local init = os.clock() random_struct ={} random_struct.get_struct = function(file) local localfile = minetest.get_modpath("random_struct").."/build/"..file local file, errorload = io.open(localfile, "rb") if errorload ~= nil then minetest.log("action", '[Random_Struct] error: could not open this struct "' .. localfile .. '"') return nil end local allnode = file:read("*a") file:close() return allnode end -- World edit function random_struct.valueversion_WE = function(value) if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then --previous list format return 3 elseif value:find("^[^\"']+%{%d+%}") then if value:find("%[\"meta\"%]") then --previous meta flat table format return 2 end return 1 --original flat table format elseif value:find("%{") then --current nested table format return 4 end return 0 --unknown format end random_struct.allocate_WE = function(originpos, value) local huge = math.huge local pos1x, pos1y, pos1z = huge, huge, huge local pos2x, pos2y, pos2z = -huge, -huge, -huge local originx, originy, originz = originpos.x, originpos.y, originpos.z local count = 0 local version = random_struct.valueversion_WE (value) if version == 1 or version == 2 then --flat table format --obtain the node table local get_tables = loadstring(value) if get_tables then --error loading value return originpos, originpos, count end local tables = get_tables() --transform the node table into an array of nodes for i = 1, #tables do for j, v in pairs(tables[i]) do if type(v) == "table" then tables[i][j] = tables[v[1]] end end end local nodes = tables[1] --check the node array count = #nodes if version == 1 then --original flat table format for index = 1, count do local entry = nodes[index] local pos = entry[1] local x, y, z = originx - pos.x, originy - pos.y, originz - pos.z if x < pos1x then pos1x = x end if y < pos1y then pos1y = y end if z < pos1z then pos1z = z end if x > pos2x then pos2x = x end if y > pos2y then pos2y = y end if z > pos2z then pos2z = z end end else --previous meta flat table format for index = 1, count do local entry = nodes[index] local x, y, z = originx - entry.x, originy - entry.y, originz - entry.z if x < pos1x then pos1x = x end if y < pos1y then pos1y = y end if z < pos1z then pos1z = z end if x > pos2x then pos2x = x end if y > pos2y then pos2y = y end if z > pos2z then pos2z = z end end end elseif version == 3 then --previous list format for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries local x, y, z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z) if x < pos1x then pos1x = x end if y < pos1y then pos1y = y end if z < pos1z then pos1z = z end if x > pos2x then pos2x = x end if y > pos2y then pos2y = y end if z > pos2z then pos2z = z end count = count + 1 end elseif version == 4 then --current nested table format --wip: this is a filthy hack that works surprisingly well value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end) local startpos, startpos1, endpos = 1, 1 local nodes = {} while true do startpos, endpos = escaped:find("},%s*{", startpos) if not startpos then break end local current = value:sub(startpos1, startpos) table.insert(nodes, minetest.deserialize("return " .. current)) startpos, startpos1 = endpos, endpos end table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1))) --local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT count = #nodes for index = 1, count do local entry = nodes[index] local x, y, z = originx + entry.x, originy + entry.y, originz + entry.z if x < pos1x then pos1x = x end if y < pos1y then pos1y = y end if z < pos1z then pos1z = z end if x > pos2x then pos2x = x end if y > pos2y then pos2y = y end if z > pos2z then pos2z = z end end end local pos1 = {x=pos1x, y=pos1y, z=pos1z} local pos2 = {x=pos2x, y=pos2y, z=pos2z} return pos1, pos2, count end random_struct.deserialise_WE = function(originpos, value) --make area stay loaded local pos1, pos2 = random_struct.allocate_WE(originpos, value) local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) local originx, originy, originz = originpos.x, originpos.y, originpos.z local count = 0 local add_node, get_meta = minetest.add_node, minetest.get_meta local version = random_struct.valueversion_WE(value) if version == 1 or version == 2 then --original flat table format --obtain the node table local get_tables = loadstring(value) if not get_tables then --error loading value return count end local tables = get_tables() --transform the node table into an array of nodes for i = 1, #tables do for j, v in pairs(tables[i]) do if type(v) == "table" then tables[i][j] = tables[v[1]] end end end local nodes = tables[1] --load the node array count = #nodes if version == 1 then --original flat table format for index = 1, count do local entry = nodes[index] local pos = entry[1] pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z add_node(pos, entry[2]) end else --previous meta flat table format for index = 1, #nodes do local entry = nodes[index] entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z add_node(entry, entry) --entry acts both as position and as node get_meta(entry):from_table(entry.meta) end end elseif version == 3 then --previous list format local pos = {x=0, y=0, z=0} local node = {name="", param1=0, param2=0} for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z) node.name, node.param1, node.param2 = name, param1, param2 add_node(pos, node) count = count + 1 end elseif version == 4 then --current nested table format --wip: this is a filthy hack that works surprisingly well value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end) local startpos, startpos1, endpos = 1, 1 local nodes = {} while true do startpos, endpos = escaped:find("},%s*{", startpos) if not startpos then break end local current = value:sub(startpos1, startpos) table.insert(nodes, minetest.deserialize("return " .. current)) startpos, startpos1 = endpos, endpos end table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1))) --local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT --load the nodes count = #nodes for index = 1, count do local entry = nodes[index] entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z add_node(entry, entry) --entry acts both as position and as node end --load the metadata for index = 1, count do local entry = nodes[index] get_meta(entry):from_table(entry.meta) end end return count end -- End of world edit deserialise part -- The call of Struct random_struct.call_struct= function(pos, struct_style) -- 1 : City , 2 : Temple Sand if struct_style == 1 then random_struct.generatecity(pos) elseif struct_style == 2 then random_struct.generate_temple_sand(pos) end end random_struct.generatecity = function(pos) -- No Generating for the moment only place it :D local city = random_struct.get_struct("pnj_town_1.we") local newpos = {x=pos.x,y=pos.y,z=pos.z} if newpos == nil then return end random_struct.deserialise_WE(newpos, city ) end random_struct.generate_temple_sand = function(pos) -- No Generating for the temple ... Why using it ? No Change local temple = random_struct.get_struct("desert_temple.we") local newpos = {x=pos.x,y=pos.y-12,z=pos.z} if newpos == nil then return end random_struct.deserialise_WE(newpos, temple) end -- Debug command minetest.register_chatcommand("spawnstruct", { params = "", description = "Spawn a Struct.", func = function(name, param) local pos= minetest.get_player_by_name(name):getpos() if not pos then return end if param == "" or param == "help" then minetest.chat_send_player(name, "Please use instruction /spawnstruct TYPE") minetest.chat_send_player(name, "TYPE avaiable : town, temple_sand") end if param == "town" then random_struct.generatecity(pos) minetest.chat_send_player(name, "Town Created") end if param == "temple_sand" then random_struct.generate_temple_sand(pos) minetest.chat_send_player(name, "Temple Sand Created") end end }) local time_to_load= os.clock() - init print(string.format("[MOD] "..minetest.get_current_modname().." loaded in %.4f s", time_to_load))