit region <count> times by offset <x>, <y>, <z>",
+ privs = {worldedit=true},
+ func = function(name, param)
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+ if pos1 == nil or pos2 == nil then
+ worldedit.player_notify(name, "Select a position first!")
+ return
+ end
+ local repetitions, incs = param:match("(%d+)%s*(.+)")
+ if repetitions == nil then
+ worldedit.player_notify(name, "invalid count: " .. param)
+ return
+ end
+ repetitions = tonumber(repetitions)
+
+ local x, y, z = incs:match("([+-]?%d+) ([+-]?%d+) ([+-]?%d+)")
+ if x == nil then
+ worldedit.player_notify(name, "invalid increments: " .. param)
+ return
+ end
+ x, y, z = tonumber(x), tonumber(y), tonumber(z)
+
+ local count = worldedit.volume(pos1, pos2) * repetitions
+
+ return safe_region(function()
+ worldedit.stack2(pos1, pos2, {x=x, y=y, z=z}, repetitions,
+ function() worldedit.player_notify(name, count .. " nodes stacked") end)
+ end, function()
+ return count
+ end)(name,param) -- more hax --wip: clean this up a little bit
+ end
+})
+
+
+minetest.register_chatcommand("/stretch", {
+ params = "<stretchx> <stretchy> <stretchz>",
+ description = "Scale the current WorldEdit positions and region by a factor of <stretchx>, <stretchy>, <stretchz> along the X, Y, and Z axes, repectively, with position 1 as the origin",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+ local found, _, stretchx, stretchy, stretchz = param:find("^(%d+)%s+(%d+)%s+(%d+)$")
+ stretchx, stretchy, stretchz = tonumber(stretchx), tonumber(stretchy), tonumber(stretchz)
+ local count, pos1, pos2 = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz)
+
+ --reset markers to scaled positions
+ worldedit.pos1[name] = pos1
+ worldedit.pos2[name] = pos2
+ worldedit.mark_pos1(name)
+ worldedit.mark_pos2(name)
+
+ worldedit.player_notify(name, count .. " nodes stretched")
+ end,
+ function(name, param)
+ local found, _, stretchx, stretchy, stretchz = param:find("^(%d+)%s+(%d+)%s+(%d+)$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return nil
+ end
+ stretchx, stretchy, stretchz = tonumber(stretchx), tonumber(stretchy), tonumber(stretchz)
+ if stretchx == 0 or stretchy == 0 or stretchz == 0 then
+ worldedit.player_notify(name, "invalid scaling factors: " .. param)
+ end
+ local count = check_region(name, param)
+ if count then return tonumber(stretchx) * tonumber(stretchy) * tonumber(stretchz) * count end
+ return nil
+ end),
+})
+
+minetest.register_chatcommand("/transpose", {
+ params = "x/y/z/? x/y/z/?",
+ description = "Transpose the current WorldEdit region along the x/y/z/? and x/y/z/? axes",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+ local found, _, axis1, axis2 = param:find("^([xyz%?])%s+([xyz%?])$")
+ if axis1 == "?" then axis1 = worldedit.player_axis(name) end
+ if axis2 == "?" then axis2 = worldedit.player_axis(name) end
+ local count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
+
+ --reset markers to transposed positions
+ worldedit.pos1[name] = pos1
+ worldedit.pos2[name] = pos2
+ worldedit.mark_pos1(name)
+ worldedit.mark_pos2(name)
+
+ worldedit.player_notify(name, count .. " nodes transposed")
+ end,
+ function(name, param)
+ local found, _, axis1, axis2 = param:find("^([xyz%?])%s+([xyz%?])$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return nil
+ end
+ if axis1 == axis2 then
+ worldedit.player_notify(name, "invalid usage: axes must be different")
+ return nil
+ end
+ return check_region(name, param)
+ end),
+})
+
+minetest.register_chatcommand("/flip", {
+ params = "x/y/z/?",
+ description = "Flip the current WorldEdit region along the x/y/z/? axis",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ if param == "?" then param = worldedit.player_axis(name) end
+ local count = worldedit.flip(worldedit.pos1[name], worldedit.pos2[name], param)
+ worldedit.player_notify(name, count .. " nodes flipped")
+ end,
+ function(name, param)
+ if param ~= "x" and param ~= "y" and param ~= "z" and param ~= "?" then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return nil
+ end
+ return check_region(name, param)
+ end),
+})
+
+minetest.register_chatcommand("/rotate", {
+ params = "<axis> <angle>",
+ description = "Rotate the current WorldEdit region around the axis <axis> by angle <angle> (90 degree increment)",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+ local found, _, axis, angle = param:find("^([xyz%?])%s+([+-]?%d+)$")
+ if axis == "?" then axis = worldedit.player_axis(name) end
+ local count, pos1, pos2 = worldedit.rotate(pos1, pos2, axis, angle)
+
+ --reset markers to rotated positions
+ worldedit.pos1[name] = pos1
+ worldedit.pos2[name] = pos2
+ worldedit.mark_pos1(name)
+ worldedit.mark_pos2(name)
+
+ worldedit.player_notify(name, count .. " nodes rotated")
+ end,
+ function(name, param)
+ local found, _, axis, angle = param:find("^([xyz%?])%s+([+-]?%d+)$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return nil
+ end
+ if angle % 90 ~= 0 then
+ worldedit.player_notify(name, "invalid usage: angle must be multiple of 90")
+ return nil
+ end
+ return check_region(name, param)
+ end),
+})
+
+minetest.register_chatcommand("/orient", {
+ params = "<angle>",
+ description = "Rotate oriented nodes in the current WorldEdit region around the Y axis by angle <angle> (90 degree increment)",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local found, _, angle = param:find("^([+-]?%d+)$")
+ local count = worldedit.orient(worldedit.pos1[name], worldedit.pos2[name], angle)
+ worldedit.player_notify(name, count .. " nodes oriented")
+ end,
+ function(name, param)
+ local found, _, angle = param:find("^([+-]?%d+)$")
+ if found == nil then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return nil
+ end
+ if angle % 90 ~= 0 then
+ worldedit.player_notify(name, "invalid usage: angle must be multiple of 90")
+ return nil
+ end
+ return check_region(name, param)
+ end),
+})
+
+minetest.register_chatcommand("/fixlight", {
+ params = "",
+ description = "Fix the lighting in the current WorldEdit region",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local count = worldedit.fixlight(worldedit.pos1[name], worldedit.pos2[name])
+ worldedit.player_notify(name, count .. " nodes updated")
+ end),
+})
+
+minetest.register_chatcommand("/hide", {
+ params = "",
+ description = "Hide all nodes in the current WorldEdit region non-destructively",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local count = worldedit.hide(worldedit.pos1[name], worldedit.pos2[name])
+ worldedit.player_notify(name, count .. " nodes hidden")
+ end),
+})
+
+minetest.register_chatcommand("/suppress", {
+ params = "<node>",
+ description = "Suppress all <node> in the current WorldEdit region non-destructively",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local node = get_node(name, param)
+ local count = worldedit.suppress(worldedit.pos1[name], worldedit.pos2[name], node)
+ worldedit.player_notify(name, count .. " nodes suppressed")
+ end, check_region),
+})
+
+minetest.register_chatcommand("/highlight", {
+ params = "<node>",
+ description = "Highlight <node> in the current WorldEdit region by hiding everything else non-destructively",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local node = get_node(name, param)
+ local count = worldedit.highlight(worldedit.pos1[name], worldedit.pos2[name], node)
+ worldedit.player_notify(name, count .. " nodes highlighted")
+ end, check_region),
+})
+
+minetest.register_chatcommand("/restore", {
+ params = "",
+ description = "Restores nodes hidden with WorldEdit in the current WorldEdit region",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local count = worldedit.restore(worldedit.pos1[name], worldedit.pos2[name])
+ worldedit.player_notify(name, count .. " nodes restored")
+ end),
+})
+
+minetest.register_chatcommand("/save", {
+ params = "<file>",
+ description = "Save the current WorldEdit region to \"(world folder)/schems/<file>.we\"",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ if param == "" then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return
+ end
+ if not check_filename(param) then
+ worldedit.player_notify(name, "Disallowed file name: " .. param)
+ return
+ end
+ local result, count = worldedit.serialize(worldedit.pos1[name],
+ worldedit.pos2[name])
+
+ local path = minetest.get_worldpath() .. "/schems"
+ -- Create directory if it does not already exist
+ mkdir(path)
+
+ local filename = path .. "/" .. param .. ".we"
+ local file, err = io.open(filename, "wb")
+ if err ~= nil then
+ worldedit.player_notify(name, "Could not save file to \"" .. filename .. "\"")
+ return
+ end
+ file:write(result)
+ file:flush()
+ file:close()
+
+ worldedit.player_notify(name, count .. " nodes saved")
+ end),
+})
+
+minetest.register_chatcommand("/allocate", {
+ params = "<file>",
+ description = "Set the region defined by nodes from \"(world folder)/schems/<file>.we\" as the current WorldEdit region",
+ privs = {worldedit=true},
+ func = function(name, param)
+ local pos = get_position(name)
+ if pos == nil then return end
+
+ if param == "" then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return
+ end
+ if not check_filename(param) then
+ worldedit.player_notify(name, "Disallowed file name: " .. param)
+ return
+ end
+
+ local filename = minetest.get_worldpath() .. "/schems/" .. param .. ".we"
+ local file, err = io.open(filename, "rb")
+ if err ~= nil then
+ worldedit.player_notify(name, "could not open file \"" .. filename .. "\"")
+ return
+ end
+ local value = file:read("*a")
+ file:close()
+
+ local version = worldedit.read_header(value)
+ if version == 0 then
+ worldedit.player_notify(name, "File is invalid!")
+ return
+ elseif version > worldedit.LATEST_SERIALIZATION_VERSION then
+ worldedit.player_notify(name, "File was created with newer version of WorldEdit!")
+ end
+ local nodepos1, nodepos2, count = worldedit.allocate(pos, value)
+
+ worldedit.pos1[name] = nodepos1
+ worldedit.mark_pos1(name)
+ worldedit.pos2[name] = nodepos2
+ worldedit.mark_pos2(name)
+
+ worldedit.player_notify(name, count .. " nodes allocated")
+ end,
+})
+
+minetest.register_chatcommand("/load", {
+ params = "<file>",
+ description = "Load nodes from \"(world folder)/schems/<file>[.we[m]]\" with position 1 of the current WorldEdit region as the origin",
+ privs = {worldedit=true},
+ func = function(name, param)
+ local pos = get_position(name)
+ if pos == nil then return end
+
+ if param == "" then
+ worldedit.player_notify(name, "invalid usage: " .. param)
+ return
+ end
+ if not string.find(param, "^[%w \t.,+-_=!@#$%%^&*()%[%]{};'\"]+$") then
+ worldedit.player_notify(name, "invalid file name: " .. param)
+ return
+ end
+
+ --find the file in the world path
+ local testpaths = {
+ minetest.get_worldpath() .. "/schems/" .. param,
+ minetest.get_worldpath() .. "/schems/" .. param .. ".we",
+ minetest.get_worldpath() .. "/schems/" .. param .. ".wem",
+ }
+ local file, err
+ for index, path in ipairs(testpaths) do
+ file, err = io.open(path, "rb")
+ if not err then
+ break
+ end
+ end
+ if err then
+ worldedit.player_notify(name, "could not open file \"" .. param .. "\"")
+ return
+ end
+ local value = file:read("*a")
+ file:close()
+
+ local version = worldedit.read_header(value)
+ if version == 0 then
+ worldedit.player_notify(name, "File is invalid!")
