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https://github.com/minetest/minetest.git
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Implement grouped mode for find_nodes_in_area (#9888)
plus general improvements to find_node_* functions
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88ffd64124
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4b4513a67d
@ -768,12 +768,15 @@ Call these functions only at load time!
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* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
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* `search_center` is an optional boolean (default: `false`)
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If true `pos` is also checked for the nodes
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* `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
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positions.
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* `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
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* `pos1` and `pos2` are the min and max positions of the area to search.
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* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
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* First return value: Table with all node positions
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* Second return value: Table with the count of each node with the node name
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as index.
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* If `grouped` is true the return value is a table indexed by node name
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which contains lists of positions.
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* If `grouped` is false or absent the return values are as follows:
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first value: Table with all node positions
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second value: Table with the count of each node with the node name
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as index
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* Area volume is limited to 4,096,000 nodes
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* `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
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list of positions.
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@ -4762,12 +4762,15 @@ Environment access
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* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
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* `search_center` is an optional boolean (default: `false`)
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If true `pos` is also checked for the nodes
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* `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
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positions.
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* `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
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* `pos1` and `pos2` are the min and max positions of the area to search.
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* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
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* First return value: Table with all node positions
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* Second return value: Table with the count of each node with the node name
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as index.
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* If `grouped` is true the return value is a table indexed by node name
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which contains lists of positions.
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* If `grouped` is false or absent the return values are as follows:
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first value: Table with all node positions
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second value: Table with the count of each node with the node name
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as index
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* Area volume is limited to 4,096,000 nodes
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* `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
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list of positions.
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@ -752,29 +752,36 @@ int ModApiEnvMod::l_get_gametime(lua_State *L)
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return 1;
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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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void ModApiEnvMod::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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GET_PLAIN_ENV_PTR;
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const NodeDefManager *ndef = env->getGameDef()->ndef();
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v3s16 pos = read_v3s16(L, 1);
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int radius = luaL_checkinteger(L, 2);
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std::vector<content_t> filter;
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if (lua_istable(L, 3)) {
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if (lua_istable(L, idx)) {
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lua_pushnil(L);
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while (lua_next(L, 3) != 0) {
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while (lua_next(L, idx) != 0) {
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// key at index -2 and value at index -1
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luaL_checktype(L, -1, LUA_TSTRING);
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ndef->getIds(readParam<std::string>(L, -1), filter);
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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}
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} else if (lua_isstring(L, 3)) {
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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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}
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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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{
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GET_PLAIN_ENV_PTR;
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const NodeDefManager *ndef = env->getGameDef()->ndef();
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Map &map = env->getMap();
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v3s16 pos = read_v3s16(L, 1);
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int radius = luaL_checkinteger(L, 2);
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std::vector<content_t> filter;
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collectNodeIds(L, 3, ndef, filter);
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int start_radius = (lua_isboolean(L, 4) && readParam<bool>(L, 4)) ? 0 : 1;
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@ -785,10 +792,10 @@ int ModApiEnvMod::l_find_node_near(lua_State *L)
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#endif
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for (int d = start_radius; d <= radius; d++) {
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std::vector<v3s16> list = FacePositionCache::getFacePositions(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 = env->getMap().getNode(p).getContent();
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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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@ -798,8 +805,7 @@ int ModApiEnvMod::l_find_node_near(lua_State *L)
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return 0;
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}
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// find_nodes_in_area(minp, maxp, nodenames) -> list of positions
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// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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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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GET_PLAIN_ENV_PTR;
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@ -809,6 +815,7 @@ int ModApiEnvMod::l_find_nodes_in_area(lua_State *L)
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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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@ -826,31 +833,63 @@ int ModApiEnvMod::l_find_nodes_in_area(lua_State *L)
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}
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std::vector<content_t> filter;
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if (lua_istable(L, 3)) {
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lua_pushnil(L);
