forked from Mirrorlandia_minetest/minetest
Genericize find_node_near and find_node_in implementations in C++
This commit is contained in:
parent
20b10b5691
commit
62629939ff
@ -46,14 +46,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client/client.h"
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#endif
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const EnumString ModApiEnvMod::es_ClearObjectsMode[] =
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const EnumString ModApiEnvBase::es_ClearObjectsMode[] =
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{
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{CLEAR_OBJECTS_MODE_FULL, "full"},
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{CLEAR_OBJECTS_MODE_QUICK, "quick"},
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{0, NULL},
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};
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const EnumString ModApiEnvMod::es_BlockStatusType[] =
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const EnumString ModApiEnvBase::es_BlockStatusType[] =
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{
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{ServerEnvironment::BS_UNKNOWN, "unknown"},
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{ServerEnvironment::BS_EMERGING, "emerging"},
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@ -796,7 +796,7 @@ int ModApiEnvMod::l_get_gametime(lua_State *L)
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return 1;
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}
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void ModApiEnvMod::collectNodeIds(lua_State *L, int idx, const NodeDefManager *ndef,
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void ModApiEnvBase::collectNodeIds(lua_State *L, int idx, const NodeDefManager *ndef,
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std::vector<content_t> &filter)
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{
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if (lua_istable(L, idx)) {
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@ -809,10 +809,28 @@ void ModApiEnvMod::collectNodeIds(lua_State *L, int idx, const NodeDefManager *n
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lua_pop(L, 1);
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}
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} else if (lua_isstring(L, idx)) {
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ndef->getIds(readParam<std::string>(L, 3), filter);
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ndef->getIds(readParam<std::string>(L, idx), filter);
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}
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}
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template <typename F>
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int ModApiEnvBase::findNodeNear(lua_State *L, v3s16 pos, int radius,
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const std::vector<content_t> &filter, int start_radius, F &&getNode)
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{
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for (int d = start_radius; d <= radius; d++) {
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const std::vector<v3s16> &list = FacePositionCache::getFacePositions(d);
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for (const v3s16 &i : list) {
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v3s16 p = pos + i;
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content_t c = getNode(p).getContent();
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if (CONTAINS(filter, c)) {
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push_v3s16(L, p);
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return 1;
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}
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}
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}
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return 0;
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}
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// find_node_near(pos, radius, nodenames, [search_center]) -> pos or nil
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// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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int ModApiEnvMod::l_find_node_near(lua_State *L)
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@ -835,21 +853,13 @@ int ModApiEnvMod::l_find_node_near(lua_State *L)
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radius = client->CSMClampRadius(pos, radius);
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#endif
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for (int d = start_radius; d <= radius; d++) {
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const std::vector<v3s16> &list = FacePositionCache::getFacePositions(d);
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for (const v3s16 &i : list) {
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v3s16 p = pos + i;
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content_t c = map.getNode(p).getContent();
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if (CONTAINS(filter, c)) {
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push_v3s16(L, p);
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return 1;
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}
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}
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}
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return 0;
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auto getNode = [&map] (v3s16 p) -> MapNode {
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return map.getNode(p);
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};
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return findNodeNear(L, pos, radius, filter, start_radius, getNode);
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}
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static void checkArea(v3s16 &minp, v3s16 &maxp)
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void ModApiEnvBase::checkArea(v3s16 &minp, v3s16 &maxp)
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{
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auto volume = VoxelArea(minp, maxp).getVolume();
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// Volume limit equal to 8 default mapchunks, (80 * 2) ^ 3 = 4,096,000
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@ -864,32 +874,10 @@ static void checkArea(v3s16 &minp, v3s16 &maxp)
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#undef CLAMP
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}
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// find_nodes_in_area(minp, maxp, nodenames, [grouped])
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int ModApiEnvMod::l_find_nodes_in_area(lua_State *L)
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template <typename F>
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int ModApiEnvBase::findNodesInArea(lua_State *L, const NodeDefManager *ndef,
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const std::vector<content_t> &filter, bool grouped, F &&iterate)
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{
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GET_PLAIN_ENV_PTR;
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v3s16 minp = read_v3s16(L, 1);
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v3s16 maxp = read_v3s16(L, 2);
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sortBoxVerticies(minp, maxp);