+ return
+ elseif version > worldedit.LATEST_SERIALIZATION_VERSION then
+ worldedit.player_notify(name, "File was created with newer version of WorldEdit!")
+ return
+ end
+
+ local count = worldedit.deserialize(pos, value)
+
+ worldedit.player_notify(name, count .. " nodes loaded")
+ end,
+})
+
+minetest.register_chatcommand("/lua", {
+ params = "<code>",
+ description = "Executes <code> as a Lua chunk in the global namespace",
+ privs = {worldedit=true, server=true},
+ func = function(name, param)
+ local admin = minetest.setting_get("name")
+ if not admin or not name == admin then
+ worldedit.player_notify(name, "this command can only be run by the server administrator")
+ return
+ end
+ local err = worldedit.lua(param)
+ if err then
+ worldedit.player_notify(name, "code error: " .. err)
+ else
+ worldedit.player_notify(name, "code successfully executed", false)
+ end
+ end,
+})
+
+minetest.register_chatcommand("/luatransform", {
+ params = "<code>",
+ description = "Executes <code> as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region",
+ privs = {worldedit=true, server=true},
+ func = safe_region(function(name, param)
+ local admin = minetest.setting_get("name")
+ if not admin or not name == admin then
+ worldedit.player_notify(name, "this command can only be run by the server administrator")
+ return
+ end
+
+ local err = worldedit.luatransform(worldedit.pos1[name], worldedit.pos2[name], param)
+ if err then
+ worldedit.player_notify(name, "code error: " .. err, false)
+ else
+ worldedit.player_notify(name, "code successfully executed", false)
+ end
+ end),
+})
+
+minetest.register_chatcommand("/mtschemcreate", {
+ params = "<file>",
+ description = "Save the current WorldEdit region using the Minetest "..
+ "Schematic format to \"(world folder)/schems/<filename>.mts\"",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ if param == nil then
+ worldedit.player_notify(name, "No filename specified")
+ return
+ end
+ if not check_filename(param) then
+ worldedit.player_notify(name, "Disallowed file name: " .. param)
+ return
+ end
+
+ local path = minetest.get_worldpath() .. "/schems"
+ -- Create directory if it does not already exist
+ mkdir(path)
+
+ local filename = path .. "/" .. param .. ".mts"
+ local ret = minetest.create_schematic(worldedit.pos1[name],
+ worldedit.pos2[name], worldedit.prob_list[name],
+ filename)
+ if ret == nil then
+ worldedit.player_notify(name, "Failed to create Minetest schematic", false)
+ else
+ worldedit.player_notify(name, "Saved Minetest schematic to " .. param, false)
+ end
+ worldedit.prob_list[name] = {}
+ end),
+})
+
+minetest.register_chatcommand("/mtschemplace", {
+ params = "<file>",
+ description = "Load nodes from \"(world folder)/schems/<file>.mts\" with position 1 of the current WorldEdit region as the origin",
+ privs = {worldedit=true},
+ func = function(name, param)
+ if param == "" then
+ worldedit.player_notify(name, "no filename specified")
+ return
+ end
+ if not check_filename(param) then
+ worldedit.player_notify(name, "Disallowed file name: " .. param)
+ return
+ end
+
+ local pos = get_position(name)
+ if pos == nil then return end
+
+ local path = minetest.get_worldpath() .. "/schems/" .. param .. ".mts"
+ if minetest.place_schematic(pos, path) == nil then
+ worldedit.player_notify(name, "failed to place Minetest schematic", false)
+ else
+ worldedit.player_notify(name, "placed Minetest schematic " .. param ..
+ " at " .. minetest.pos_to_string(pos), false)
+ end
+ end,
+})
+
+minetest.register_chatcommand("/mtschemprob", {
+ params = "start/finish/get",
+ description = "Begins node probability entry for Minetest schematics, gets the nodes that have probabilities set, or ends node probability entry",
+ privs = {worldedit=true},
+ func = function(name, param)
+ if param == "start" then --start probability setting
+ worldedit.set_pos[name] = "prob"
+ worldedit.prob_list[name] = {}
+ worldedit.player_notify(name, "select Minetest schematic probability values by punching nodes")
+ elseif param == "finish" then --finish probability setting
+ worldedit.set_pos[name] = nil
+ worldedit.player_notify(name, "finished Minetest schematic probability selection")
+ elseif param == "get" then --get all nodes that had probabilities set on them
+ local text = ""
+ local problist = worldedit.prob_list[name]
+ if problist == nil then
+ return
+ end
+ for k,v in pairs(problist) do
+ local prob = math.floor(((v["prob"] / 256) * 100) * 100 + 0.5) / 100
+ text = text .. minetest.pos_to_string(v["pos"]) .. ": " .. prob .. "% | "
+ end
+ worldedit.player_notify(name, "currently set node probabilities:")
+ worldedit.player_notify(name, text)
+ else
+ worldedit.player_notify(name, "unknown subcommand: " .. param)
+ end
+ end,
+})
+
+minetest.register_on_player_receive_fields(
+ function(player, formname, fields)
+ if (formname == "prob_val_enter") and (fields.text ~= "") then
+ local name = player:get_player_name()
+ local prob_entry = {pos=worldedit.prob_pos[name], prob=tonumber(fields.text)}
+ local index = table.getn(worldedit.prob_list[name]) + 1
+ worldedit.prob_list[name][index] = prob_entry
+ end
+ end
+)
+
+minetest.register_chatcommand("/clearobjects", {
+ params = "",
+ description = "Clears all objects within the WorldEdit region",
+ privs = {worldedit=true},
+ func = safe_region(function(name, param)
+ local count = worldedit.clear_objects(worldedit.pos1[name], worldedit.pos2[name])
+ worldedit.player_notify(name, count .. " objects cleared")
+ end),
+})
diff --git a/worldedit/worldedit_commands/mark.lua b/worldedit/worldedit_commands/mark.lua
new file mode 100644
index 0000000..4062cae
--- /dev/null
+++ b/worldedit/worldedit_commands/mark.lua
@@ -0,0 +1,162 @@
+worldedit.marker1 = {}
+worldedit.marker2 = {}
+worldedit.marker_region = {}
+
+--marks worldedit region position 1
+worldedit.mark_pos1 = function(name)
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+
+ if pos1 ~= nil then
+ --make area stay loaded
+ local manip = minetest.get_voxel_manip()
+ manip:read_from_map(pos1, pos1)
+ end
+ if worldedit.marker1[name] ~= nil then --marker already exists
+ worldedit.marker1[name]:remove() --remove marker
+ worldedit.marker1[name] = nil
+ end
+ if pos1 ~= nil then
+ --add marker
+ worldedit.marker1[name] = minetest.add_entity(pos1, "worldedit:pos1")
+ if worldedit.marker1[name] ~= nil then
+ worldedit.marker1[name]:get_luaentity().player_name = name
+ end
+ end
+ worldedit.mark_region(name)
+end
+
+--marks worldedit region position 2
+worldedit.mark_pos2 = function(name)
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+
+ if pos2 ~= nil then
+ --make area stay loaded
+ local manip = minetest.get_voxel_manip()
+ manip:read_from_map(pos2, pos2)
+ end
+ if worldedit.marker2[name] ~= nil then --marker already exists
+ worldedit.marker2[name]:remove() --remove marker
+ worldedit.marker2[name] = nil
+ end
+ if pos2 ~= nil then
+ --add marker
+ worldedit.marker2[name] = minetest.add_entity(pos2, "worldedit:pos2")
+ if worldedit.marker2[name] ~= nil then
+ worldedit.marker2[name]:get_luaentity().player_name = name
+ end
+ end
+ worldedit.mark_region(name)
+end
+
+worldedit.mark_region = function(name)
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+
+ if worldedit.marker_region[name] ~= nil then --marker already exists
+ --wip: make the area stay loaded somehow
+ for _, entity in ipairs(worldedit.marker_region[name]) do
+ entity:remove()
+ end
+ worldedit.marker_region[name] = nil
+ end
+ if pos1 ~= nil and pos2 ~= nil then
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
+ local thickness = 0.2
+ local sizex, sizey, sizez = (1 + pos2.x - pos1.x) / 2, (1 + pos2.y - pos1.y) / 2, (1 + pos2.z - pos1.z) / 2
+
+ --make area stay loaded
+ local manip = minetest.get_voxel_manip()
+ manip:read_from_map(pos1, pos2)
+
+ local markers = {}
+
+ --XY plane markers
+ for _, z in ipairs({pos1.z - 0.5, pos2.z + 0.5}) do
+ local marker = minetest.add_entity({x=pos1.x + sizex - 0.5, y=pos1.y + sizey - 0.5, z=z}, "worldedit:region_cube")
+ marker:set_properties({
+ visual_size={x=sizex * 2, y=sizey * 2},
+ collisionbox = {-sizex, -sizey, -thickness, sizex, sizey, thickness},
+ })
+ marker:get_luaentity().player_name = name
+ table.insert(markers, marker)
+ end
+
+ --YZ plane markers
+ for _, x in ipairs({pos1.x - 0.5, pos2.x + 0.5}) do
+ local marker = minetest.add_entity({x=x, y=pos1.y + sizey - 0.5, z=pos1.z + sizez - 0.5}, "worldedit:region_cube")
+ marker:set_properties({
+ visual_size={x=sizez * 2, y=sizey * 2},
+ collisionbox = {-thickness, -sizey, -sizez, thickness, sizey, sizez},
+ })
+ marker:setyaw(math.pi / 2)
+ marker:get_luaentity().player_name = name
+ table.insert(markers, marker)
+ end
+
+ worldedit.marker_region[name] = markers
+ end
+end
+
+minetest.register_entity(":worldedit:pos1", {
+ initial_properties = {
+ visual = "cube",
+ visual_size = {x=1.1, y=1.1},
+ textures = {"worldedit_pos1.png", "worldedit_pos1.png",
+ "worldedit_pos1.png", "worldedit_pos1.png",
+ "worldedit_pos1.png", "worldedit_pos1.png"},
+ collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
+ physical = false,
+ },
+ on_step = function(self, dtime)
+ if worldedit.marker1[self.player_name] == nil then
+ self.object:remove()
+ end
+ end,
+ on_punch = function(self, hitter)
+ self.object:remove()
+ worldedit.marker1[self.player_name] = nil
+ end,
+})
+
+minetest.register_entity(":worldedit:pos2", {
+ initial_properties = {
+ visual = "cube",
+ visual_size = {x=1.1, y=1.1},
+ textures = {"worldedit_pos2.png", "worldedit_pos2.png",
+ "worldedit_pos2.png", "worldedit_pos2.png",
+ "worldedit_pos2.png", "worldedit_pos2.png"},
+ collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
+ physical = false,
+ },
+ on_step = function(self, dtime)