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while (lua_next(L, 3) != 0) {
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// key at index -2 and value at index -1
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luaL_checktype(L, -1, LUA_TSTRING);
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ndef->getIds(readParam<std::string>(L, -1), filter);
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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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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int base = lua_gettop(L);
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// create one table for each filter
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std::vector<u32> idx;
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idx.resize(filter.size());
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for (u32 i = 0; i < filter.size(); i++)
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lua_newtable(L);
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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.Y = minp.Y; p.Y <= maxp.Y; p.Y++)
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for (p.Z = minp.Z; p.Z <= maxp.Z; p.Z++) {
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content_t c = map.getNode(p).getContent();
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auto it = std::find(filter.begin(), filter.end(), c);
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if (it != filter.end()) {
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// Calculate index of the table and append the position
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u32 filt_index = it - filter.begin();
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push_v3s16(L, p);
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lua_rawseti(L, base + 1 + filt_index, ++idx[filt_index]);
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}
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} else if (lua_isstring(L, 3)) {
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ndef->getIds(readParam<std::string>(L, 3), filter);
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}
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// last filter table is at top of stack
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u32 i = filter.size() - 1;
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do {
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if (idx[i] == 0) {
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// No such node found -> drop the empty table
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lua_pop(L, 1);
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} else {
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// This node was found -> put table into the return table
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lua_setfield(L, base, ndef->get(filter[i]).name.c_str());
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}
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} while (i-- != 0);
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assert(lua_gettop(L) == base);
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return 1;
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} else {
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std::vector<u32> individual_count;
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individual_count.resize(filter.size());
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lua_newtable(L);
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u64 i = 0;
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for (s16 x = minp.X; x <= maxp.X; x++)
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for (s16 y = minp.Y; y <= maxp.Y; y++)
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for (s16 z = minp.Z; z <= maxp.Z; z++) {
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v3s16 p(x, y, z);
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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.Y = minp.Y; p.Y <= maxp.Y; p.Y++)
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for (p.Z = minp.Z; p.Z <= maxp.Z; p.Z++) {
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content_t c = env->getMap().getNode(p).getContent();
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std::vector<content_t>::iterator it = std::find(filter.begin(), filter.end(), c);
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auto it = std::find(filter.begin(), filter.end(), c);
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if (it != filter.end()) {
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push_v3s16(L, p);
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lua_rawseti(L, -2, ++i);
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@ -859,13 +898,15 @@ int ModApiEnvMod::l_find_nodes_in_area(lua_State *L)
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individual_count[filt_index]++;
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}
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}
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lua_newtable(L);
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lua_createtable(L, 0, filter.size());
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for (u32 i = 0; i < filter.size(); i++) {
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lua_pushnumber(L, individual_count[i]);
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lua_pushinteger(L, individual_count[i]);
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lua_setfield(L, -2, ndef->get(filter[i]).name.c_str());
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}
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return 2;
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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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@ -885,6 +926,7 @@ int ModApiEnvMod::l_find_nodes_in_area_under_air(lua_State *L)
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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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@ -902,33 +944,21 @@ int ModApiEnvMod::l_find_nodes_in_area_under_air(lua_State *L)
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}
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std::vector<content_t> filter;
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if (lua_istable(L, 3)) {
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lua_pushnil(L);
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while (lua_next(L, 3) != 0) {
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// key at index -2 and value at index -1
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luaL_checktype(L, -1, LUA_TSTRING);
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ndef->getIds(readParam<std::string>(L, -1), filter);
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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}
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} else if (lua_isstring(L, 3)) {
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ndef->getIds(readParam<std::string>(L, 3), filter);
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}
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collectNodeIds(L, 3, ndef, filter);
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lua_newtable(L);
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u64 i = 0;
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for (s16 x = minp.X; x <= maxp.X; x++)
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for (s16 z = minp.Z; z <= maxp.Z; z++) {
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s16 y = minp.Y;
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v3s16 p(x, y, z);
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content_t c = env->getMap().getNode(p).getContent();
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for (; y <= maxp.Y; y++) {
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v3s16 psurf(x, y + 1, z);
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content_t csurf = env->getMap().getNode(psurf).getContent();
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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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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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if (c != CONTENT_AIR && csurf == CONTENT_AIR &&
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CONTAINS(filter, c)) {
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push_v3s16(L, v3s16(x, y, z));
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push_v3s16(L, p);
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lua_rawseti(L, -2, ++i);
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}
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c = csurf;
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@ -190,6 +190,11 @@ private:
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// Get a string translated server side
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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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