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authorHybridDog <3192173+HybridDog@users.noreply.github.com>2020-10-06 20:49:46 +0200
committerGitHub <noreply@github.com>2020-10-06 20:49:46 +0200
commit2f4037752b023f87ca1f8859a8dce4f833353967 (patch)
tree5c52b01857c8c46d709d43d1bbc194a3805acded /src/serverenvironment.cpp
parente80fc22dd996e5b0efd8c4f67700c0920e323e46 (diff)
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Add minetest.get_artificial_light and minetest.get_natural_light (#5680)
Add more detailed light detection functions, a function to get the artificial light (torches) and a function to get the sunlight as seen by the player (you can specify timeofday). Co-authored-by: rubenwardy <rw@rubenwardy.com>
Diffstat (limited to 'src/serverenvironment.cpp')
-rw-r--r--src/serverenvironment.cpp85
1 files changed, 85 insertions, 0 deletions
diff --git a/src/serverenvironment.cpp b/src/serverenvironment.cpp
index 320042e19..6ef56efc8 100644
--- a/src/serverenvironment.cpp
+++ b/src/serverenvironment.cpp
@@ -1066,6 +1066,91 @@ bool ServerEnvironment::swapNode(v3s16 p, const MapNode &n)
return true;
}
+u8 ServerEnvironment::findSunlight(v3s16 pos) const
+{
+ // Directions for neighbouring nodes with specified order
+ static const v3s16 dirs[] = {
+ v3s16(-1, 0, 0), v3s16(1, 0, 0), v3s16(0, 0, -1), v3s16(0, 0, 1),
+ v3s16(0, -1, 0), v3s16(0, 1, 0)
+ };
+
+ const NodeDefManager *ndef = m_server->ndef();
+
+ // found_light remembers the highest known sunlight value at pos
+ u8 found_light = 0;
+
+ struct stack_entry {
+ v3s16 pos;
+ s16 dist;
+ };
+ std::stack<stack_entry> stack;
+ stack.push({pos, 0});
+
+ std::unordered_map<s64, s8> dists;
+ dists[MapDatabase::getBlockAsInteger(pos)] = 0;
+
+ while (!stack.empty()) {
+ struct stack_entry e = stack.top();
+ stack.pop();
+
+ v3s16 currentPos = e.pos;
+ s8 dist = e.dist + 1;
+
+ for (const v3s16& off : dirs) {
+ v3s16 neighborPos = currentPos + off;
+ s64 neighborHash = MapDatabase::getBlockAsInteger(neighborPos);
+
+ // Do not walk neighborPos multiple times unless the distance to the start
+ // position is shorter
+ auto it = dists.find(neighborHash);
+ if (it != dists.end() && dist >= it->second)
+ continue;
+
+ // Position to walk
+ bool is_position_ok;
+ MapNode node = m_map->getNode(neighborPos, &is_position_ok);
+ if (!is_position_ok) {
+ // This happens very rarely because the map at currentPos is loaded
+ m_map->emergeBlock(neighborPos, false);
+ node = m_map->getNode(neighborPos, &is_position_ok);
+ if (!is_position_ok)
+ continue; // not generated
+ }
+
+ const ContentFeatures &def = ndef->get(node);
+ if (!def.sunlight_propagates) {
+ // Do not test propagation here again
+ dists[neighborHash] = -1;
+ continue;
+ }
+
+ // Sunlight could have come from here
+ dists[neighborHash] = dist;
+ u8 daylight = node.param1 & 0x0f;
+
+ // In the special case where sunlight shines from above and thus
+ // does not decrease with upwards distance, daylight is always
+ // bigger than nightlight, which never reaches 15
+ int possible_finlight = daylight - dist;
+ if (possible_finlight <= found_light) {
+ // Light from here cannot make a brighter light at currentPos than
+ // found_light
+ continue;
+ }
+
+ u8 nightlight = node.param1 >> 4;
+ if (daylight > nightlight) {
+ // Found a valid daylight
+ found_light = possible_finlight;
+ } else {
+ // Sunlight may be darker, so walk the neighbours
+ stack.push({neighborPos, dist});
+ }
+ }
+ }
+ return found_light;
+}
+
void ServerEnvironment::clearObjects(ClearObjectsMode mode)
{
infostream << "ServerEnvironment::clearObjects(): "