161 lines
3.9 KiB
Lua
161 lines
3.9 KiB
Lua
--
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-- Utility functions
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--
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util = {}
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function util.sort_pos(pos1, pos2)
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-- function taken from worldedit
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-- ensure that pos2 has greater coords than pos1
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pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
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pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
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if pos1.x > pos2.x then
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pos2.x, pos1.x = pos1.x, pos2.x
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end
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if pos1.y > pos2.y then
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pos2.y, pos1.y = pos1.y, pos2.y
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end
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if pos1.z > pos2.z then
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pos2.z, pos1.z = pos1.z, pos2.z
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end
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return pos1, pos2
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end
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function util.fixlight(pos1, pos2)
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-- function taken from worldedit
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-- repair most lighting in a block
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local pos1, pos2 = util.sort_pos(pos1, pos2)
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--make area stay loaded
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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local nodes = minetest.find_nodes_in_area(pos1, pos2, "air")
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local dig_node = minetest.dig_node
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for _, pos in ipairs(nodes) do
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dig_node(pos)
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end
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return #nodes
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end
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function util.nodefunc(pos1, pos2, name, func)
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-- function based off fixlight
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-- call a function for every node of a single type
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local pos1, pos2 = util.sort_pos(pos1, pos2)
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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local nodes = minetest.find_nodes_in_area(pos1, pos2, name)
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for _, pos in ipairs(nodes) do
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func(pos)
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end
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end
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function util.getvoxelmanip(pos1, pos2)
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-- function based off fixlight
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-- return a voxel manipulator
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local pos1, pos2 = util.sort_pos(pos1, pos2)
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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return manip
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end
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function util.remove_area(pos1, pos2)
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-- function based off fixlight
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-- call a function for every node of a single type
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local pos1, pos2 = util.sort_pos(pos1, pos2)
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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for i = pos1.x, pos2.x-1 do
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for j = pos1.y, pos2.y-1 do
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for k = pos1.z, pos2.z-1 do
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minetest.remove_node({x = i, y = j, z = k})
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end
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end
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end
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end
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function util.areafunc(pos1, pos2, func)
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-- function based off fixlight
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-- call a function for every node of a single type
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local pos1, pos2 = util.sort_pos(pos1, pos2)
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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for i = pos1.x, pos2.x-1 do
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for j = pos1.y, pos2.y-1 do
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for k = pos1.z, pos2.z-1 do
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func(pos)
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end
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end
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end
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end
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function util.reconstruct(pos1, pos2)
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-- function based off fixlight
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-- force a re-construction of the nodes in an area, for fixing missing metadata in schematics
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local pos1, pos2 = util.sort_pos(pos1, pos2)
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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-- fix chests
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local nodes = minetest.find_nodes_in_area(pos1, pos2, "default:chest")
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for _, pos in ipairs(nodes) do
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local node = minetest.registered_nodes[minetest.get_node(pos).name]
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node.on_construct(pos)
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end
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local nodes = minetest.find_nodes_in_area(pos1, pos2, "music:player")
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for _, pos in ipairs(nodes) do
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local node = minetest.registered_nodes[minetest.get_node(pos).name]
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node.on_construct(pos)
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end
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-- fix furnaces
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local nodes = minetest.find_nodes_in_area(pos1, pos2, "default:furnace")
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for _, pos in ipairs(nodes) do
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local node = minetest.registered_nodes[minetest.get_node(pos).name]
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node.on_construct(pos)
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end
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end
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function util.choice(tab, pr)
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-- return a random index of the given table
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local choices = {}
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for n, _ in pairs(tab) do
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table.insert(choices, n)
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end
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if #choices <= 0 then return end
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return choices[pr:next(1, #choices)]
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end
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function util.choice_element(tab, pr)
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-- return a random element of the given table
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local choices = {}
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for _,n in pairs(tab) do
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table.insert(choices, n)
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end
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if #choices <= 0 then return end
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return choices[pr:next(1, #choices)]
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end
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