VoxelEngine/res/scripts/stdcmd.lua
2025-05-05 20:30:50 +03:00

317 lines
8.6 KiB
Lua

local SEPARATOR = "________________"
SEPARATOR = SEPARATOR .. SEPARATOR .. SEPARATOR
function build_scheme(command)
local str = command.name .. " "
for i,arg in ipairs(command.args) do
if arg.optional then
str = str .. "[" .. arg.name .. "] "
else
str = str .. "<" .. arg.name .. "> "
end
end
return str
end
console.add_command(
"clear",
"Clears the console",
function()
local document = Document.new("core:console")
document.log.text = ""
end
)
console.add_command(
"help name:str=''",
"Show help infomation for the specified command",
function(args, kwargs)
local name = args[1]
if #name == 0 then
local commands = console.get_commands_list()
table.sort(commands)
local str = "Available commands:"
for i,k in ipairs(commands) do
if rules.get("allow-cheats") or not table.has(console.cheats, k) then
str = str .. "\n " .. build_scheme(console.get_command_info(k))
end
end
return str .. "\nuse 'help <command>'"
end
local command = console.get_command_info(name)
if command == nil then
return string.format("command %q not found", name)
end
local where = ":"
local str = SEPARATOR .. "\n" .. command.description .. "\n" .. name .. " "
for _, arg in ipairs(command.args) do
where = where .. "\n " .. arg.name .. " - " .. arg.type
if arg.optional then
str = str .. "[" .. arg.name .. "] "
where = where .. " (optional)"
else
str = str .. "<" .. arg.name .. "> "
end
end
if #command.args > 0 then
str = str .. "\nwhere" .. where
end
return str .. "\n" .. SEPARATOR
end
)
console.add_command(
"time.uptime",
"Get time elapsed since the engine started",
function()
local uptime = time.uptime()
local formatted_uptime = ""
local t = string.formatted_time(uptime)
formatted_uptime = t.h .. "h " .. t.m .. "m " .. t.s .. "s"
return formatted_uptime .. " (" .. uptime .. "s)"
end
)
console.add_command(
"tp entity:sel=$entity.id x:num~pos.x y:num~pos.y z:num~pos.z",
"Teleport entity",
function(args, kwargs)
local eid, x, y, z = unpack(args)
local entity = entities.get(eid)
if entity then
entity.transform:set_pos({x, y, z})
end
end
)
console.add_command(
"echo value:str",
"Print value to the console",
function(args, kwargs)
return args[1]
end
)
console.add_command(
"time.set value:num",
"Set day time [0..1] where 0 is midnight, 0.5 is noon",
function(args, kwargs)
world.set_day_time(args[1])
return "Time set to " .. args[1]
end
)
console.add_command(
"time.daycycle operation:[stop|reset]",
"Control time.daycycle. Operations: stop, reset",
function(args, kwargs)
local operation = args[1]
if operation == "stop" then
world.set_day_time_speed(0)
return "Daily cycle has stopped"
else
world.set_day_time_speed(1.0)
return "Daily cycle has started"
end
end
)
console.add_command(
"blocks.fill id:str x1:int~pos.x y1:int~pos.y z1:int~pos.z "..
"x2:int~pos.x y2:int~pos.y z2:int~pos.z",
"Fill specified zone with blocks",
function(args, kwargs)
local name, x1,y1,z1, x2,y2,z2 = unpack(args)
local id = block.index(name)
for y=y1,y2 do
for z=z1,z2 do
for x=x1,x2 do
block.set(x, y, z, id)
end
end
end
local w = math.floor(math.abs(x2-x1+1) + 0.5)
local h = math.floor(math.abs(y2-y1+1) + 0.5)
local d = math.floor(math.abs(z2-z1+1) + 0.5)
return tostring(w * h * d) .. " blocks set"
end
)
console.add_command(
"player.respawn player:sel=$obj.id",
"Respawn player entity",
function(args, kwargs)
local eid = entities.spawn("base:player", {player.get_pos(args[1])}):get_uid()
player.set_entity(args[1], eid)
return "spawned new player entity #" .. tostring(eid)
end
)
console.add_command(
"entity.despawn entity:sel=$entity.selected",
"Despawn entity",
function(args, kwargs)
local eid = args[1]
local entity = entities.get(eid)
if entity ~= nil then
entity:despawn()
return "despawned entity #" .. tostring(eid)
end
end
)
console.add_command(
"fragment.save x1:int~pos.x y1:int~pos.y z1:int~pos.z "..
