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()
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manip:read_from_map(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, "air")
local dig_node = minetest.dig_node
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for _, pos in ipairs(nodes) do
dig_node(pos)
end
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manip:write_to_map()
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return #nodes
end
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function util.nodefunc(pos1, pos2, nodes, func, nomanip)
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-- function based off fixlight
-- call a function for every node of a single type
local pos1, pos2 = util.sort_pos(pos1, pos2)
if not nomanip then
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
end
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local nodes = minetest.find_nodes_in_area(pos1, pos2, nodes)
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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()
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manip:read_from_map(pos1, pos2)
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return manip
end
function util.remove_area(pos1, pos2, nomanip)
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-- function based off fixlight
-- call a function for every node of a single type
local pos1, pos2 = util.sort_pos(pos1, pos2)
if not nomanip then
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
end
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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})
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end
end
end
manip:write_to_map()
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end
function util.areafunc(pos1, pos2, func, nomanip)
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-- function based off fixlight
-- call a function for every node of a single type
local pos1, pos2 = util.sort_pos(pos1, pos2)
if not nomanip then
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
end
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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, nomanip)
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-- 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)
if not nomanip then
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
end
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-- Fix chests, locked chests, music players, furnaces
local nodetypes = { "default:chest", "locks:chest", "music:player", "default:furnace" }
for n=1, #nodetypes do
local nodes = minetest.find_nodes_in_area(pos1, pos2, nodetypes[n])
local node = minetest.registered_nodes[nodetypes[n]]
for _, pos in ipairs(nodes) do
node.on_construct(pos)
end
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end
end
function util.choice(tab, pr)
-- return a random index of the given table
local choices = {}
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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
-- 2nd return value is index of chosen element
-- Returns nil if table is empty
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local choices = {}
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for _,n in pairs(tab) do
table.insert(choices, n)
end
if #choices <= 0 then return end
local rnd
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if pr then
rnd = pr:next(1, #choices)
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else
rnd = math.random(1, #choices)
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end
return choices[rnd], rnd
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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