diff options
Diffstat (limited to 'src/script/lua_api/l_env.cpp')
-rw-r--r-- | src/script/lua_api/l_env.cpp | 254 |
1 files changed, 176 insertions, 78 deletions
diff --git a/src/script/lua_api/l_env.cpp b/src/script/lua_api/l_env.cpp index 89ec9dc7e..c75fc8dc7 100644 --- a/src/script/lua_api/l_env.cpp +++ b/src/script/lua_api/l_env.cpp @@ -407,6 +407,46 @@ int ModApiEnvMod::l_get_node_light(lua_State *L) return 1; } + +// get_natural_light(pos, timeofday) +// pos = {x=num, y=num, z=num} +// timeofday: nil = current time, 0 = night, 0.5 = day +int ModApiEnvMod::l_get_natural_light(lua_State *L) +{ + GET_ENV_PTR; + + v3s16 pos = read_v3s16(L, 1); + + bool is_position_ok; + MapNode n = env->getMap().getNode(pos, &is_position_ok); + if (!is_position_ok) + return 0; + + // If the daylight is 0, nothing needs to be calculated + u8 daylight = n.param1 & 0x0f; + if (daylight == 0) { + lua_pushinteger(L, 0); + return 1; + } + + u32 time_of_day; + if (lua_isnumber(L, 2)) { + time_of_day = 24000.0 * lua_tonumber(L, 2); + time_of_day %= 24000; + } else { + time_of_day = env->getTimeOfDay(); + } + u32 dnr = time_to_daynight_ratio(time_of_day, true); + + // If it's the same as the artificial light, the sunlight needs to be + // searched for because the value may not emanate from the sun + if (daylight == n.param1 >> 4) + daylight = env->findSunlight(pos); + + lua_pushinteger(L, dnr * daylight / 1000); + return 1; +} + // place_node(pos, node) // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_place_node(lua_State *L) @@ -703,6 +743,31 @@ int ModApiEnvMod::l_get_objects_inside_radius(lua_State *L) return 1; } +// get_objects_in_area(pos, minp, maxp) +int ModApiEnvMod::l_get_objects_in_area(lua_State *L) +{ + GET_ENV_PTR; + ScriptApiBase *script = getScriptApiBase(L); + + v3f minp = read_v3f(L, 1) * BS; + v3f maxp = read_v3f(L, 2) * BS; + aabb3f box(minp, maxp); + box.repair(); + std::vector<ServerActiveObject *> objs; + + auto include_obj_cb = [](ServerActiveObject *obj){ return !obj->isGone(); }; + env->getObjectsInArea(objs, box, include_obj_cb); + + int i = 0; + lua_createtable(L, objs.size(), 0); + for (const auto obj : objs) { + // Insert object reference into table + script->objectrefGetOrCreate(L, obj); + lua_rawseti(L, -2, ++i); + } + return 1; +} + // set_timeofday(val) // val = 0...1 int ModApiEnvMod::l_set_timeofday(lua_State *L) @@ -711,8 +776,9 @@ int ModApiEnvMod::l_set_timeofday(lua_State *L) // Do it float timeofday_f = readParam<float>(L, 1); - sanity_check(timeofday_f >= 0.0 && timeofday_f <= 1.0); - int timeofday_mh = (int)(timeofday_f * 24000.0); + luaL_argcheck(L, timeofday_f >= 0.0f && timeofday_f <= 1.0f, 1, + "value must be between 0 and 1"); + int timeofday_mh = (int)(timeofday_f * 24000.0f); // This should be set directly in the environment but currently // such changes aren't immediately sent to the clients, so call // the server instead. @@ -752,29 +818,36 @@ int ModApiEnvMod::l_get_gametime(lua_State *L) return 1; } - -// find_node_near(pos, radius, nodenames, search_center) -> pos or nil -// nodenames: eg. {"ignore", "group:tree"} or "default:dirt" -int ModApiEnvMod::l_find_node_near(lua_State *L) +void ModApiEnvMod::collectNodeIds(lua_State *L, int idx, const NodeDefManager *ndef, + std::vector<content_t> &filter) { - GET_PLAIN_ENV_PTR; - - const NodeDefManager *ndef = env->getGameDef()->ndef(); - v3s16 pos = read_v3s16(L, 1); - int radius = luaL_checkinteger(L, 2); - std::vector<content_t> filter; - if (lua_istable(L, 3)) { + if (lua_istable(L, idx)) { lua_pushnil(L); - while (lua_next(L, 3) != 0) { + while (lua_next(L, idx) != 0) { // key at index -2 and value at index -1 luaL_checktype(L, -1, LUA_TSTRING); ndef->getIds(readParam<std::string>(L, -1), filter); // removes value, keeps key for next