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
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
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")
for _, pos in ipairs(nodes) do
local node = minetest.registered_nodes[minetest.get_node(pos).name]
node.on_construct(pos)
end
local nodes = minetest.find_nodes_in_area(pos1, pos2, "music:player")
for _, pos in ipairs(nodes) do
local node = minetest.registered_nodes[minetest.get_node(pos).name]
node.on_construct(pos)
end
-- fix furnaces
local nodes = minetest.find_nodes_in_area(pos1, pos2, "default:furnace")
for _, pos in ipairs(nodes) do
local node = minetest.registered_nodes[minetest.get_node(pos).name]
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