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-rw-r--r--doc/lua_api.txt24
-rw-r--r--src/map.cpp10
-rw-r--r--src/map.h10
-rw-r--r--src/script/lua_api/l_env.cpp31
-rw-r--r--src/script/lua_api/l_env.h3
-rw-r--r--src/script/lua_api/l_vmanip.cpp3
-rw-r--r--src/voxelalgorithms.cpp122
-rw-r--r--src/voxelalgorithms.h9
8 files changed, 209 insertions, 3 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 6e7a1de68..16e662e0c 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -2398,6 +2398,22 @@ and `minetest.auth_reload` call the authetification handler.
* increase level of leveled node by level, default `level` equals `1`
* if `totallevel > maxlevel`, returns rest (`total-max`)
* can be negative for decreasing
+* `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
+ * resets the light in a cuboid-shaped part of
+ the map and removes lighting bugs.
+ * Loads the area if it is not loaded.
+ * `pos1` is the corner of the cuboid with the least coordinates
+ (in node coordinates), inclusive.
+ * `pos2` is the opposite corner of the cuboid, inclusive.
+ * The actual updated cuboid might be larger than the specified one,
+ because only whole map blocks can be updated.
+ The actual updated area consists of those map blocks that intersect
+ with the given cuboid.
+ * However, the neighborhood of the updated area might change
+ as well, as light can spread out of the cuboid, also light
+ might be removed.
+ * returns `false` if the area is not fully generated,
+ `true` otherwise
* `core.check_single_for_falling(pos)`
* causes an unsupported `group:falling_node` node to fall and causes an
unattached `group:attached_node` node to fall.
@@ -3421,8 +3437,14 @@ will place the schematic inside of the VoxelManip.
* `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
the region formed by `p1` and `p2`.
* returns actual emerged `pmin`, actual emerged `pmax`
-* `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
+* `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
* **important**: data must be set using `VoxelManip:set_data()` before calling this
+ * if `light` is true, then lighting is automatically recalculated.
+ The default value is true.
+ If `light` is false, no light calculations happen, and you should correct
+ all modified blocks with `minetest.fix_light()` as soon as possible.
+ Keep in mind that modifying the map where light is incorrect can cause
+ more lighting bugs.
* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
the `VoxelManip` at that position
* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
diff --git a/src/map.cpp b/src/map.cpp
index f8bbee180..8754813dd 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -2591,6 +2591,16 @@ void ServerMap::PrintInfo(std::ostream &out)
out<<"ServerMap: ";
}
+bool ServerMap::repairBlockLight(v3s16 blockpos,
+ std::map<v3s16, MapBlock *> *modified_blocks)
+{
+ MapBlock *block = emergeBlock(blockpos, false);
+ if (!block || !block->isGenerated())
+ return false;
+ voxalgo::repair_block_light(this, block, modified_blocks);
+ return true;
+}
+
MMVManip::MMVManip(Map *map):
VoxelManipulator(),
m_is_dirty(false),
diff --git a/src/map.h b/src/map.h
index 744a4d1e2..739cdb59b 100644
--- a/src/map.h
+++ b/src/map.h
@@ -477,6 +477,16 @@ public:
u64 getSeed();
s16 getWaterLevel();
+ /*!
+ * Fixes lighting in one map block.
+ * May modify other blocks as well, as light can spread
+ * out of the specified block.
+ * Returns false if the block is not generated (so nothing
+ * changed), true otherwise.