+ if worldedit.marker2[self.player_name] == nil then
+ self.object:remove()
+ end
+ end,
+ on_punch = function(self, hitter)
+ self.object:remove()
+ worldedit.marker2[self.player_name] = nil
+ end,
+})
+
+minetest.register_entity(":worldedit:region_cube", {
+ initial_properties = {
+ visual = "upright_sprite",
+ visual_size = {x=1.1, y=1.1},
+ textures = {"worldedit_cube.png"},
+ visual_size = {x=10, y=10},
+ physical = false,
+ },
+ on_step = function(self, dtime)
+ if worldedit.marker_region[self.player_name] == nil then
+ self.object:remove()
+ return
+ end
+ end,
+ on_punch = function(self, hitter)
+ for _, entity in ipairs(worldedit.marker_region[self.player_name]) do
+ entity:remove()
+ end
+ worldedit.marker_region[self.player_name] = nil
+ end,
+})
+
diff --git a/worldedit/worldedit_commands/safe.lua b/worldedit/worldedit_commands/safe.lua
new file mode 100644
index 0000000..e640853
--- /dev/null
+++ b/worldedit/worldedit_commands/safe.lua
@@ -0,0 +1,68 @@
+local safe_region_callback = {}
+local safe_region_param = {}
+
+local function check_region(name, param)
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] --obtain positions
+ if pos1 == nil or pos2 == nil then
+ worldedit.player_notify(name, "no region selected")
+ return nil
+ end
+ return worldedit.volume(pos1, pos2)
+end
+
+--`callback` is a callback to run when the user confirms
+--`nodes_needed` is a function accepting `param`, `pos1`, and `pos2` to calculate the number of nodes needed
+local function safe_region(callback, nodes_needed)
+ --default node volume calculation
+ nodes_needed = nodes_needed or check_region
+
+ return function(name, param)
+ --check if the operation applies to a safe number of nodes
+ local count = nodes_needed(name, param)
+ if count == nil then return end --invalid command
+ if count < 10000 then
+ return callback(name, param)
+ end
+
+ --save callback to call later
+ safe_region_callback[name], safe_region_param[name] = callback, param
+ worldedit.player_notify(name, "WARNING: this operation could affect up to " .. count .. " nodes; type //y to continue or //n to cancel")
+ end
+end
+
+minetest.register_chatcommand("/y", {
+ params = "",
+ description = "Confirm a pending operation",
+ func = function(name)
+ local callback, param = safe_region_callback[name], safe_region_param[name]
+ if not callback then
+ worldedit.player_notify(name, "no operation pending")
+ return
+ end
+
+ --obtain positions
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+ if pos1 == nil or pos2 == nil then
+ worldedit.player_notify(name, "no region selected")
+ return
+ end
+
+ safe_region_callback[name], safe_region_param[name] = nil, nil --reset pending operation
+ callback(name, param, pos1, pos2)
+ end,
+})
+
+minetest.register_chatcommand("/n", {
+ params = "",
+ description = "Confirm a pending operation",
+ func = function(name)
+ if not safe_region_callback[name] then
+ worldedit.player_notify(name, "no operation pending")
+ return
+ end
+ safe_region_callback[name], safe_region_param[name] = nil, nil
+ end,
+})
+
+return safe_region, check_region
+
diff --git a/worldedit/worldedit_commands/textures/worldedit_cube.png b/worldedit/worldedit_commands/textures/worldedit_cube.png
new file mode 100644
index 0000000..fde36a8
--- /dev/null
+++ b/worldedit/worldedit_commands/textures/worldedit_cube.png
Binary files differ
diff --git a/worldedit/worldedit_commands/textures/worldedit_pos1.png b/worldedit/worldedit_commands/textures/worldedit_pos1.png
new file mode 100644
index 0000000..4c304aa
--- /dev/null
+++ b/worldedit/worldedit_commands/textures/worldedit_pos1.png
Binary files differ
diff --git a/worldedit/worldedit_commands/textures/worldedit_pos2.png b/worldedit/worldedit_commands/textures/worldedit_pos2.png
new file mode 100644
index 0000000..1502f16
--- /dev/null
+++ b/worldedit/worldedit_commands/textures/worldedit_pos2.png
Binary files differ
diff --git a/worldedit/worldedit_gui/depends.txt b/worldedit/worldedit_gui/depends.txt
new file mode 100644
index 0000000..d603ac9
--- /dev/null
+++ b/worldedit/worldedit_gui/depends.txt
@@ -0,0 +1,5 @@
+worldedit
+worldedit_commands
+unified_inventory?
+inventory_plus?
+creative? \ No newline at end of file
diff --git a/worldedit/worldedit_gui/functionality.lua b/worldedit/worldedit_gui/functionality.lua
new file mode 100644
index 0000000..c358a8c
--- /dev/null
+++ b/worldedit/worldedit_gui/functionality.lua
@@ -0,0 +1,707 @@
+--saved state for each player
+local gui_nodename1 = {} --mapping of player names to node names (arbitrary strings may also appear as values)
+local gui_nodename2 = {} --mapping of player names to node names (arbitrary strings may also appear as values)
+local gui_axis1 = {} --mapping of player names to axes (one of 1, 2, 3, or 4, representing the axes in the `axis_indices` table below)
+local gui_axis2 = {} --mapping of player names to axes (one of 1, 2, 3, or 4, representing the axes in the `axis_indices` table below)
+local gui_distance1 = {} --mapping of player names to a distance (arbitrary strings may also appear as values)
+local gui_distance2 = {} --mapping of player names to a distance (arbitrary strings may also appear as values)
+local gui_distance3 = {} --mapping of player names to a distance (arbitrary strings may also appear as values)
+local gui_count1 = {} --mapping of player names to a quantity (arbitrary strings may also appear as values)
+local gui_count2 = {} --mapping of player names to a quantity (arbitrary strings may also appear as values)
+local gui_count3 = {} --mapping of player names to a quantity (arbitrary strings may also appear as values)
+local gui_angle = {} --mapping of player names to an angle (one of 90, 180, 270, representing the angle in degrees clockwise)
+local gui_filename = {} --mapping of player names to file names (arbitrary strings may also appear as values)
+local gui_formspec = {} --mapping of player names to formspecs
+local gui_code = {} --mapping of player names to formspecs
+
+--set default values
+setmetatable(gui_nodename1, {__index = function() return "Cobblestone" end})
+setmetatable(gui_nodename2, {__index = function() return "Stone" end})
+setmetatable(gui_axis1, {__index = function() return 4 end})
+setmetatable(gui_axis2, {__index = function() return 1 end})
+setmetatable(gui_distance1, {__index = function() return "10" end})
+setmetatable(gui_distance2, {__index = function() return "5" end})
+setmetatable(gui_distance3, {__index = function() return "2" end})
+setmetatable(gui_count1, {__index = function() return "3" end})
+setmetatable(gui_count2, {__index = function() return "6" end})
+setmetatable(gui_count3, {__index = function() return "4" end})
+setmetatable(gui_angle, {__index = function() return 90 end})
+setmetatable(gui_filename, {__index = function() return "building" end})
+setmetatable(gui_formspec, {__index = function() return "size[5,5]\nlabel[0,0;Hello, world!]" end})
+setmetatable(gui_code, {__index = function() return "minetest.chat_send_player(\"singleplayer\", \"Hello, world!\")" end})
+
+local axis_indices = {["X axis"]=1, ["Y axis"]=2, ["Z axis"]=3, ["Look direction"]=4}
+local axis_values = {"x", "y", "z", "?"}
+setmetatable(axis_indices, {__index = function () return 4 end})
+setmetatable(axis_values, {__index = function () return "?" end})
+
+local angle_indices = {["90 degrees"]=1, ["180 degrees"]=2, ["270 degrees"]=3}
+local angle_values = {90, 180, 270}
+setmetatable(angle_indices, {__index = function () return 1 end})
+setmetatable(angle_values, {__index = function () return 90 end})
+
+--given multiple sets of privileges, produces a single set of privs that would have the same effect as requiring all of them at the same time
+local combine_privs = function(...)
+ local result = {}
+ for i, privs in ipairs({...}) do
+ for name, value in pairs(privs) do
+ if result[name] ~= nil and result[name] ~= value then --the priv must be both true and false, which can never happen
+ return {__fake_priv_that_nobody_has__=true} --priviledge table that can never be satisfied
+ end
+ result[name] = value
+ end
+ end
+ return result
+end
+
+worldedit.register_gui_function("worldedit_gui_about", {
+ name = "About", privs = minetest.chatcommands["/about"].privs,
+ on_select = function(name)
+ minetest.chatcommands["/about"].func(name, "")
+ end,
+})
+
+worldedit.register_gui_function("worldedit_gui_inspect", {
+ name = "Toggle Inspect", privs = minetest.chatcommands["/inspect"].privs,
+ on_select = function(name)
+ minetest.chatcommands["/inspect"].func(name, worldedit.inspect[name] and "disable" or "enable")
+ end,
+})
+
+worldedit.register_gui_function("worldedit_gui_region", {
+ name = "Get/Set Region", privs = combine_privs(minetest.chatcommands["/p"].privs, minetest.chatcommands["/pos1"].privs, minetest.chatcommands["/pos2"].privs, minetest.chatcommands["/reset"].privs, minetest.chatcommands["/mark"].privs, minetest.chatcommands["/unmark"].privs, minetest.chatcommands["/volume"].privs, minetest.chatcommands["/fixedpos"].privs),
+ get_formspec = function(name)
+ local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
+ return "size[9,7]" .. worldedit.get_formspec_header("worldedit_gui_region") ..
+ "button_exit[0,1;3,0.8;worldedit_gui_p_get;Get Positions]" ..
+ "button_exit[3,1;3,0.8;worldedit_gui_p_set1;Choose Position 1]" ..
+ "button_exit[6,1;3,0.8;worldedit_gui_p_set2;Choose Position 2]" ..
+ "button_exit[0,2;3,0.8;worldedit_gui_pos1;Position 1 Here]" ..
+ "button_exit[3,2;3,0.8;worldedit_gui_pos2;Position 2 Here]" ..
+ "button_exit[6,2;3,0.8;worldedit_gui_reset;Reset Region]" ..
+ "button_exit[0,3;3,0.8;worldedit_gui_mark;Mark Region]" ..
+ "button_exit[3,3;3,0.8;worldedit_gui_unmark;Unmark Region]" ..
+ "button_exit[6,3;3,0.8;worldedit_gui_volume;Region Volume]" ..