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const NodeDefManager *ndef = env->getGameDef()->ndef();
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Map &map = env->getMap();
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#ifndef SERVER
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if (Client *client = getClient(L)) {
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minp = client->CSMClampPos(minp);
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maxp = client->CSMClampPos(maxp);
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}
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#endif
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checkArea(minp, maxp);
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std::vector<content_t> filter;
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collectNodeIds(L, 3, ndef, filter);
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bool grouped = lua_isboolean(L, 4) && readParam<bool>(L, 4);
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if (grouped) {
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// create the table we will be returning
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lua_createtable(L, 0, filter.size());
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@ -901,7 +889,7 @@ int ModApiEnvMod::l_find_nodes_in_area(lua_State *L)
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for (u32 i = 0; i < filter.size(); i++)
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lua_newtable(L);
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map.forEachNodeInArea(minp, maxp, [&](v3s16 p, MapNode n) -> bool {
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iterate([&](v3s16 p, MapNode n) -> bool {
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content_t c = n.getContent();
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auto it = std::find(filter.begin(), filter.end(), c);
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@ -935,7 +923,7 @@ int ModApiEnvMod::l_find_nodes_in_area(lua_State *L)
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lua_newtable(L);
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u32 i = 0;
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map.forEachNodeInArea(minp, maxp, [&](v3s16 p, MapNode n) -> bool {
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iterate([&](v3s16 p, MapNode n) -> bool {
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content_t c = n.getContent();
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auto it = std::find(filter.begin(), filter.end(), c);
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@ -959,17 +947,9 @@ int ModApiEnvMod::l_find_nodes_in_area(lua_State *L)
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}
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}
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// find_nodes_in_area_under_air(minp, maxp, nodenames) -> list of positions
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// nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
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int ModApiEnvMod::l_find_nodes_in_area_under_air(lua_State *L)
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// find_nodes_in_area(minp, maxp, nodenames, [grouped])
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int ModApiEnvMod::l_find_nodes_in_area(lua_State *L)
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{
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/* Note: A similar but generalized (and therefore slower) version of this
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* function could be created -- e.g. find_nodes_in_area_under -- which
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* would accept a node name (or ID?) or list of names that the "above node"
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* should be.
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* TODO
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*/
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GET_PLAIN_ENV_PTR;
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v3s16 minp = read_v3s16(L, 1);
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@ -991,16 +971,28 @@ int ModApiEnvMod::l_find_nodes_in_area_under_air(lua_State *L)
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std::vector<content_t> filter;
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collectNodeIds(L, 3, ndef, filter);
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bool grouped = lua_isboolean(L, 4) && readParam<bool>(L, 4);
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auto iterate = [&] (auto &&callback) {
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map.forEachNodeInArea(minp, maxp, callback);
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};
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return findNodesInArea(L, ndef, filter, grouped, iterate);
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}
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template <typename F>
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int ModApiEnvBase::findNodesInAreaUnderAir(lua_State *L, v3s16 minp, v3s16 maxp,
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const std::vector<content_t> &filter, F &&getNode)
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{
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lua_newtable(L);
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u32 i = 0;
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v3s16 p;
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for (p.X = minp.X; p.X <= maxp.X; p.X++)
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for (p.Z = minp.Z; p.Z <= maxp.Z; p.Z++) {
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p.Y = minp.Y;
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content_t c = map.getNode(p).getContent();
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content_t c = getNode(p).getContent();
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for (; p.Y <= maxp.Y; p.Y++) {
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v3s16 psurf(p.X, p.Y + 1, p.Z);
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content_t csurf = map.getNode(psurf).getContent();
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content_t csurf = getNode(psurf).getContent();
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if (c != CONTENT_AIR && csurf == CONTENT_AIR &&
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CONTAINS(filter, c)) {
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push_v3s16(L, p);
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@ -1012,6 +1004,41 @@ int ModApiEnvMod::l_find_nodes_in_area_under_air(lua_State *L)
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return 1;
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}
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// find_nodes_in_area_under_air(minp, maxp, nodenames) -> list of positions
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// nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
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int ModApiEnvMod::l_find_nodes_in_area_under_air(lua_State *L)
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{
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/* TODO: A similar but generalized (and therefore slower) version of this
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* function could be created -- e.g. find_nodes_in_area_under -- which
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* would accept a node name or list of names that the "above node" should be.
