Camas/mods/util/init.lua

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--
-- Utility functions
--
util = {}
function util.sort_pos(pos1, pos2)
-- function taken from worldedit
-- ensure that pos2 has greater coords than pos1
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
function util.fixlight(pos1, pos2)
-- function taken from worldedit
-- repair most lighting in a block
local pos1, pos2 = util.sort_pos(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(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
if minetest.setting_getbool("fixlight_command_enable") then
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minetest.register_privilege("fixlight", "Can use /fixlight command")
minetest.register_chatcommand(
"fixlight",
{
params = "[radius 1-20]",
description = "Fix light in a radius around you",
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privs = {fixlight = true},
func = function(name, param)
local rad = tonumber(param)
if rad == nil or (rad < 1 or rad > 20) then
return false, "Bad param for /fixlight; type /help fixlight"
end
local player = minetest.get_player_by_name(name)
local pos = player:getpos()
pos.x = math.floor(pos.x + 0.5)
pos.y = math.floor(pos.y + 0.5)
pos.z = math.floor(pos.z + 0.5)
local minp = {x = pos.x - rad, y = pos.y - rad, z = pos.z - rad}
local maxp = {x = pos.x + rad, y = pos.y + rad, z = pos.z + rad}
util.fixlight(minp, maxp)
minetest.chat_send_all("*** " .. name .. " has fixed light in a " .. rad .. "m radius at (" .. pos.x .. ", " .. pos.y .. ", " .. pos.z .. ")")
end
})
end
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function util.nodefunc(pos1, pos2, name, func)
-- function based off fixlight
-- call a function for every node of a single type
local pos1, pos2 = util.sort_pos(pos1, pos2)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, name)
for _, pos in ipairs(nodes) do
func(pos)
end
end
function util.getvoxelmanip(pos1, pos2)
-- function based off fixlight
-- return a voxel manipulator
local pos1, pos2 = util.sort_pos(pos1, pos2)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
return manip
end
function util.remove_area(pos1, pos2)
-- function based off fixlight
-- call a function for every node of a single type
local pos1, pos2 = util.sort_pos(pos1, pos2)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
for i = pos1.x, pos2.x-1 do
for j = pos1.y, pos2.y-1 do
for k = pos1.z, pos2.z-1 do
minetest.remove_node({x = i, y = j, z = k})
end
end
end
manip:write_to_map()
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end
function util.areafunc(pos1, pos2, func)
-- function based off fixlight
-- call a function for every node of a single type
local pos1, pos2 = util.sort_pos(pos1, pos2)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
for i = pos1.x, pos2.x-1 do
for j = pos1.y, pos2.y-1 do
for k = pos1.z, pos2.z-1 do
func(pos)
end
end
end
end
function util.reconstruct(pos1, pos2)
-- function based off fixlight
-- force a re-construction of the nodes in an area, for fixing missing metadata in schematics
local pos1, pos2 = util.sort_pos(pos1, pos2)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
-- fix chests
local nodes = minetest.find_nodes_in_area(pos1, pos2, "default:chest")
local node = minetest.registered_nodes["default:chest"]
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for _, pos in ipairs(nodes) do
node.on_construct(pos)
end
-- fix music players
nodes = minetest.find_nodes_in_area(pos1, pos2, "music:player")
node = minetest.registered_nodes["music:player"]
for _, pos in ipairs(nodes) do
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node.on_construct(pos)
end
-- fix furnaces
nodes = minetest.find_nodes_in_area(pos1, pos2, "default:furnace")
node = minetest.registered_nodes["default:furnace"]
for _, pos in ipairs(nodes) do
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node.on_construct(pos)
end
end
function util.choice(tab, pr)
-- return a random index of the given table
local choices = {}
for n, _ in pairs(tab) do
table.insert(choices, n)
end
if #choices <= 0 then return end
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if pr then
return choices[pr:next(1, #choices)]
else
return choices[math.random(1, #choices)]
end
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end
function util.choice_element(tab, pr)
-- return a random element of the given table
local choices = {}
for _,n in pairs(tab) do
table.insert(choices, n)
end
if #choices <= 0 then return end
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if pr then
return choices[pr:next(1, #choices)]
else
return choices[math.random(1, #choices)]
end
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end
-- util.split function taken from a StackOverflow answer.
-- http://stackoverflow.com/questions/12709205/split-a-string-and-store-in-an-array-in-lua
function util.split(str, tok)
-- Source: http://lua-users.org/wiki/MakingLuaLikePhp
-- Credit: http://richard.warburton.it/
if not tok then return {} end
local pos = 0
local arr = {}
for st, sp in function() return string.find(str, tok, pos, true) end do
table.insert(arr, string.sub(str, pos, st - 1))
pos = sp + 1
end
table.insert(arr, string.sub(str, pos))
return arr
end