+ "label[0,4.7;Position 1]" ..
+ string.format("field[2,5;1.5,0.8;worldedit_gui_fixedpos_pos1x;X ;%s]", pos1 and pos1.x or "") ..
+ string.format("field[3.5,5;1.5,0.8;worldedit_gui_fixedpos_pos1y;Y ;%s]", pos1 and pos1.y or "") ..
+ string.format("field[5,5;1.5,0.8;worldedit_gui_fixedpos_pos1z;Z ;%s]", pos1 and pos1.z or "") ..
+ "button_exit[6.5,4.68;2.5,0.8;worldedit_gui_fixedpos_pos1_submit;Set Position 1]" ..
+ "label[0,6.2;Position 2]" ..
+ string.format("field[2,6.5;1.5,0.8;worldedit_gui_fixedpos_pos2x;X ;%s]", pos2 and pos2.x or "") ..
+ string.format("field[3.5,6.5;1.5,0.8;worldedit_gui_fixedpos_pos2y;Y ;%s]", pos2 and pos2.y or "") ..
+ string.format("field[5,6.5;1.5,0.8;worldedit_gui_fixedpos_pos2z;Z ;%s]", pos2 and pos2.z or "") ..
+ "button_exit[6.5,6.18;2.5,0.8;worldedit_gui_fixedpos_pos2_submit;Set Position 2]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_region", function(name, fields)
+ if fields.worldedit_gui_p_get then
+ minetest.chatcommands["/p"].func(name, "get")
+ return true
+ elseif fields.worldedit_gui_p_set1 then
+ minetest.chatcommands["/p"].func(name, "set1")
+ return true
+ elseif fields.worldedit_gui_p_set2 then
+ minetest.chatcommands["/p"].func(name, "set2")
+ return true
+ elseif fields.worldedit_gui_pos1 then
+ minetest.chatcommands["/pos1"].func(name, "")
+ worldedit.show_page(name, "worldedit_gui_region")
+ return true
+ elseif fields.worldedit_gui_pos2 then
+ minetest.chatcommands["/pos2"].func(name, "")
+ worldedit.show_page(name, "worldedit_gui_region")
+ return true
+ elseif fields.worldedit_gui_reset then
+ minetest.chatcommands["/reset"].func(name, "")
+ worldedit.show_page(name, "worldedit_gui_region")
+ return true
+ elseif fields.worldedit_gui_mark then
+ minetest.chatcommands["/mark"].func(name, "")
+ worldedit.show_page(name, "worldedit_gui_region")
+ return true
+ elseif fields.worldedit_gui_unmark then
+ minetest.chatcommands["/unmark"].func(name, "")
+ worldedit.show_page(name, "worldedit_gui_region")
+ return true
+ elseif fields.worldedit_gui_volume then
+ minetest.chatcommands["/volume"].func(name, "")
+ worldedit.show_page(name, "worldedit_gui_region")
+ return true
+ elseif fields.worldedit_gui_fixedpos_pos1_submit then
+ minetest.chatcommands["/fixedpos"].func(name, string.format("set1 %s %s %s",
+ tostring(fields.worldedit_gui_fixedpos_pos1x),
+ tostring(fields.worldedit_gui_fixedpos_pos1y),
+ tostring(fields.worldedit_gui_fixedpos_pos1z)))
+ worldedit.show_page(name, "worldedit_gui_region")
+ return true
+ elseif fields.worldedit_gui_fixedpos_pos2_submit then
+ minetest.chatcommands["/fixedpos"].func(name, string.format("set2 %s %s %s",
+ tostring(fields.worldedit_gui_fixedpos_pos2x),
+ tostring(fields.worldedit_gui_fixedpos_pos2y),
+ tostring(fields.worldedit_gui_fixedpos_pos2z)))
+ worldedit.show_page(name, "worldedit_gui_region")
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_set", {
+ name = "Set Nodes", privs = minetest.chatcommands["/set"].privs,
+ get_formspec = function(name)
+ local node = gui_nodename1[name]
+ local nodename = worldedit.normalize_nodename(node)
+ return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_set") ..
+ string.format("field[0.5,1.5;4,0.8;worldedit_gui_set_node;Name;%s]", minetest.formspec_escape(node)) ..
+ "button[4,1.18;1.5,0.8;worldedit_gui_set_search;Search]" ..
+ (nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
+ or "image[5.5,1.1;1,1;unknown_node.png]") ..
+ "button_exit[0,2.5;3,0.8;worldedit_gui_set_submit;Set Nodes]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_set", function(name, fields)
+ if fields.worldedit_gui_set_search or fields.worldedit_gui_set_submit then
+ gui_nodename1[name] = tostring(fields.worldedit_gui_set_node)
+ worldedit.show_page(name, "worldedit_gui_set")
+ if fields.worldedit_gui_set_submit then
+ minetest.chatcommands["/set"].func(name, gui_nodename1[name])
+ end
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_replace", {
+ name = "Replace Nodes", privs = combine_privs(minetest.chatcommands["/replace"].privs, minetest.chatcommands["/replaceinverse"].privs),
+ get_formspec = function(name)
+ local search, replace = gui_nodename1[name], gui_nodename2[name]
+ local search_nodename, replace_nodename = worldedit.normalize_nodename(search), worldedit.normalize_nodename(replace)
+ return "size[6.5,4]" .. worldedit.get_formspec_header("worldedit_gui_replace") ..
+ string.format("field[0.5,1.5;4,0.8;worldedit_gui_replace_search;Name;%s]", minetest.formspec_escape(search)) ..
+ "button[4,1.18;1.5,0.8;worldedit_gui_replace_search_search;Search]" ..
+ (search_nodename and string.format("item_image[5.5,1.1;1,1;%s]", search_nodename)
+ or "image[5.5,1.1;1,1;unknown_node.png]") ..
+ string.format("field[0.5,2.5;4,0.8;worldedit_gui_replace_replace;Name;%s]", minetest.formspec_escape(replace)) ..
+ "button[4,2.18;1.5,0.8;worldedit_gui_replace_replace_search;Search]" ..
+ (replace_nodename and string.format("item_image[5.5,2.1;1,1;%s]", replace_nodename)
+ or "image[5.5,2.1;1,1;unknown_node.png]") ..
+ "button_exit[0,3.5;3,0.8;worldedit_gui_replace_submit;Replace Nodes]" ..
+ "button_exit[3.5,3.5;3,0.8;worldedit_gui_replace_submit_inverse;Replace Inverse]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_replace", function(name, fields)
+ if fields.worldedit_gui_replace_search_search or fields.worldedit_gui_replace_replace_search
+ or fields.worldedit_gui_replace_submit or fields.worldedit_gui_replace_submit_inverse then
+ gui_nodename1[name] = tostring(fields.worldedit_gui_replace_search)
+ gui_nodename2[name] = tostring(fields.worldedit_gui_replace_replace)
+ worldedit.show_page(name, "worldedit_gui_replace")
+ if fields.worldedit_gui_replace_submit then
+ minetest.chatcommands["/replace"].func(name, string.format("%s %s", gui_nodename1[name], gui_nodename2[name]))
+ elseif fields.worldedit_gui_replace_submit_inverse then
+ minetest.chatcommands["/replaceinverse"].func(name, string.format("%s %s", gui_nodename1[name], gui_nodename2[name]))
+ end
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_sphere_dome", {
+ name = "Sphere/Dome", privs = combine_privs(minetest.chatcommands["/hollowsphere"].privs, minetest.chatcommands["/sphere"].privs, minetest.chatcommands["/hollowdome"].privs, minetest.chatcommands["/dome"].privs),
+ get_formspec = function(name)
+ local node, radius = gui_nodename1[name], gui_distance2[name]
+ local nodename = worldedit.normalize_nodename(node)
+ return "size[6.5,5]" .. worldedit.get_formspec_header("worldedit_gui_sphere_dome") ..
+ string.format("field[0.5,1.5;4,0.8;worldedit_gui_sphere_dome_node;Name;%s]", minetest.formspec_escape(node)) ..
+ "button[4,1.18;1.5,0.8;worldedit_gui_sphere_dome_search;Search]" ..
+ (nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
+ or "image[5.5,1.1;1,1;unknown_node.png]") ..
+ string.format("field[0.5,2.5;4,0.8;worldedit_gui_sphere_dome_radius;Radius;%s]", minetest.formspec_escape(radius)) ..
+ "button_exit[0,3.5;3,0.8;worldedit_gui_sphere_dome_submit_hollow;Hollow Sphere]" ..
+ "button_exit[3.5,3.5;3,0.8;worldedit_gui_sphere_dome_submit_solid;Solid Sphere]" ..
+ "button_exit[0,4.5;3,0.8;worldedit_gui_sphere_dome_submit_hollow_dome;Hollow Dome]" ..
+ "button_exit[3.5,4.5;3,0.8;worldedit_gui_sphere_dome_submit_solid_dome;Solid Dome]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_sphere_dome", function(name, fields)
+ if fields.worldedit_gui_sphere_dome_search
+ or fields.worldedit_gui_sphere_dome_submit_hollow or fields.worldedit_gui_sphere_dome_submit_solid
+ or fields.worldedit_gui_sphere_dome_submit_hollow_dome or fields.worldedit_gui_sphere_dome_submit_solid_dome then
+ gui_nodename1[name] = tostring(fields.worldedit_gui_sphere_dome_node)
+ gui_distance2[name] = tostring(fields.worldedit_gui_sphere_dome_radius)
+ worldedit.show_page(name, "worldedit_gui_sphere_dome")
+ if fields.worldedit_gui_sphere_dome_submit_hollow then
+ minetest.chatcommands["/hollowsphere"].func(name, string.format("%s %s", gui_distance2[name], gui_nodename1[name]))
+ elseif fields.worldedit_gui_sphere_dome_submit_solid then
+ minetest.chatcommands["/sphere"].func(name, string.format("%s %s", gui_distance2[name], gui_nodename1[name]))
+ elseif fields.worldedit_gui_sphere_dome_submit_hollow_dome then
+ minetest.chatcommands["/hollowdome"].func(name, string.format("%s %s", gui_distance2[name], gui_nodename1[name]))
+ elseif fields.worldedit_gui_sphere_dome_submit_solid_dome then
+ minetest.chatcommands["/dome"].func(name, string.format("%s %s", gui_distance2[name], gui_nodename1[name]))
+ end
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_cylinder", {
+ name = "Cylinder", privs = combine_privs(minetest.chatcommands["/hollowcylinder"].privs, minetest.chatcommands["/cylinder"].privs),
+ get_formspec = function(name)
+ local node, axis, length, radius = gui_nodename1[name], gui_axis1[name], gui_distance1[name], gui_distance2[name]
+ local nodename = worldedit.normalize_nodename(node)
+ return "size[6.5,5]" .. worldedit.get_formspec_header("worldedit_gui_cylinder") ..
+ string.format("field[0.5,1.5;4,0.8;worldedit_gui_cylinder_node;Name;%s]", minetest.formspec_escape(node)) ..