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*/
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GET_PLAIN_ENV_PTR;
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v3s16 minp = read_v3s16(L, 1);
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v3s16 maxp = read_v3s16(L, 2);
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sortBoxVerticies(minp, maxp);
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const NodeDefManager *ndef = env->getGameDef()->ndef();
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Map &map = env->getMap();
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#ifndef SERVER
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if (Client *client = getClient(L)) {
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minp = client->CSMClampPos(minp);
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maxp = client->CSMClampPos(maxp);
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}
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#endif
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checkArea(minp, maxp);
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std::vector<content_t> filter;
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collectNodeIds(L, 3, ndef, filter);
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auto getNode = [&map] (v3s16 p) -> MapNode {
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return map.getNode(p);
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};
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return findNodesInAreaUnderAir(L, minp, maxp, filter, getNode);
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}
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// get_perlin(seeddiff, octaves, persistence, scale)
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// returns world-specific PerlinNoise
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int ModApiEnvMod::l_get_perlin(lua_State *L)
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@ -1279,6 +1306,45 @@ int ModApiEnvMod::l_find_path(lua_State *L)
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return 0;
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}
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static bool read_tree_def(lua_State *L, int idx,
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const NodeDefManager *ndef, treegen::TreeDef &tree_def)
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{
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std::string trunk, leaves, fruit;
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if (!lua_istable(L, idx))
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return false;
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getstringfield(L, idx, "axiom", tree_def.initial_axiom);
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getstringfield(L, idx, "rules_a", tree_def.rules_a);
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getstringfield(L, idx, "rules_b", tree_def.rules_b);
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getstringfield(L, idx, "rules_c", tree_def.rules_c);
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getstringfield(L, idx, "rules_d", tree_def.rules_d);
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getstringfield(L, idx, "trunk", trunk);
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tree_def.trunknode = ndef->getId(trunk);
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getstringfield(L, idx, "leaves", leaves);
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tree_def.leavesnode = ndef->getId(leaves);
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tree_def.leaves2_chance = 0;
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getstringfield(L, idx, "leaves2", leaves);
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if (!leaves.empty()) {
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tree_def.leaves2node = ndef->getId(leaves);
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getintfield(L, idx, "leaves2_chance", tree_def.leaves2_chance);
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}
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getintfield(L, idx, "angle", tree_def.angle);
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getintfield(L, idx, "iterations", tree_def.iterations);
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if (!getintfield(L, idx, "random_level", tree_def.iterations_random_level))
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tree_def.iterations_random_level = 0;
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getstringfield(L, idx, "trunk_type", tree_def.trunk_type);
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getboolfield(L, idx, "thin_branches", tree_def.thin_branches);
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tree_def.fruit_chance = 0;
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getstringfield(L, idx, "fruit", fruit);
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if (!fruit.empty()) {
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tree_def.fruitnode = ndef->getId(fruit);
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getintfield(L, idx, "fruit_chance", tree_def.fruit_chance);
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}
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tree_def.explicit_seed = getintfield(L, idx, "seed", tree_def.seed);
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return true;
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}
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// spawn_tree(pos, treedef)
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int ModApiEnvMod::l_spawn_tree(lua_State *L)
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{
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@ -1287,41 +1353,9 @@ int ModApiEnvMod::l_spawn_tree(lua_State *L)
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v3s16 p0 = read_v3s16(L, 1);
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treegen::TreeDef tree_def;
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std::string trunk,leaves,fruit;
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const NodeDefManager *ndef = env->getGameDef()->ndef();
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if(lua_istable(L, 2))
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{
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getstringfield(L, 2, "axiom", tree_def.initial_axiom);
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getstringfield(L, 2, "rules_a", tree_def.rules_a);
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getstringfield(L, 2, "rules_b", tree_def.rules_b);
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getstringfield(L, 2, "rules_c", tree_def.rules_c);
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getstringfield(L, 2, "rules_d", tree_def.rules_d);
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getstringfield(L, 2, "trunk", trunk);
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tree_def.trunknode=ndef->getId(trunk);