+ */
+ bool repairBlockLight(v3s16 blockpos,
+ std::map<v3s16, MapBlock *> *modified_blocks);
+
MapSettingsManager settings_mgr;
private:
diff --git a/src/script/lua_api/l_env.cpp b/src/script/lua_api/l_env.cpp
index 4fad7b37c..1fa7845b5 100644
--- a/src/script/lua_api/l_env.cpp
+++ b/src/script/lua_api/l_env.cpp
@@ -847,6 +847,36 @@ int ModApiEnvMod::l_line_of_sight(lua_State *L)
return 1;
}
+// fix_light(p1, p2)
+int ModApiEnvMod::l_fix_light(lua_State *L)
+{
+ GET_ENV_PTR;
+
+ v3s16 blockpos1 = getContainerPos(read_v3s16(L, 1), MAP_BLOCKSIZE);
+ v3s16 blockpos2 = getContainerPos(read_v3s16(L, 2), MAP_BLOCKSIZE);
+ ServerMap &map = env->getServerMap();
+ std::map<v3s16, MapBlock *> modified_blocks;
+ bool success = true;
+ v3s16 blockpos;
+ for (blockpos.X = blockpos1.X; blockpos.X <= blockpos2.X; blockpos.X++)
+ for (blockpos.Y = blockpos1.Y; blockpos.Y <= blockpos2.Y; blockpos.Y++)
+ for (blockpos.Z = blockpos1.Z; blockpos.Z <= blockpos2.Z; blockpos.Z++) {
+ success = success & map.repairBlockLight(blockpos, &modified_blocks);
+ }
+ if (modified_blocks.size() > 0) {
+ MapEditEvent event;
+ event.type = MEET_OTHER;
+ for (std::map<v3s16, MapBlock *>::iterator it = modified_blocks.begin();
+ it != modified_blocks.end(); ++it)
+ event.modified_blocks.insert(it->first);
+
+ map.dispatchEvent(&event);
+ }
+ lua_pushboolean(L, success);
+
+ return 1;
+}
+
// emerge_area(p1, p2, [callback, context])
// emerge mapblocks in area p1..p2, calls callback with context upon completion
int ModApiEnvMod::l_emerge_area(lua_State *L)
@@ -1089,6 +1119,7 @@ void ModApiEnvMod::Initialize(lua_State *L, int top)
API_FCT(find_node_near);
API_FCT(find_nodes_in_area);
API_FCT(find_nodes_in_area_under_air);
+ API_FCT(fix_light);
API_FCT(emerge_area);
API_FCT(delete_area);
API_FCT(get_perlin);
diff --git a/src/script/lua_api/l_env.h b/src/script/lua_api/l_env.h
index 38b2282d7..3f688b398 100644
--- a/src/script/lua_api/l_env.h
+++ b/src/script/lua_api/l_env.h
@@ -128,6 +128,9 @@ private:
// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
static int l_find_nodes_in_area_under_air(lua_State *L);
+ // fix_light(p1, p2) -> true/false
+ static int l_fix_light(lua_State *L);
+
// emerge_area(p1, p2)
static int l_emerge_area(lua_State *L);
diff --git a/src/script/lua_api/l_vmanip.cpp b/src/script/lua_api/l_vmanip.cpp
index 7316fb200..254a7e5a6 100644
--- a/src/script/lua_api/l_vmanip.cpp
+++ b/src/script/lua_api/l_vmanip.cpp
@@ -110,9 +110,10 @@ int LuaVoxelManip::l_write_to_map(lua_State *L)
MAP_LOCK_REQUIRED;
LuaVoxelManip *o = checkobject(L, 1);
+ bool update_light = lua_isboolean(L, 2) ? lua_toboolean(L, 2) : true;
GET_ENV_PTR;
ServerMap *map = &(env->getServerMap());
- if (o->is_mapgen_vm) {
+ if (o->is_mapgen_vm || !update_light) {
o->vm->blitBackAll(&(o->modified_blocks));
} else {
voxalgo::blit_back_with_light(map, o->vm,
diff --git a/src/voxelalgorithms.cpp b/src/voxelalgorithms.cpp
index f2142717f..40f8595a7 100644
--- a/src/voxelalgorithms.cpp
+++ b/src/voxelalgorithms.cpp
@@ -1136,7 +1136,7 @@ void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
- v3s16 blockpos(b_x, b_y, b_z);
+ const v3s16 blockpos(b_x, b_y, b_z);
MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
if (!block || block->isDummy())
// Skip not existing blocks
@@ -1282,6 +1282,126 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,
modified_blocks);
}
+/*!
+ * Resets the lighting of the given map block to
+ * complete darkness and full sunlight.
+ *
+ * \param light incoming sunlight, light[x][z] is true if there
+ * is sunlight above the map block at the given x-z coordinates.
+ * The array's indices are relative node coordinates in the block.
+ * After the procedure returns, this contains outgoing light at
+ * the bottom of the map block.
+ */
+void fill_with_sunlight(MapBlock *block, INodeDefManager *ndef,
+ bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
+{
+ if (block->isDummy())
+ return;
+ // dummy boolean
+ bool is_valid;
+ // For each column of nodes:
+ for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+ // True if the current node has sunlight.
+ bool lig = light[z][x];
+ // For each node, downwards:
+ for (s16 y = MAP_BLOCKSIZE - 1; y >= 0; y--) {
+ MapNode n = block->getNodeNoCheck(x, y, z, &is_valid);
+ // Ignore IGNORE nodes, these are not generated yet.
