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Light update for map blocks

This is not really different from the light update of a voxel
manipulator. This update does not assume that the lighting was correct
before, therefore it is useful for correction.

Also expose this function to the Lua API for light correction, and
allow voxel manipulators not to update the light.
This commit is contained in:
Dániel Juhász 2017-03-11 17:07:04 +01:00 committed by Ekdohibs
parent 6d1e6f8898
commit 57e5aa6628
8 changed files with 209 additions and 3 deletions

View file

@ -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);