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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>
This commit is contained in:
HybridDog 2020-10-06 20:49:46 +02:00 committed by GitHub
parent e80fc22dd9
commit 2f4037752b
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9 changed files with 180 additions and 0 deletions

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@ -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(): "