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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>
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9 changed files with 180 additions and 0 deletions
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@ -407,6 +407,46 @@ int ModApiEnvMod::l_get_node_light(lua_State *L)
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return 1;
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}
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// get_natural_light(pos, timeofday)
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// pos = {x=num, y=num, z=num}
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// timeofday: nil = current time, 0 = night, 0.5 = day
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int ModApiEnvMod::l_get_natural_light(lua_State *L)
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{
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GET_ENV_PTR;
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v3s16 pos = read_v3s16(L, 1);
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bool is_position_ok;
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MapNode n = env->getMap().getNode(pos, &is_position_ok);
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if (!is_position_ok)
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return 0;
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// If the daylight is 0, nothing needs to be calculated
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u8 daylight = n.param1 & 0x0f;
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if (daylight == 0) {
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lua_pushinteger(L, 0);
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return 1;
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}
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u32 time_of_day;
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if (lua_isnumber(L, 2)) {
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time_of_day = 24000.0 * lua_tonumber(L, 2);
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time_of_day %= 24000;
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} else {
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time_of_day = env->getTimeOfDay();
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}
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u32 dnr = time_to_daynight_ratio(time_of_day, true);
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// If it's the same as the artificial light, the sunlight needs to be
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// searched for because the value may not emanate from the sun
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if (daylight == n.param1 >> 4)
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daylight = env->findSunlight(pos);
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lua_pushinteger(L, dnr * daylight / 1000);
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return 1;
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}
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// place_node(pos, node)
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// pos = {x=num, y=num, z=num}
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int ModApiEnvMod::l_place_node(lua_State *L)
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@ -1358,6 +1398,7 @@ void ModApiEnvMod::Initialize(lua_State *L, int top)
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API_FCT(get_node);
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API_FCT(get_node_or_nil);
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API_FCT(get_node_light);
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API_FCT(get_natural_light);
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API_FCT(place_node);
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API_FCT(dig_node);
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API_FCT(punch_node);
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@ -56,6 +56,11 @@ private:
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// timeofday: nil = current time, 0 = night, 0.5 = day
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static int l_get_node_light(lua_State *L);
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// get_natural_light(pos, timeofday)
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// pos = {x=num, y=num, z=num}
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// timeofday: nil = current time, 0 = night, 0.5 = day
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static int l_get_natural_light(lua_State *L);
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// place_node(pos, node)
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// pos = {x=num, y=num, z=num}
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static int l_place_node(lua_State *L);
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@ -1066,6 +1066,91 @@ bool ServerEnvironment::swapNode(v3s16 p, const MapNode &n)
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return true;
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}
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u8 ServerEnvironment::findSunlight(v3s16 pos) const
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{
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// Directions for neighbouring nodes with specified order
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static const v3s16 dirs[] = {
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v3s16(-1, 0, 0), v3s16(1, 0, 0), v3s16(0, 0, -1), v3s16(0, 0, 1),
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v3s16(0, -1, 0), v3s16(0, 1, 0)
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};
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const NodeDefManager *ndef = m_server->ndef();
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// found_light remembers the highest known sunlight value at pos
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u8 found_light = 0;
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struct stack_entry {
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v3s16 pos;
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s16 dist;
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};
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std::stack<stack_entry> stack;
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stack.push({pos, 0});
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std::unordered_map<s64, s8> dists;
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dists[MapDatabase::getBlockAsInteger(pos)] = 0;
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while (!stack.empty()) {
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struct stack_entry e = stack.top();
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stack.pop();
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v3s16 currentPos = e.pos;
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s8 dist = e.dist + 1;
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for (const v3s16& off : dirs) {
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v3s16 neighborPos = currentPos + off;
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s64 neighborHash = MapDatabase::getBlockAsInteger(neighborPos);
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// Do not walk neighborPos multiple times unless the distance to the start
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// position is shorter
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auto it = dists.find(neighborHash);
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if (it != dists.end() && dist >= it->second)
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continue;
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// Position to walk
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bool is_position_ok;
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MapNode node = m_map->getNode(neighborPos, &is_position_ok);
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if (!is_position_ok) {
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// This happens very rarely because the map at currentPos is loaded
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m_map->emergeBlock(neighborPos, false);
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node = m_map->getNode(neighborPos, &is_position_ok);
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if (!is_position_ok)
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continue; // not generated
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}
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const ContentFeatures &def = ndef->get(node);
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if (!def.sunlight_propagates) {
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// Do not test propagation here again
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dists[neighborHash] = -1;
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continue;
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}
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// Sunlight could have come from here
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dists[neighborHash] = dist;
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u8 daylight = node.param1 & 0x0f;
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// In the special case where sunlight shines from above and thus
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// does not decrease with upwards distance, daylight is always
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// bigger than nightlight, which never reaches 15
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int possible_finlight = daylight - dist;
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if (possible_finlight <= found_light) {
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// Light from here cannot make a brighter light at currentPos than
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// found_light
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continue;
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}
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u8 nightlight = node.param1 >> 4;
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if (daylight > nightlight) {
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// Found a valid daylight
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found_light = possible_finlight;
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} else {
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// Sunlight may be darker, so walk the neighbours
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stack.push({neighborPos, dist});
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}
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}
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}
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return found_light;
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}
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void ServerEnvironment::clearObjects(ClearObjectsMode mode)
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{
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infostream << "ServerEnvironment::clearObjects(): "
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@ -322,6 +322,9 @@ public:
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bool removeNode(v3s16 p);
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bool swapNode(v3s16 p, const MapNode &n);
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// Find the daylight value at pos with a Depth First Search
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u8 findSunlight(v3s16 pos) const;
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// Find all active objects inside a radius around a point
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void getObjectsInsideRadius(std::vector<ServerActiveObject *> &objects, const v3f &pos, float radius,
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std::function<bool(ServerActiveObject *obj)> include_obj_cb)
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