iteration lua_pop(L, 1); } - } else if (lua_isstring(L, 3)) { + } else if (lua_isstring(L, idx)) { ndef->getIds(readParam<std::string>(L, 3), filter); } +} + +// find_node_near(pos, radius, nodenames, [search_center]) -> pos or nil +// nodenames: eg. {"ignore", "group:tree"} or "default:dirt" +int ModApiEnvMod::l_find_node_near(lua_State *L) +{ + GET_PLAIN_ENV_PTR; + + const NodeDefManager *ndef = env->getGameDef()->ndef(); + Map &map = env->getMap(); + + v3s16 pos = read_v3s16(L, 1); + int radius = luaL_checkinteger(L, 2); + std::vector<content_t> filter; + collectNodeIds(L, 3, ndef, filter); int start_radius = (lua_isboolean(L, 4) && readParam<bool>(L, 4)) ? 0 : 1; @@ -785,10 +858,10 @@ int ModApiEnvMod::l_find_node_near(lua_State *L) #endif for (int d = start_radius; d <= radius; d++) { - std::vector<v3s16> list = FacePositionCache::getFacePositions(d); + const std::vector<v3s16> &list = FacePositionCache::getFacePositions(d); for (const v3s16 &i : list) { v3s16 p = pos + i; - content_t c = env->getMap().getNode(p).getContent(); + content_t c = map.getNode(p).getContent(); if (CONTAINS(filter, c)) { push_v3s16(L, p); return 1; @@ -798,8 +871,7 @@ int ModApiEnvMod::l_find_node_near(lua_State *L) return 0; } -// find_nodes_in_area(minp, maxp, nodenames) -> list of positions -// nodenames: eg. {"ignore", "group:tree"} or "default:dirt" +// find_nodes_in_area(minp, maxp, nodenames, [grouped]) int ModApiEnvMod::l_find_nodes_in_area(lua_State *L) { GET_PLAIN_ENV_PTR; @@ -809,6 +881,7 @@ int ModApiEnvMod::l_find_nodes_in_area(lua_State *L) sortBoxVerticies(minp, maxp); const NodeDefManager *ndef = env->getGameDef()->ndef(); + Map &map = env->getMap(); #ifndef SERVER if (Client *client = getClient(L)) { @@ -826,45 +899,79 @@ int ModApiEnvMod::l_find_nodes_in_area(lua_State *L) } std::vector<content_t> filter; - if (lua_istable(L, 3)) { - lua_pushnil(L); - while (lua_next(L, 3) != 0) { - // key at index -2 and value at index -1 - luaL_checktype(L, -1, LUA_TSTRING); - ndef->getIds(readParam<std::string>(L, -1), filter); - // removes value, keeps key for next iteration - lua_pop(L, 1); + collectNodeIds(L, 3, ndef, filter); + + bool grouped = lua_isboolean(L, 4) && readParam<bool>(L, 4); + + if (grouped) { + // create the table we will be returning + lua_createtable(L, 0, filter.size()); + int base = lua_gettop(L); + + // create one table for each filter + std::vector<u32> idx; + idx.resize(filter.size()); + for (u32 i = 0; i < filter.size(); i++) + lua_newtable(L); + + v3s16 p; + for (p.X = minp.X; p.X <= maxp.X; p.X++) + for (p.Y = minp.Y; p.Y <= maxp.Y; p.Y++) + for (p.Z = minp.Z; p.Z <= maxp.Z; p.Z++) { + content_t c = map.getNode(p).getContent(); + + auto it = std::find(filter.begin(), filter.end(), c); + if (it != filter.end()) { + // Calculate index of the table and append the position + u32 filt_index = it - filter.begin(); + push_v3s16(L, p); + lua_rawseti(L, base + 1 + filt_index, ++idx[filt_index]); + } } - } else if (lua_isstring(L, 3)) { - ndef->getIds(readParam<std::string>(L, 3), filter); - } - std::vector<u32> individual_count; - individual_count.resize(filter.size()); + // last filter table is at top of stack + u32 i = filter.size() - 1; + do { + if (idx[i] == 0) { + // No such node found -> drop the empty table + lua_pop(L, 1); + } else { + // This node was found -> put table into the return table + lua_setfield(L, base, ndef->get(filter[i]).name.c_str()); + } + } while (i-- != 0); - lua_newtable(L); - u64 i = 0; - for (s16 x = minp.X; x <= maxp.X; x++) - for (s16 y = minp.Y; y <= maxp.Y; y++) - for (s16 z = minp.Z; z <= maxp.Z; z++) { - v3s16 p(x, y, z); - content_t c = env->getMap().getNode(p).getContent(); - - std::vector<content_t>::iterator it = std::find(filter.begin(), filter.end(), c); - if (it != filter.end()) { - push_v3s16(L, p); - lua_rawseti(L, -2, ++i); + assert(lua_gettop(L) == base); + return 1; + } else { + std::vector<u32> individual_count; + individual_count.resize(filter.size()); + + lua_newtable(L); + u32 i = 0; + v3s16 p; + for (p.X = minp.X; p.X <= maxp.X; p.X++) + for (p.Y = minp.Y; p.Y <= maxp.Y; p.Y++) + for (p.Z = minp.Z; p.Z <= maxp.Z; p.Z++) { + content_t c = env->getMap().getNode(p).getContent(); - u32 filt_index = it - filter.begin(); - individual_count[filt_index]++; + auto it = std::find(filter.begin(), filter.end(), c); + if (it != filter.end()) { + push_v3s16(L, p); + lua_rawseti(L, -2, ++i); + + u32 filt_index = it - filter.begin(); + individual_count[filt_index]++; + } } + + lua_createtable(L, 0, filter.size()); + for (u32 i = 0; i < filter.size(); i++) { + lua_pushinteger(L, individual_count[i]); + lua_setfield(L, -2, ndef->get(filter[i]).name.c_str()); + } + return 2; } - lua_newtable(L); - for (u32 i = 0; i < filter.size(); i++) { - lua_pushnumber(L, individual_count[i]); - lua_setfield(L, -2, ndef->get(filter[i]).name.c_str()); - } - return 2; } // find_nodes_in_area_under_air(minp, maxp, nodenames) -> list of positions @@ -885,6 +992,7 @@ int ModApiEnvMod::l_find_nodes_in_area_under_air(lua_State *L) sortBoxVerticies(minp, maxp); const NodeDefManager *ndef = env->getGameDef()->ndef(); + Map &map = env->getMap(); #ifndef SERVER if (Client *client = getClient(L)) { @@ -902,33 +1010,21 @@ int ModApiEnvMod::l_find_nodes_in_area_under_air(lua_State *L) } std::vector<content_t> filter; - - if (lua_istable(L, 3)) { - lua_pushnil(L); - while (lua_next(L, 3) != 0) { - // key at index -2 and value at index -1 - luaL_checktype(L, -1, LUA_TSTRING); - ndef->getIds(readParam<std::string>(L, -1), filter); - // removes value, keeps key for next iteration - lua_pop(L, 1); - } - } else if (lua_isstring(L, 3)) { - ndef->getIds(readParam<std::string>(L, 3), filter); - } + collectNodeIds(L, 3, ndef, filter); lua_newtable(L); - u64 i = 0; - for (s16 x = minp.X; x <= maxp.X; x++) - for (s16 z = minp.Z; z <= maxp.Z; z++) { - s16 y = minp.Y; - v3s16 p(x, y, z); - content_t c = env->getMap().getNode(p).getContent(); - for (; y <= maxp.Y; y++) { - v3s16 psurf(x, y + 1, z); - content_t csurf = env->getMap().getNode(psurf).getContent(); + u32 i = 0; + v3s16 p; + for (p.X = minp.X; p.X <= maxp.X; p.X++) + for (p.Z = minp.Z; p.Z <= maxp.Z; p.Z++) { + p.Y = minp.Y; + content_t c = map.getNode(p).getContent(); + for (; p.Y <= maxp.Y; p.Y++) { + v3s16 psurf(p.X, p.Y + 1, p.Z); + content_t csurf = map.getNode(psurf).getContent(); if (c != CONTENT_AIR && csurf == CONTENT_AIR && CONTAINS(filter, c)) { - push_v3s16(L, v3s16(x, y, z)); + push_v3s16(L, p); lua_rawseti(L, -2, ++i); } c = csurf; @@ -1310,9 +1406,9 @@ int ModApiEnvMod::l_get_translated_string(lua_State * L) GET_ENV_PTR; std::string lang_code = luaL_checkstring(L, 1); std::string string = luaL_checkstring(L, 2); - getServer(L)->loadTranslationLanguage(lang_code); - string = wide_to_utf8(translate_string(utf8_to_wide(string), - &(*g_server_translations)[lang_code])); + + auto *translations = getServer(L)->getTranslationLanguage(lang_code); + string = wide_to_utf8(translate_string(utf8_to_wide(string), translations)); lua_pushstring(L, string.c_str()); return 1; } @@ -1328,6 +1424,7 @@ void ModApiEnvMod::Initialize(lua_State *L, int top) API_FCT(get_node); API_FCT(get_node_or_nil); API_FCT(get_node_light); + API_FCT(get_natural_light); API_FCT(place_node); API_FCT(dig_node); API_FCT(punch_node); @@ -1341,6 +1438,7 @@ void ModApiEnvMod::Initialize(lua_State *L, int top) API_FCT(get_node_timer); API_FCT(get_connected_players); API_FCT(get_player_by_name); + API_FCT(get_objects_in_area); API_FCT(get_objects_inside_radius); API_FCT(set_timeofday); API_FCT(get_timeofday); |