+ "button[4,1.18;1.5,0.8;worldedit_gui_cylinder_search;Search]" ..
+ (nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
+ or "image[5.5,1.1;1,1;unknown_node.png]") ..
+ string.format("field[0.5,2.5;4,0.8;worldedit_gui_cylinder_length;Length;%s]", minetest.formspec_escape(length)) ..
+ string.format("dropdown[4,2.18;2.5;worldedit_gui_cylinder_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
+ string.format("field[0.5,3.5;4,0.8;worldedit_gui_cylinder_radius;Radius;%s]", minetest.formspec_escape(radius)) ..
+ "button_exit[0,4.5;3,0.8;worldedit_gui_cylinder_submit_hollow;Hollow Cylinder]" ..
+ "button_exit[3.5,4.5;3,0.8;worldedit_gui_cylinder_submit_solid;Solid Cylinder]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_cylinder", function(name, fields)
+ if fields.worldedit_gui_cylinder_search
+ or fields.worldedit_gui_cylinder_submit_hollow or fields.worldedit_gui_cylinder_submit_solid then
+ gui_nodename1[name] = tostring(fields.worldedit_gui_cylinder_node)
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_cylinder_axis]
+ gui_distance1[name] = tostring(fields.worldedit_gui_cylinder_length)
+ gui_distance2[name] = tostring(fields.worldedit_gui_cylinder_radius)
+ worldedit.show_page(name, "worldedit_gui_cylinder")
+ if fields.worldedit_gui_cylinder_submit_hollow then
+ minetest.chatcommands["/hollowcylinder"].func(name, string.format("%s %s %s %s", axis_values[gui_axis1[name]], gui_distance1[name], gui_distance2[name], gui_nodename1[name]))
+ elseif fields.worldedit_gui_cylinder_submit_solid then
+ minetest.chatcommands["/cylinder"].func(name, string.format("%s %s %s %s", axis_values[gui_axis1[name]], gui_distance1[name], gui_distance2[name], gui_nodename1[name]))
+ end
+ return true
+ end
+ if fields.worldedit_gui_cylinder_axis then
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_cylinder_axis]
+ worldedit.show_page(name, "worldedit_gui_cylinder")
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_pyramid", {
+ name = "Pyramid", privs = minetest.chatcommands["/pyramid"].privs,
+ get_formspec = function(name)
+ local node, axis, length = gui_nodename1[name], gui_axis1[name], gui_distance1[name]
+ local nodename = worldedit.normalize_nodename(node)
+ return "size[6.5,4]" .. worldedit.get_formspec_header("worldedit_gui_pyramid") ..
+ string.format("field[0.5,1.5;4,0.8;worldedit_gui_pyramid_node;Name;%s]", minetest.formspec_escape(node)) ..
+ "button[4,1.18;1.5,0.8;worldedit_gui_pyramid_search;Search]" ..
+ (nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
+ or "image[5.5,1.1;1,1;unknown_node.png]") ..
+ string.format("field[0.5,2.5;4,0.8;worldedit_gui_pyramid_length;Length;%s]", minetest.formspec_escape(length)) ..
+ string.format("dropdown[4,2.18;2.5;worldedit_gui_pyramid_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
+ "button_exit[0,3.5;3,0.8;worldedit_gui_pyramid_submit;Pyramid]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_pyramid", function(name, fields)
+ if fields.worldedit_gui_pyramid_search or fields.worldedit_gui_pyramid_submit then
+ gui_nodename1[name] = tostring(fields.worldedit_gui_pyramid_node)
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_pyramid_axis]
+ gui_distance1[name] = tostring(fields.worldedit_gui_pyramid_length)
+ worldedit.show_page(name, "worldedit_gui_pyramid")
+ if fields.worldedit_gui_pyramid_submit then
+ minetest.chatcommands["/pyramid"].func(name, string.format("%s %s %s", axis_values[gui_axis1[name]], gui_distance1[name], gui_nodename1[name]))
+ end
+ return true
+ end
+ if fields.worldedit_gui_pyramid_axis then
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_pyramid_axis]
+ worldedit.show_page(name, "worldedit_gui_pyramid")
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_spiral", {
+ name = "Spiral", privs = minetest.chatcommands["/spiral"].privs,
+ get_formspec = function(name)
+ local node, length, height, space = gui_nodename1[name], gui_distance1[name], gui_distance2[name], gui_distance3[name]
+ local nodename = worldedit.normalize_nodename(node)
+ return "size[6.5,6]" .. worldedit.get_formspec_header("worldedit_gui_spiral") ..
+ string.format("field[0.5,1.5;4,0.8;worldedit_gui_spiral_node;Name;%s]", minetest.formspec_escape(node)) ..
+ "button[4,1.18;1.5,0.8;worldedit_gui_spiral_search;Search]" ..
+ (nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
+ or "image[5.5,1.1;1,1;unknown_node.png]") ..
+ string.format("field[0.5,2.5;4,0.8;worldedit_gui_spiral_length;Side Length;%s]", minetest.formspec_escape(length)) ..
+ string.format("field[0.5,3.5;4,0.8;worldedit_gui_spiral_height;Height;%s]", minetest.formspec_escape(height)) ..
+ string.format("field[0.5,4.5;4,0.8;worldedit_gui_spiral_space;Wall Spacing;%s]", minetest.formspec_escape(space)) ..
+ "button_exit[0,5.5;3,0.8;worldedit_gui_spiral_submit;Spiral]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_spiral", function(name, fields)
+ if fields.worldedit_gui_spiral_search or fields.worldedit_gui_spiral_submit then
+ gui_nodename1[name] = fields.worldedit_gui_spiral_node
+ gui_distance1[name] = tostring(fields.worldedit_gui_spiral_length)
+ gui_distance2[name] = tostring(fields.worldedit_gui_spiral_height)
+ gui_distance3[name] = tostring(fields.worldedit_gui_spiral_space)
+ worldedit.show_page(name, "worldedit_gui_spiral")
+ if fields.worldedit_gui_spiral_submit then
+ minetest.chatcommands["/spiral"].func(name, string.format("%s %s %s %s", gui_distance1[name], gui_distance2[name], gui_distance3[name], gui_nodename1[name]))
+ end
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_copy_move", {
+ name = "Copy/Move", privs = combine_privs(minetest.chatcommands["/copy"].privs, minetest.chatcommands["/move"].privs),
+ get_formspec = function(name)
+ local axis = gui_axis1[name] or 4
+ local amount = gui_distance1[name] or "10"
+ return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_copy_move") ..
+ string.format("field[0.5,1.5;4,0.8;worldedit_gui_copy_move_amount;Amount;%s]", minetest.formspec_escape(amount)) ..
+ string.format("dropdown[4,1.18;2.5;worldedit_gui_copy_move_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
+ "button_exit[0,2.5;3,0.8;worldedit_gui_copy_move_copy;Copy Region]" ..
+ "button_exit[3.5,2.5;3,0.8;worldedit_gui_copy_move_move;Move Region]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_copy_move", function(name, fields)
+ if fields.worldedit_gui_copy_move_copy or fields.worldedit_gui_copy_move_move then
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_copy_move_axis] or 4
+ gui_distance1[name] = tostring(fields.worldedit_gui_copy_move_amount)
+ worldedit.show_page(name, "worldedit_gui_copy_move")
+ if fields.worldedit_gui_copy_move_copy then
+ minetest.chatcommands["/copy"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], gui_distance1[name]))
+ else --fields.worldedit_gui_copy_move_move
+ minetest.chatcommands["/move"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], gui_distance1[name]))
+ end
+ return true
+ end
+ if fields.worldedit_gui_copy_move_axis then
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_copy_move_axis] or 4
+ worldedit.show_page(name, "worldedit_gui_copy_move")
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_stack", {
+ name = "Stack", privs = minetest.chatcommands["/stack"].privs,
+ get_formspec = function(name)
+ local axis, count = gui_axis1[name], gui_count1[name]
+ return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_stack") ..
+ string.format("field[0.5,1.5;4,0.8;worldedit_gui_stack_count;Count;%s]", minetest.formspec_escape(count)) ..
+ string.format("dropdown[4,1.18;2.5;worldedit_gui_stack_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
+ "button_exit[0,2.5;3,0.8;worldedit_gui_stack_submit;Stack]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_stack", function(name, fields)
+ if fields.worldedit_gui_stack_submit then
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_stack_axis]
+ gui_count1[name] = tostring(fields.worldedit_gui_stack_count)
+ worldedit.show_page(name, "worldedit_gui_stack")
+ minetest.chatcommands["/stack"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], gui_count1[name]))
+ return true
+ end
+ if fields.worldedit_gui_stack_axis then
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_stack_axis]
+ worldedit.show_page(name, "worldedit_gui_stack")
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_stretch", {
+ name = "Stretch", privs = minetest.chatcommands["/stretch"].privs,
+ get_formspec = function(name)
+ local stretchx, stretchy, stretchz = gui_count1[name], gui_count2[name], gui_count3[name]
+ return "size[5,5]" .. worldedit.get_formspec_header("worldedit_gui_stretch") ..
+ string.format("field[0.5,1.5;4,0.8;worldedit_gui_stretch_x;Stretch X;%s]", minetest.formspec_escape(stretchx)) ..
+ string.format("field[0.5,2.5;4,0.8;worldedit_gui_stretch_y;Stretch Y;%s]", minetest.formspec_escape(stretchy)) ..
+ string.format("field[0.5,3.5;4,0.8;worldedit_gui_stretch_z;Stretch Z;%s]", minetest.formspec_escape(stretchz)) ..
+ "button_exit[0,4.5;3,0.8;worldedit_gui_stretch_submit;Stretch]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_stretch", function(name, fields)
+ if fields.worldedit_gui_stretch_submit then
+ gui_count1[name] = tostring(fields.worldedit_gui_stretch_x)
+ gui_count2[name] = tostring(fields.worldedit_gui_stretch_y)
+ gui_count3[name] = tostring(fields.worldedit_gui_stretch_z)
+ worldedit.show_page(name, "worldedit_gui_stretch")
+ minetest.chatcommands["/stretch"].func(name, string.format("%s %s %s", gui_count1[name], gui_count2[name], gui_count3[name]))
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_transpose", {
+ name = "Transpose", privs = minetest.chatcommands["/transpose"].privs,
+ get_formspec = function(name)
+ local axis1, axis2 = gui_axis1[name], gui_axis2[name]
+ return "size[5.5,3]" .. worldedit.get_formspec_header("worldedit_gui_transpose") ..
+ string.format("dropdown[0,1;2.5;worldedit_gui_transpose_axis1;X axis,Y axis,Z axis,Look direction;%d]", axis1) ..
+ string.format("dropdown[3,1;2.5;worldedit_gui_transpose_axis2;X axis,Y axis,Z axis,Look direction;%d]", axis2) ..