+ if (n.getContent() == CONTENT_IGNORE)
+ continue;
+ const ContentFeatures &f = ndef->get(n.getContent());
+ if (lig && !f.sunlight_propagates) {
+ // Sunlight is stopped.
+ lig = false;
+ }
+ // Reset light
+ n.setLight(LIGHTBANK_DAY, lig ? 15 : 0, f);
+ n.setLight(LIGHTBANK_NIGHT, 0, f);
+ block->setNodeNoCheck(x, y, z, n);
+ }
+ // Output outgoing light.
+ light[z][x] = lig;
+ }
+}
+
+void repair_block_light(ServerMap *map, MapBlock *block,
+ std::map<v3s16, MapBlock*> *modified_blocks)
+{
+ if (!block || block->isDummy())
+ return;
+ INodeDefManager *ndef = map->getNodeDefManager();
+ // First queue is for day light, second is for night light.
+ UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) };
+ ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) };
+ // Will hold sunlight data.
+ bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE];
+ SunlightPropagationData data;
+ // Dummy boolean.
+ bool is_valid;
+
+ // --- STEP 1: reset everything to sunlight
+
+ mapblock_v3 blockpos = block->getPos();
+ (*modified_blocks)[blockpos] = block;
+ // For each map block:
+ // Extract sunlight above.
+ is_sunlight_above_block(map, blockpos, ndef, lights);
+ // Reset the voxel manipulator.
+ fill_with_sunlight(block, ndef, lights);
+ // Copy sunlight data
+ data.target_block = v3s16(blockpos.X, blockpos.Y - 1, blockpos.Z);
+ for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+ data.data.push_back(
+ SunlightPropagationUnit(v2s16(x, z), lights[z][x]));
+ }
+ // Propagate sunlight and shadow below the voxel manipulator.
+ while (!data.data.empty()) {
+ if (propagate_block_sunlight(map, ndef, &data, &unlight[0],
+ &relight[0]))
+ (*modified_blocks)[data.target_block] =
+ map->getBlockNoCreateNoEx(data.target_block);
+ // Step downwards.
+ data.target_block.Y--;
+ }
+
+ // --- STEP 2: Get nodes from borders to unlight
+
+ // For each border of the block:
+ for (direction d = 0; d < 6; d++) {
+ VoxelArea a = block_pad[d];
+ // For each node of the border:
+ for (s32 x = a.MinEdge.X; x <= a.MaxEdge.X; x++)
+ for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++)
+ for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
+ v3s16 relpos(x, y, z);
+ // Get node
+ MapNode node = block->getNodeNoCheck(x, y, z, &is_valid);
+ const ContentFeatures &f = ndef->get(node);
+ // For each light bank
+ for (size_t b = 0; b < 2; b++) {
+ LightBank bank = banks[b];
+ u8 light = f.param_type == CPT_LIGHT ?
+ node.getLightNoChecks(bank, &f):
+ f.light_source;
+ // If the new node is dimmer than sunlight, unlight.
+ // (if it has maximal light, it is pointless to remove
+ // surrounding light, as it can only become brighter)
+ if (LIGHT_SUN > light) {
+ unlight[b].push(
+ LIGHT_SUN, relpos, blockpos, block, 6);
+ }
+ } // end of banks
+ } // end of nodes
+ } // end of borders
+
+ // STEP 3: Remove and spread light
+
+ finish_bulk_light_update(map, blockpos, blockpos, unlight, relight,
+ modified_blocks);
+}
+
VoxelLineIterator::VoxelLineIterator(
const v3f &start_position,
const v3f &line_vector) :
diff --git a/src/voxelalgorithms.h b/src/voxelalgorithms.h
index cdffe86c8..b518979d7 100644
--- a/src/voxelalgorithms.h
+++ b/src/voxelalgorithms.h
@@ -98,6 +98,15 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,
std::map<v3s16, MapBlock*> *modified_blocks);
/*!
+ * Corrects the light in a map block.
+ * For server use only.
+ *
+ * \param block the block to update
+ */
+void repair_block_light(ServerMap *map, MapBlock *block,
+ std::map<v3s16, MapBlock*> *modified_blocks);
+
+/*!
* This class iterates trough voxels that intersect with
* a line. The collision detection does not see nodeboxes,
* every voxel is a cube and is returned.