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getstringfield(L, 2, "leaves", leaves);
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tree_def.leavesnode=ndef->getId(leaves);
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tree_def.leaves2_chance=0;
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getstringfield(L, 2, "leaves2", leaves);
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if (!leaves.empty()) {
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tree_def.leaves2node=ndef->getId(leaves);
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getintfield(L, 2, "leaves2_chance", tree_def.leaves2_chance);
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}
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getintfield(L, 2, "angle", tree_def.angle);
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getintfield(L, 2, "iterations", tree_def.iterations);
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if (!getintfield(L, 2, "random_level", tree_def.iterations_random_level))
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tree_def.iterations_random_level = 0;
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getstringfield(L, 2, "trunk_type", tree_def.trunk_type);
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getboolfield(L, 2, "thin_branches", tree_def.thin_branches);
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tree_def.fruit_chance=0;
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getstringfield(L, 2, "fruit", fruit);
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if (!fruit.empty()) {
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tree_def.fruitnode=ndef->getId(fruit);
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getintfield(L, 2, "fruit_chance",tree_def.fruit_chance);
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}
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tree_def.explicit_seed = getintfield(L, 2, "seed", tree_def.seed);
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}
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else
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if (!read_tree_def(L, 2, ndef, tree_def))
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return 0;
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ServerMap *map = &env->getServerMap();
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@ -1334,6 +1368,7 @@ int ModApiEnvMod::l_spawn_tree(lua_State *L)
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}
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}
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lua_pushboolean(L, true);
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return 1;
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}
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@ -23,7 +23,38 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "serverenvironment.h"
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#include "raycast.h"
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class ModApiEnvMod : public ModApiBase {
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// base class containing helpers
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class ModApiEnvBase : public ModApiBase {
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protected:
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static void collectNodeIds(lua_State *L, int idx,
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const NodeDefManager *ndef, std::vector<content_t> &filter);
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static void checkArea(v3s16 &minp, v3s16 &maxp);
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// F must be (v3s16 pos) -> MapNode
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template <typename F>
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static int findNodeNear(lua_State *L, v3s16 pos, int radius,
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const std::vector<content_t> &filter, int start_radius, F &&getNode);
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// F must be (G callback) -> void
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// with G being (v3s16 p, MapNode n) -> bool
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// and behave like Map::forEachNodeInArea
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template <typename F>
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static int findNodesInArea(lua_State *L, const NodeDefManager *ndef,
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const std::vector<content_t> &filter, bool grouped, F &&iterate);
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// F must be (v3s16 pos) -> MapNode
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template <typename F>
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static int findNodesInAreaUnderAir(lua_State *L, v3s16 minp, v3s16 maxp,
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const std::vector<content_t> &filter, F &&getNode);
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static const EnumString es_ClearObjectsMode[];
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static const EnumString es_BlockStatusType[];
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};
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class ModApiEnvMod : public ModApiEnvBase {
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private:
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// set_node(pos, node)
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// pos = {x=num, y=num, z=num}
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@ -198,20 +229,12 @@ private:
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// compare_block_status(nodepos)
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static int l_compare_block_status(lua_State *L);
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// Get a string translated server side
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// get_translated_string(lang_code, string)
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static int l_get_translated_string(lua_State * L);
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/* Helpers */
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static void collectNodeIds(lua_State *L, int idx,
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const NodeDefManager *ndef, std::vector<content_t> &filter);
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public:
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static void Initialize(lua_State *L, int top);
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static void InitializeClient(lua_State *L, int top);
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static const EnumString es_ClearObjectsMode[];
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static const EnumString es_BlockStatusType[];
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};
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class LuaABM : public ActiveBlockModifier {
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