+ "button_exit[0,2.5;3,0.8;worldedit_gui_transpose_submit;Transpose]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_transpose", function(name, fields)
+ if fields.worldedit_gui_transpose_submit then
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_transpose_axis1]
+ gui_axis2[name] = axis_indices[fields.worldedit_gui_transpose_axis2]
+ worldedit.show_page(name, "worldedit_gui_transpose")
+ minetest.chatcommands["/transpose"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], axis_values[gui_axis2[name]]))
+ return true
+ end
+ if fields.worldedit_gui_transpose_axis1 then
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_transpose_axis1]
+ worldedit.show_page(name, "worldedit_gui_transpose")
+ return true
+ end
+ if fields.worldedit_gui_transpose_axis2 then
+ gui_axis2[name] = axis_indices[fields.worldedit_gui_transpose_axis2]
+ worldedit.show_page(name, "worldedit_gui_transpose")
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_flip", {
+ name = "Flip", privs = minetest.chatcommands["/flip"].privs,
+ get_formspec = function(name)
+ local axis = gui_axis1[name]
+ return "size[5,3]" .. worldedit.get_formspec_header("worldedit_gui_flip") ..
+ string.format("dropdown[0,1;2.5;worldedit_gui_flip_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
+ "button_exit[0,2.5;3,0.8;worldedit_gui_flip_submit;Flip]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_flip", function(name, fields)
+ if fields.worldedit_gui_flip_submit then
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_flip_axis]
+ worldedit.show_page(name, "worldedit_gui_flip")
+ minetest.chatcommands["/flip"].func(name, axis_values[gui_axis1[name]])
+ return true
+ end
+ if fields.worldedit_gui_flip_axis then
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_flip_axis]
+ worldedit.show_page(name, "worldedit_gui_flip")
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_rotate", {
+ name = "Rotate", privs = minetest.chatcommands["/rotate"].privs,
+ get_formspec = function(name)
+ local axis, angle = gui_axis1[name], gui_angle[name]
+ return "size[5.5,3]" .. worldedit.get_formspec_header("worldedit_gui_rotate") ..
+ string.format("dropdown[0,1;2.5;worldedit_gui_rotate_angle;90 degrees,180 degrees,270 degrees;%s]", angle) ..
+ string.format("dropdown[3,1;2.5;worldedit_gui_rotate_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
+ "button_exit[0,2.5;3,0.8;worldedit_gui_rotate_submit;Rotate]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_rotate", function(name, fields)
+ if fields.worldedit_gui_rotate_submit then
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_rotate_axis]
+ gui_angle[name] = angle_indices[fields.worldedit_gui_rotate_angle]
+ worldedit.show_page(name, "worldedit_gui_rotate")
+ minetest.chatcommands["/rotate"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], angle_values[gui_angle[name]]))
+ return true
+ end
+ if fields.worldedit_gui_rotate_axis then
+ gui_axis1[name] = axis_indices[fields.worldedit_gui_rotate_axis]
+ worldedit.show_page(name, "worldedit_gui_rotate")
+ return true
+ end
+ if fields.worldedit_gui_rotate_angle then
+ gui_angle[name] = angle_indices[fields.worldedit_gui_rotate_angle]
+ worldedit.show_page(name, "worldedit_gui_rotate")
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_orient", {
+ name = "Orient", privs = minetest.chatcommands["/orient"].privs,
+ get_formspec = function(name)
+ local angle = gui_angle[name]
+ return "size[5,3]" .. worldedit.get_formspec_header("worldedit_gui_orient") ..
+ string.format("dropdown[0,1;2.5;worldedit_gui_orient_angle;90 degrees,180 degrees,270 degrees;%s]", angle) ..
+ "button_exit[0,2.5;3,0.8;worldedit_gui_orient_submit;Orient]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_orient", function(name, fields)
+ if fields.worldedit_gui_orient_submit then
+ gui_angle[name] = angle_indices[fields.worldedit_gui_orient_angle]
+ worldedit.show_page(name, "worldedit_gui_orient")
+ minetest.chatcommands["/orient"].func(name, tostring(angle_values[gui_angle[name]]))
+ return true
+ end
+ if fields.worldedit_gui_orient_angle then
+ gui_angle[name] = angle_indices[fields.worldedit_gui_orient_angle]
+ worldedit.show_page(name, "worldedit_gui_orient")
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_fixlight", {
+ name = "Fix Lighting", privs = minetest.chatcommands["/fixlight"].privs,
+ on_select = function(name)
+ minetest.chatcommands["/fixlight"].func(name, "")
+ end,
+})
+
+worldedit.register_gui_function("worldedit_gui_hide", {
+ name = "Hide Region", privs = minetest.chatcommands["/hide"].privs,
+ on_select = function(name)
+ minetest.chatcommands["/hide"].func(name, "")
+ end,
+})
+
+worldedit.register_gui_function("worldedit_gui_suppress", {
+ name = "Suppress Nodes", privs = minetest.chatcommands["/suppress"].privs,
+ get_formspec = function(name)
+ local node = gui_nodename1[name]
+ local nodename = worldedit.normalize_nodename(node)
+ return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_suppress") ..
+ string.format("field[0.5,1.5;4,0.8;worldedit_gui_suppress_node;Name;%s]", minetest.formspec_escape(node)) ..
+ "button[4,1.18;1.5,0.8;worldedit_gui_suppress_search;Search]" ..
+ (nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
+ or "image[5.5,1.1;1,1;unknown_node.png]") ..
+ "button_exit[0,2.5;3,0.8;worldedit_gui_suppress_submit;Suppress Nodes]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_suppress", function(name, fields)
+ if fields.worldedit_gui_suppress_search or fields.worldedit_gui_suppress_submit then
+ gui_nodename1[name] = tostring(fields.worldedit_gui_suppress_node)
+ worldedit.show_page(name, "worldedit_gui_suppress")
+ if fields.worldedit_gui_suppress_submit then
+ minetest.chatcommands["/suppress"].func(name, gui_nodename1[name])
+ end
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_highlight", {
+ name = "Highlight Nodes", privs = minetest.chatcommands["/highlight"].privs,
+ get_formspec = function(name)
+ local node = gui_nodename1[name]
+ local nodename = worldedit.normalize_nodename(node)
+ return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_highlight") ..
+ string.format("field[0.5,1.5;4,0.8;worldedit_gui_highlight_node;Name;%s]", minetest.formspec_escape(node)) ..
+ "button[4,1.18;1.5,0.8;worldedit_gui_highlight_search;Search]" ..
+ (nodename and string.format("item_image[5.5,1.1;1,1;%s]", nodename)
+ or "image[5.5,1.1;1,1;unknown_node.png]") ..
+ "button_exit[0,2.5;3,0.8;worldedit_gui_highlight_submit;Highlight Nodes]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_highlight", function(name, fields)
+ if fields.worldedit_gui_highlight_search or fields.worldedit_gui_highlight_submit then
+ gui_nodename1[name] = tostring(fields.worldedit_gui_highlight_node)
+ worldedit.show_page(name, "worldedit_gui_highlight")
+ if fields.worldedit_gui_highlight_submit then
+ minetest.chatcommands["/highlight"].func(name, gui_nodename1[name])
+ end
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_restore", {
+ name = "Restore Region", privs = minetest.chatcommands["/restore"].privs,
+ on_select = function(name)
+ minetest.chatcommands["/restore"].func(name, "")
+ end,
+})
+
+worldedit.register_gui_function("worldedit_gui_save_load", {
+ name = "Save/Load", privs = combine_privs(minetest.chatcommands["/save"].privs, minetest.chatcommands["/allocate"].privs, minetest.chatcommands["/load"].privs),
+ get_formspec = function(name)
+ local filename = gui_filename[name]
+ return "size[6,4]" .. worldedit.get_formspec_header("worldedit_gui_save_load") ..
+ string.format("field[0.5,1.5;4,0.8;worldedit_gui_save_filename;Filename;%s]", minetest.formspec_escape(filename)) ..
+ "button_exit[0,2.5;3,0.8;worldedit_gui_save_load_submit_save;Save]" ..
+ "button_exit[3,2.5;3,0.8;worldedit_gui_save_load_submit_allocate;Allocate]" ..
+ "button_exit[0,3.5;3,0.8;worldedit_gui_save_load_submit_load;Load]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_save_load", function(name, fields)
+ if fields.worldedit_gui_save_load_submit_save or fields.worldedit_gui_save_load_submit_allocate or fields.worldedit_gui_save_load_submit_load then
+ gui_filename[name] = tostring(fields.worldedit_gui_save_filename)
+ worldedit.show_page(name, "worldedit_gui_save_load")
+ if fields.worldedit_gui_save_load_submit_save then
+ minetest.chatcommands["/save"].func(name, gui_filename[name])
+ elseif fields.worldedit_gui_save_load_submit_allocate then
+ minetest.chatcommands["/allocate"].func(name, gui_filename[name])
+ else --fields.worldedit_gui_save_load_submit_load
+ minetest.chatcommands["/load"].func(name, gui_filename[name])
+ end
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_lua", {
+ name = "Run Lua",
+ get_formspec = function(name)
+ local code = gui_code[name]
+ return "size[8,6.5]" .. worldedit.get_formspec_header("worldedit_gui_lua") ..
+ string.format("textarea[0.5,1;7.5,5.5;worldedit_gui_lua_code;Lua Code;%s]", minetest.formspec_escape(code)) ..
+ "button_exit[0,6;3,0.8;worldedit_gui_lua_run;Run Lua]" ..
+ "button_exit[5,6;3,0.8;worldedit_gui_lua_transform;Lua Transform]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_lua", function(name, fields)
+ if fields.worldedit_gui_lua_run or fields.worldedit_gui_lua_transform then
+ gui_code[name] = fields.worldedit_gui_lua_value
+ worldedit.show_page(name, "worldedit_gui_lua")
+ if fields.worldedit_gui_lua_run then
+ minetest.chatcommands["/lua"].func(name, gui_code[name])
+ else --fields.worldedit_gui_lua_transform
+ minetest.chatcommands["/luatransform"].func(name, gui_code[name])
+ end
+ return true
+ end
+ return false
+end)
+
+worldedit.register_gui_function("worldedit_gui_clearobjects", {
+ name = "Clear Objects", privs = minetest.chatcommands["/clearobjects"].privs,
+ on_select = function(name)
+ minetest.chatcommands["/clearobjects"].func(name, "")
+ end,
+})
+
+worldedit.register_gui_function("worldedit_gui_formspec_tester", {
+ name = "Formspec Tester",
+ get_formspec = function(name)
+ local value = gui_formspec[name]
+ return "size[8,6.5]" .. worldedit.get_formspec_header("worldedit_gui_formspec_tester") ..
+ string.format("textarea[0.5,1;7.5,5.5;worldedit_gui_formspec_tester_value;Formspec Code;%s]", minetest.formspec_escape(value)) ..