"x2:int~pos.x y2:int~pos.y z2:int~pos.z "..
"name:str='untitled' crop:bool=false",
"Save fragment",
function(args, kwargs)
local x1 = args[1]
local y1 = args[2]
local z1 = args[3]
local x2 = args[4]
local y2 = args[5]
local z2 = args[6]
local name = args[7]
local crop = args[8]
local fragment = generation.create_fragment(
{x1, y1, z1}, {x2, y2, z2}, crop, false
)
local filename = 'export:'..name..'.vox'
generation.save_fragment(fragment, filename, crop)
console.log("fragment with size "..vec3.tostring(fragment.size)..
" has been saved as "..file.resolve(filename))
end
)
console.add_command(
"fragment.crop file:str",
"Crop fragment",
function(args, kwargs)
local filename = args[1]
local fragment = generation.load_fragment(filename)
fragment:crop()
generation.save_fragment(fragment, filename, crop)
console.log("fragment with size "..vec3.tostring(fragment.size)..
" has been saved as "..file.resolve(filename))
end
)
console.add_command(
"fragment.place file:str x:num~pos.x y:num~pos.y z:num~pos.z rotation:int=0",
"Place fragment to the world",
function(args, kwargs)
local filename = args[1]
local x = args[2]
local y = args[3]
local z = args[4]
local rotation = args[5]
local fragment = generation.load_fragment(filename)
fragment:place({x, y, z}, rotation)
end
)
console.add_command(
"rule.set name:str value:bool",
"Set rule value",
function(args, kwargs)
local name = args[1]
local value = args[2]
rules.set(name, value)
return "rule '"..name.."' set to "..tostring(value)
end
)
console.add_command(
"rule.list",
"Show registered rules list",
function(args, kwargs)
local names = ""
for name, rule in pairs(rules.rules) do
if #names > 0 then
names = names .. "\n "
else
names = " "
end
local value = rule.value
if value == nil then
value = "not set"
end
names = names .. name .. ":\t" .. tostring(value)
end
return "registered rules:\n" .. names
end
)
console.add_command(
"chat text:str",
"Send chat message",
function (args, kwargs)
console.chat("[you] "..args[1])
end
)
console.add_command(
"weather.set name:str time:num=1",
"Change weather",
function (args, kwargs)
local filename = file.find("presets/weather/"..args[1]..".json")
if not filename then
return "weather preset not found"
end
local preset = json.parse(file.read(filename))
gfx.weather.change(preset, args[2], args[1])
return "weather set to "..filename.." preset ("..tostring(args[2]).." s)"
end
)
console.add_command(
"weather",
"Display current weather preset name",
function (args, kwargs)
local name = gfx.weather.get_current()
if name == "" then
return "unnamed " .. json.tostring(gfx.weather.get_current_data(), true)
else
return name
end
end
)
console.add_command(
"weather.list",
"Show available weather presets list",
function(args, kwargs)
local filenames = file.list_all_res("presets/weather/")
local presets = " "
for index, filename in pairs(filenames) do
presets = presets .. "\n" .. file.stem(filename)
end
return "available presets:" .. presets
end
)
console.cheats = {
"blocks.fill",
"tp",
"fragment.place",
"time.set",
"time.daycycle",
"entity.despawn",
"player.respawn",
"weather.set",
}