193 lines
4.6 KiB
Lua
193 lines
4.6 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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manip:write_to_map()
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return #nodes
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end
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function util.nodefunc(pos1, pos2, nodes, func, nomanip)
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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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if not nomanip then
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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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
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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, nomanip)
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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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if not nomanip then
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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end
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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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manip:write_to_map()
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end
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function util.areafunc(pos1, pos2, func, nomanip)
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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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if not nomanip then
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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end
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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, nomanip)
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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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if not nomanip then
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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end
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-- Fix chests, locked chests, music players, furnaces
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local nodetypes = { "default:chest", "locks:chest", "music:player", "default:furnace" }
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for n=1, #nodetypes do
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local nodes = minetest.find_nodes_in_area(pos1, pos2, nodetypes[n])
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local node = minetest.registered_nodes[nodetypes[n]]
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for _, pos in ipairs(nodes) do
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node.on_construct(pos)
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end
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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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if pr then
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return choices[pr:next(1, #choices)]
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else
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return choices[math.random(1, #choices)]
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end
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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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-- 2nd return value is index of chosen element
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-- Returns nil if table is empty
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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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local rnd
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if pr then
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rnd = pr:next(1, #choices)
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else
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rnd = math.random(1, #choices)
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end
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return choices[rnd], rnd
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end
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-- util.split function taken from a StackOverflow answer.
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-- http://stackoverflow.com/questions/12709205/split-a-string-and-store-in-an-array-in-lua
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function util.split(str, tok)
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-- Source: http://lua-users.org/wiki/MakingLuaLikePhp
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-- Credit: http://richard.warburton.it/
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if not tok then return {} end
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local pos = 0
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local arr = {}
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for st, sp in function() return string.find(str, tok, pos, true) end do
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table.insert(arr, string.sub(str, pos, st - 1))
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pos = sp + 1
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end
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table.insert(arr, string.sub(str, pos))
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return arr
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end
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