+ "button_exit[0,6;3,0.8;worldedit_gui_formspec_tester_show;Show Formspec]"
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui_formspec_tester", function(name, fields)
+ if fields.worldedit_gui_formspec_tester_show then
+ gui_formspec[name] = fields.worldedit_gui_formspec_tester_value or ""
+ worldedit.show_page(name, "worldedit_gui_formspec_tester")
+ minetest.show_formspec(name, "worldedit:formspec_tester", gui_formspec[name])
+ return true
+ end
+ return false
+end)
diff --git a/worldedit/worldedit_gui/init.lua b/worldedit/worldedit_gui/init.lua
new file mode 100644
index 0000000..da54f7b
--- /dev/null
+++ b/worldedit/worldedit_gui/init.lua
@@ -0,0 +1,249 @@
+worldedit = worldedit or {}
+
+--[[
+Example:
+
+ worldedit.register_gui_function("worldedit_gui_hollow_cylinder", {
+ name = "Make Hollow Cylinder",
+ privs = {worldedit=true},
+ get_formspec = function(name) return "some formspec here" end,
+ on_select = function(name) print(name .. " clicked the button!") end,
+ })
+
+Use `nil` for the `options` parameter to unregister the function associated with the given identifier.
+
+Use `nil` for the `get_formspec` field to denote that the function does not have its own screen.
+
+Use `nil` for the `privs` field to denote that no special privileges are required to use the function.
+
+If the identifier is already registered to another function, it will be replaced by the new one.
+
+The `on_select` function must not call `worldedit.show_page`
+]]
+
+worldedit.pages = {} --mapping of identifiers to options
+local identifiers = {} --ordered list of identifiers
+worldedit.register_gui_function = function(identifier, options)
+ worldedit.pages[identifier] = options
+ table.insert(identifiers, identifier)
+end
+
+--[[
+Example:
+
+ worldedit.register_gui_handler("worldedit_gui_hollow_cylinder", function(name, fields)
+ print(minetest.serialize(fields))
+ end)
+]]
+
+worldedit.register_gui_handler = function(identifier, handler)
+ local enabled = true
+ minetest.register_on_player_receive_fields(function(player, formname, fields)
+ if not enabled then return false end
+ enabled = false
+ minetest.after(0.2, function() enabled = true end)
+ local name = player:get_player_name()
+
+ --ensure the player has permission to perform the action
+ local entry = worldedit.pages[identifier]
+ if entry and minetest.check_player_privs(name, entry.privs or {}) then
+ return handler(name, fields)
+ end
+ return false
+ end)
+end
+
+worldedit.get_formspec_header = function(identifier)
+ local entry = worldedit.pages[identifier] or {}
+ return "button[0,0;2,0.5;worldedit_gui;Back]" ..
+ string.format("label[2,0;WorldEdit GUI > %s]", entry.name or "")
+end
+
+local get_formspec = function(name, identifier)
+ if worldedit.pages[identifier] then
+ return worldedit.pages[identifier].get_formspec(name)
+ end
+ return worldedit.pages["worldedit_gui"].get_formspec(name) --default to showing main page if an unknown page is given
+end
+
+--implement worldedit.show_page(name, page) in different ways depending on the available APIs
+if rawget(_G, "unified_inventory") then --unified inventory installed
+ local old_func = worldedit.register_gui_function
+ worldedit.register_gui_function = function(identifier, options)
+ old_func(identifier, options)
+ unified_inventory.register_page(identifier, {get_formspec=function(player) return {formspec=options.get_formspec(player:get_player_name())} end})
+ end
+
+ unified_inventory.register_button("worldedit_gui", {
+ type = "image",
+ image = "inventory_plus_worldedit_gui.png",
+ })
+
+ minetest.register_on_player_receive_fields(function(player, formname, fields)
+ local name = player:get_player_name()
+ if fields.worldedit_gui then --main page
+ worldedit.show_page(name, "worldedit_gui")
+ return true
+ elseif fields.worldedit_gui_exit then --return to original page
+ local player = minetest.get_player_by_name(name)
+ if player then
+ unified_inventory.set_inventory_formspec(player, "craft")
+ end
+ return true
+ end
+ return false
+ end)
+
+ worldedit.show_page = function(name, page)
+ local player = minetest.get_player_by_name(name)
+ if player then
+ player:set_inventory_formspec(get_formspec(name, page))
+ end
+ end
+elseif rawget(_G, "inventory_plus") then --inventory++ installed
+ minetest.register_on_joinplayer(function(player)
+ local can_worldedit = minetest.check_player_privs(player:get_player_name(), {worldedit=true})
+ if can_worldedit then
+ inventory_plus.register_button(player, "worldedit_gui", "WorldEdit")
+ end
+ end)
+
+ --show the form when the button is pressed and hide it when done
+ local gui_player_formspecs = {}
+ minetest.register_on_player_receive_fields(function(player, formname, fields)
+ local name = player:get_player_name()
+ if fields.worldedit_gui then --main page
+ gui_player_formspecs[name] = player:get_inventory_formspec()
+ worldedit.show_page(name, "worldedit_gui")
+ return true
+ elseif fields.worldedit_gui_exit then --return to original page
+ if gui_player_formspecs[name] then
+ inventory_plus.set_inventory_formspec(player, gui_player_formspecs[name])
+ end
+ return true
+ end
+ return false
+ end)
+
+ worldedit.show_page = function(name, page)
+ local player = minetest.get_player_by_name(name)
+ if player then
+ inventory_plus.set_inventory_formspec(player, get_formspec(name, page))
+ end
+ end
+else --fallback button
+ local player_formspecs = {}
+
+ local update_main_formspec = function(name)
+ local formspec = player_formspecs[name]
+ if not formspec then
+ return
+ end
+ local player = minetest.get_player_by_name(name)
+ if not player then --this is in case the player signs off while the media is loading
+ return
+ end
+ if (minetest.check_player_privs(name, {creative=true}) or minetest.setting_getbool("creative_mode")) and creative_inventory then --creative_inventory is active, add button to modified formspec
+ formspec = player:get_inventory_formspec() .. "image_button[6,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
+ else
+ formspec = formspec .. "image_button[0,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
+ end
+ player:set_inventory_formspec(formspec)
+ end
+
+ minetest.register_on_joinplayer(function(player)
+ local name = player:get_player_name()
+ minetest.after(1, function()
+ if minetest.get_player_by_name(name) then --ensure the player is still signed in
+ player_formspecs[name] = player:get_inventory_formspec()
+ minetest.after(0.01, function()
+ update_main_formspec(name)
+ end)
+ end
+ end)
+ end)
+
+ minetest.register_on_leaveplayer(function(player)
+ player_formspecs[player:get_player_name()] = nil
+ end)
+
+ local gui_player_formspecs = {}
+ minetest.register_on_player_receive_fields(function(player, formname, fields)
+ local name = player:get_player_name()
+ if fields.worldedit_gui then --main page
+ gui_player_formspecs[name] = player:get_inventory_formspec()
+ worldedit.show_page(name, "worldedit_gui")
+ return true
+ elseif fields.worldedit_gui_exit then --return to original page
+ if gui_player_formspecs[name] then
+ player:set_inventory_formspec(gui_player_formspecs[name])
+ end
+ return true
+ else --deal with creative_inventory setting the formspec on every single message
+ minetest.after(0.01,function()
+ update_main_formspec(name)
+ end)
+ return false --continue processing in creative inventory
+ end
+ end)
+
+ worldedit.show_page = function(name, page)
+ local player = minetest.get_player_by_name(name)
+ if player then
+ player:set_inventory_formspec(get_formspec(name, page))
+ end
+ end
+end
+
+worldedit.register_gui_function("worldedit_gui", {
+ name = "WorldEdit GUI",
+ get_formspec = function(name)
+ --create a form with all the buttons arranged in a grid
+ local buttons, x, y, index = {}, 0, 1, 0
+ local width, height = 3, 0.8
+ local columns = 5
+ for i, identifier in pairs(identifiers) do
+ if identifier ~= "worldedit_gui" then
+ local entry = worldedit.pages[identifier]
+ table.insert(buttons, string.format((entry.get_formspec and "button" or "button_exit") ..
+ "[%g,%g;%g,%g;%s;%s]", x, y, width, height, identifier, minetest.formspec_escape(entry.name)))
+
+ index, x = index + 1, x + width
+ if index == columns then --row is full
+ x, y = 0, y + height
+ index = 0
+ end
+ end
+ end
+ if index == 0 then --empty row
+ y = y - height
+ end
+ return string.format("size[%g,%g]", math.max(columns * width, 5), math.max(y + 0.5, 3)) ..
+ "button[0,0;2,0.5;worldedit_gui_exit;Back]" ..
+ "label[2,0;WorldEdit GUI]" ..
+ table.concat(buttons)
+ end,
+})
+
+worldedit.register_gui_handler("worldedit_gui", function(name, fields)
+ for identifier, entry in pairs(worldedit.pages) do --check for WorldEdit GUI main formspec button selection
+ if fields[identifier] and identifier ~= "worldedit_gui" then
+ --ensure player has permission to perform action
+ local has_privs, missing_privs = minetest.check_player_privs(name, entry.privs or {})
+ if not has_privs then
+ worldedit.player_notify(name, "you are not allowed to use this function (missing privileges: " .. table.concat(missing_privs, ", ") .. ")")
+ return false
+ end
+ if entry.on_select then
+ entry.on_select(name)
+ end
+ if entry.get_formspec then
+ worldedit.show_page(name, identifier)
+ end
+ return true
+ end
+ end
+ return false
+end)
+
+dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/functionality.lua")
diff --git a/worldedit/worldedit_gui/textures/inventory_plus_worldedit_gui.png b/worldedit/worldedit_gui/textures/inventory_plus_worldedit_gui.png
new file mode 100644
index 0000000..fbc1abc
--- /dev/null
+++ b/worldedit/worldedit_gui/textures/inventory_plus_worldedit_gui.png
Binary files differ
diff --git a/worldedit/worldedit_infinity/depends.txt b/worldedit/worldedit_infinity/depends.txt
new file mode 100644
index 0000000..c4f6871
--- /dev/null
+++ b/worldedit/worldedit_infinity/depends.txt
@@ -0,0 +1 @@
+worldedit?
