worldeditadditions/worldeditadditions_commands/commands/move.lua

77 lines
2.9 KiB
Lua

local wea = worldeditadditions
local Vector3 = wea.Vector3
local function parse_stage2(name, parts)
local success, vpos1, vpos2 = wea.parse.axes(
parts,
wea.player_dir(name)
)
if not success then return success, vpos1 end
-- In this case, we aren't interested in keeping the multidirectional shape changing information insomuch as an offset to which we should shift the region's contents to.
local offset = vpos1 + vpos2
if offset == Vector3.new() then
return false, "Refusing to move region a distance of 0 nodes"
end
return true, offset:floor()
end
-- ███ ███ ██████ ██ ██ ███████
-- ████ ████ ██ ██ ██ ██ ██
-- ██ ████ ██ ██ ██ ██ ██ █████
-- ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ██ ██████ ████ ███████
worldeditadditions_core.register_command("move+", { -- TODO: Make this an override
params = "<axis:x|y|z|-x|-y|-z|?|front|back|left|right|up|down> <count> [<axis> <count> [...]]",
description = "Moves the defined region to another location - potentially across multiple axes at once.",
privs = { worldedit = true },
require_pos = 2,
parse = function(params_text)
if not params_text then params_text = "" end
local parts = wea.split_shell(params_text)
return true, parts
end,
nodes_needed = function(name)
return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
end,
func = function(name, parts)
local start_time = wea.get_ms_time()
local success_a, copy_offset = parse_stage2(name, parts)
if not success_a then return success_a, copy_offset end
--- 1: Calculate the source & target regions
-----------------------------------------------------------------------
local source_pos1 = Vector3.clone(worldedit.pos1[name])
local source_pos2 = Vector3.clone(worldedit.pos2[name])
local target_pos1 = source_pos1 + copy_offset
local target_pos2 = source_pos2 + copy_offset
-- 2: Move the nodes
-----------------------------------------------------------------------
local success_b, nodes_modified = wea.move(
source_pos1, source_pos2,
target_pos1, target_pos2
)
if not success_b then return success_b, nodes_modified end
-- 3: Update the defined region
-----------------------------------------------------------------------
worldedit.pos1[name] = target_pos1
worldedit.pos2[name] = target_pos2
worldedit.marker_update(name)
local time_taken = wea.get_ms_time() - start_time
minetest.log("action", name.." used //move+ from "..source_pos1.." - "..source_pos2.." to "..target_pos1.." - "..target_pos2..", modifying "..nodes_modified.." nodes in "..wea.format.human_time(time_taken))
return true, nodes_modified.." nodes moved using offset "..copy_offset.." in "..wea.format.human_time(time_taken)
end
})