diff --git a/worldedit/worldedit_infinity/init.lua b/worldedit/worldedit_infinity/init.lua
new file mode 100644
index 0000000..8bd3a05
--- /dev/null
+++ b/worldedit/worldedit_infinity/init.lua
@@ -0,0 +1,103 @@
+worldedit = rawget(_G, "worldedit") or {}
+local minetest = minetest --local copy of global
+
+local get_pointed = function(pos, nearest, distance)
+ if distance > 100 then
+ return false
+ end
+
+ --check for collision with node
+ local nodename = minetest.get_node(pos).name
+ if nodename ~= "air"
+ and nodename ~= "default:water_source"
+ and nodename ~= "default:water_flowing" then
+ if nodename ~= "ignore" then
+ return nearest
+ end
+ return false
+ end
+end
+
+local use = function(itemstack, user, pointed_thing)
+ if pointed_thing.type == "nothing" then --pointing at nothing
+ local placepos = worldedit.raytrace(user:getpos(), user:get_look_dir(), get_pointed)
+ if placepos then --extended reach
+ pointed_thing.type = "node"
+ pointed_thing.under = nil --wip
+ pointed_thing.above = nil --wip
+ end
+ end
+ return minetest.item_place_node(itemstack, user, pointed_thing)
+end
+--
+
+worldedit.raytrace = function(pos, dir, callback)
+ local base = {x=math.floor(pos.x), y=math.floor(pos.y), z=math.floor(pos.z)}
+ local stepx, stepy, stepz = 0, 0, 0
+ local componentx, componenty, componentz = 0, 0, 0
+ local intersectx, intersecty, intersectz = 0, 0, 0
+
+ if dir.x == 0 then
+ intersectx = math.huge
+ elseif dir.x > 0 then
+ stepx = 1
+ componentx = 1 / dir.x
+ intersectx = ((base.x - pos.x) + 1) * componentx
+ else
+ stepx = -1
+ componentx = 1 / -dir.x
+ intersectx = (pos.x - base.x) * componentx
+ end
+ if dir.y == 0 then
+ intersecty = math.huge
+ elseif dir.y > 0 then
+ stepy = 1
+ componenty = 1 / dir.y
+ intersecty = ((base.y - pos.y) + 1) * componenty
+ else
+ stepy = -1
+ componenty = 1 / -dir.y
+ intersecty = (pos.y - base.y) * componenty
+ end
+ if dir.z == 0 then
+ intersectz = math.huge
+ elseif dir.z > 0 then
+ stepz = 1
+ componentz = 1 / dir.z
+ intersectz = ((base.z - pos.z) + 1) * componentz
+ else
+ stepz = -1
+ componentz = 1 / -dir.z
+ intersectz = (pos.z - base.z) * componentz
+ end
+
+ local distance = 0
+ local nearest = {x=base.x, y=base.y, z=base.z}
+ while true do
+ local values = {callback(base, nearest, distance)}
+ if #values > 0 then
+ return unpack(values)
+ end
+
+ nearest.x, nearest.y, nearest.z = base.x, base.y, base.z
+ if intersectx < intersecty then
+ if intersectx < intersectz then
+ base.x = base.x + stepx
+ distance = intersectx
+ intersectx = intersectx + componentx
+ else
+ base.z = base.z + stepz
+ distance = intersectz
+ intersectz = intersectz + componentz
+ end
+ elseif intersecty < intersectz then
+ base.y = base.y + stepy
+ distance = intersecty
+ intersecty = intersecty + componenty
+ else
+ base.z = base.z + stepz
+ distance = intersectz
+ intersectz = intersectz + componentz
+ end
+ end
+end
diff --git a/worldedit/worldedit_limited/depends.txt b/worldedit/worldedit_limited/depends.txt
new file mode 100644
index 0000000..74054c6
--- /dev/null
+++ b/worldedit/worldedit_limited/depends.txt
@@ -0,0 +1 @@
+worldedit
diff --git a/worldedit/worldedit_limited/init.lua b/worldedit/worldedit_limited/init.lua
new file mode 100644
index 0000000..801e19c
--- /dev/null
+++ b/worldedit/worldedit_limited/init.lua
@@ -0,0 +1,120 @@
+do return end
+do
+ local MAX_VOLUME = 30 * 30 * 30
+
+ local we = worldedit
+ local volume = we.volume
+ local safewrap = function(func)
+ return function(pos1, pos2, ...)
+ if validbox(pos1, pos2) then
+ return func(pos1, pos2, ...)
+ end
+ return 0, pos1, pos2
+ end
+ end
+
+ local validbox = function(pos1, pos2)
+ tpos1, tpos2 = we.sort_pos(pos1, pos2)
+
+ if volume(tpos1, tpos2) > MAX_VOLUME then
+ return false
+ end
+
+ --check for ownership of area if ownership mod is installed
+ if owner_defs then
+ local inside = false
+ for _, def in pairs(owner_defs) do
+ --sort positions
+ local tdef = {x1=def.x1, x2 = def.x2, y1=def.y1, y2=def.y2, z1=def.z1, z2=def.z2}
+ if tdef.x1 > tdef.x2 then
+ tdef.x1, tdef.x2 = tdef.x2, tdef.x1
+ end
+ if tdef.y1 > tdef.y2 then
+ tdef.y1, tdef.y2 = tdef.y2, tdef.y1
+ end
+ if tdef.z1 > tdef.z2 then
+ tdef.z1, tdef.z2 = tdef.z2, tdef.z1
+ end
+
+ --check ownership
+ if tpos1.x >= tdef.x1 and tpos1.x <= tdef.x2
+ and tpos2.x >= tdef.x1 and tpos2.x <= tdef.x2
+ and tpos1.y >= tdef.y1 and tpos1.y <= tdef.y2
+ and tpos2.y >= tdef.y1 and tpos2.y <= tdef.y2
+ and tpos1.z >= tdef.z1 and tpos1.z <= tdef.z2
+ and tpos2.z >= tdef.z1 and tpos2.z <= tdef.z2
+ and name == def.owner then --wip: name isn't available here
+ inside = true
+ break
+ end
+ end
+ if not inside then
+ return false
+ end
+ end
+
+ return true
+ end
+
+ worldedit = {
+ sort_pos = we.sort_pos,
+
+ set = safewrap(we.set),
+ replace = safewrap(we.replace),
+ replaceinverse = safewrap(we.replaceinverse),
+ copy = function(pos1, pos2, axis, amount)
+ tpos1, tpos2 = we.sort_pos(pos1, pos2)
+ tpos1[axis] = tpos1[axis] + amount
+ tpos2[axis] = tpos2[axis] + amount
+ if validbox(pos1, pos2) and validbox(tpos1, tpos2) then
+ we.copy(pos1, pos2, axis, amount)
+ else
+ return 0
+ end
+ end,
+ move = function(pos1, pos2, axis, amount)
+ tpos1, tpos2 = we.sort_pos(pos1, pos2)
+ tpos1[axis] = tpos1[axis] + amount
+ tpos2[axis] = tpos2[axis] + amount
+ if validbox(pos1, pos2) and validbox(tpos1, tpos2) then
+ we.move(pos1, pos2, axis, amount)
+ else
+ return 0
+ end
+ end,
+ stack = function(pos1, pos2, axis, count)
+ tpos1, tpos2 = we.sort_pos(pos1, pos2)
+ local length = (tpos2[axis] - tpos1[axis] + 1) * count
+ if count < 0 then
+ tpos1[axis] = tpos1[axis] + length
+ else
+ tpos2[axis] = tpos2[axis] + length
+ end
+ if validbox(tpos1, tpos2) then
+ we.stack(pos1, pos2, axis, amount)
+ else
+ return 0
+ end
+ end,
+ --wip: add transpose, rotate safely
+ flip = safewrap(we.flip),
+ orient = safewrap(we.orient),
+ fixlight = safewrap(we.fixlight),
+ --wip: add primitives here
+ volume = we.volume,
+ hide = safewrap(we.hide),
+ suppress = safewrap(we.suppress),
+ highlight = safewrap(we.highlight),
+ restore = safewrap(we.restore),
+ serialize = safewrap(we.serialize),
+ allocate = we.allocate,
+ deserialize = function(originpos, value)
+ local tpos1, tpos2 = we.allocate(originpos, value)
+ if validbox(tpos1, tpos2) then
+ we.deserialize(originpos, value)
+ else
+ return 0
+ end
+ end,
+ }
+end \ No newline at end of file
diff --git a/worldedit/worldedit_shortcommands/depends.txt b/worldedit/worldedit_shortcommands/depends.txt
new file mode 100644
index 0000000..de1cb6c
--- /dev/null
+++ b/worldedit/worldedit_shortcommands/depends.txt
@@ -0,0 +1 @@
+worldedit_commands
diff --git a/worldedit/worldedit_shortcommands/init.lua b/worldedit/worldedit_shortcommands/init.lua
new file mode 100644
index 0000000..a3cbb67
--- /dev/null
+++ b/worldedit/worldedit_shortcommands/init.lua
@@ -0,0 +1,50 @@
+--provides shorter names for the commands in `worldedit_commands`
+
+--returns true if command could not be aliased, false otherwise
+worldedit.alias_chatcommand = function(alias, original_command)
+ if not minetest.chatcommands[original_command] then
+ minetest.log("error", "worldedit_shortcommands: original command " .. original_command .. " does not exist")
+ return true
+ end
+ if minetest.chatcommands[alias] then
+ minetest.log("error", "worldedit_shortcommands: alias " .. alias .. " already exists")
+ return true
+ end
+ minetest.register_chatcommand(alias, minetest.chatcommands[original_command])
+ return false
+end
+
+worldedit.alias_chatcommand("/i", "/inspect")
+worldedit.alias_chatcommand("/rst", "/reset")
+worldedit.alias_chatcommand("/mk", "/mark")
+worldedit.alias_chatcommand("/umk", "/unmark")
+worldedit.alias_chatcommand("/1", "/pos1")
+worldedit.alias_chatcommand("/2", "/pos2")
+worldedit.alias_chatcommand("/fp", "/fixedpos")
+worldedit.alias_chatcommand("/v", "/volume")
+worldedit.alias_chatcommand("/s", "/set")
+worldedit.alias_chatcommand("/r", "/replace")
+worldedit.alias_chatcommand("/ri", "/replaceinverse")
+worldedit.alias_chatcommand("/hspr", "/hollowsphere")
+worldedit.alias_chatcommand("/spr", "/sphere")
+worldedit.alias_chatcommand("/hdo", "/hollowdome")
+worldedit.alias_chatcommand("/do", "/dome")
+worldedit.alias_chatcommand("/hcyl", "/hollowcylinder")
+worldedit.alias_chatcommand("/cyl", "/cylinder")
+worldedit.alias_chatcommand("/pyr", "/pyramid")
+worldedit.alias_chatcommand("/spl", "/spiral")
+worldedit.alias_chatcommand("/m", "/move")
+worldedit.alias_chatcommand("/c", "/copy")
+worldedit.alias_chatcommand("/stk", "/stack")
+worldedit.alias_chatcommand("/sch", "/stretch")
+worldedit.alias_chatcommand("/tps", "/transpose")
+worldedit.alias_chatcommand("/fl", "/flip")
+worldedit.alias_chatcommand("/rot", "/rotate")
+worldedit.alias_chatcommand("/ort", "/orient")
+worldedit.alias_chatcommand("/hi", "/hide")
+worldedit.alias_chatcommand("/sup", "/suppress")
+worldedit.alias_chatcommand("/hlt", "/highlight")
+worldedit.alias_chatcommand("/rsr", "/restore")
+worldedit.alias_chatcommand("/l", "/lua")
+worldedit.alias_chatcommand("/lt", "/luatransform")
+worldedit.alias_chatcommand("/clro", "/clearobjects") \ No newline at end of file