HybridDog 2537583096 Many changes
Change the search algorithm
Change default values and messages
Use minetest.after instead of minetest.globalstep
2020-07-28 20:28:44 +02:00

332 lines
9.2 KiB
Lua

local path = minetest.get_modpath"cave_lighting"
local search_dfs = dofile(path .. "/fill_3d.lua")
local function inform(name, msg)
minetest.chat_send_player(name, msg)
minetest.log("info", "[cave_lighting] "..name..": "..msg)
end
-- Like minetest.get_node but also works in unloaded areas
local function get_node_loaded(pos)
local node = minetest.get_node_or_nil(pos)
if node then
return node
end
minetest.load_area(pos)
return minetest.get_node(pos)
end
-- Tests if theres a node an e.g. torch is allowed to be placed on
local function pos_placeable(pos)
local undernode = get_node_loaded(pos).name
if undernode == "air" then
return false
end
local data = minetest.registered_nodes[undernode]
if data
and (data.drawtype == "normal" or not data.drawtype)
and data.pointable and not data.buildable_to then
return true
end
return false
end
local moves_touch = {
{x = -1, y = 0, z = 0},
{x = 1, y = 0, z = 0},
{x = 0, y = -1, z = 0},
{x = 0, y = 1, z = 0},
{x = 0, y = 0, z = -1},
{x = 0, y = 0, z = 1},
}
local moves_near = {}
for x = -1,1 do
for y = -1,1 do
for z = -1,1 do
if x*x + y*y + z*z > 0 then
moves_near[#moves_near+1] = {x = x, y = y, z = z}
end
end
end
end
-- Tests if it's a possible place for a light node
local function pos_allowed(pos, maxlight, name)
local light = minetest.get_node_light(pos, 0.5)
if not light
or light > maxlight
or get_node_loaded(pos).name ~= "air"
or minetest.is_protected(pos, name) then
return
end
for k = 1, 6 do
local p2 = vector.add(pos, moves_touch[k])
if pos_placeable(p2) then
return p2
end
end
end
-- Finds out possible places for a light node in a cave with an efficient
-- variant of Depth First Search
local function search_positions(startpos, maxlight, pname, max_positions)
local visited = {}
local found = {}
local num_found = 0
local function on_visit(pos)
local vi = minetest.hash_node_position(pos)
if visited[vi] then
return false
end
visited[vi] = true
if num_found > max_positions then
return false
end
local under_pos = pos_allowed(pos, maxlight, pname)
if under_pos then
num_found = num_found+1
found[num_found] = {under = under_pos, above = pos}
return true
end
return false
end
on_visit(startpos)
search_dfs(on_visit, startpos, vector.add, moves_near)
-- Do not return the positions if the search has found too many, to avoid
-- fragmented lighting
return num_found <= max_positions and num_found > 0 and found
end
-- Lights up a cave
local function place_torches(pos, maxlight, player, name)
-- Get the light_source item
local inv = player:get_inventory()
local wi = player:get_wield_index()
local node = inv:get_stack("main", wi):get_name()
local data = minetest.registered_nodes[node]
if not data then
-- Support the chatcommand tool
node = inv:get_stack("main", wi+1):get_name()
data = minetest.registered_nodes[node]
if not data then
return false,
"You need to have a node next to or as your wielded item."
end
end
local nodelight = data.light_source
if not nodelight
or nodelight < maxlight then
return false, "You need a node emitting light (enough light)."
end
-- Get possible positions
local ps = search_positions(pos, maxlight, name, 200^3)
if not ps then
return false, "It doesn't seem to be dark there or the cave is too big."
end
local sound = data.sounds
if sound then
sound = sound.place
end
local count = 0
-- [[ -- should search for optimal places for torches
-- The light depends on the manhattan distance to the light source.
-- If for example maxlight=4 and nodelight=7 and a light stripe is
-- (2,3,4,5,6,7), then I assume it is advisable to first put light nodes
-- where the light is 3: (6,7,6,5,6,7)
local l1 = math.max(maxlight - (nodelight - maxlight) + 2, 0)
local n = #ps
for k = n, 1, -1 do
local pt = ps[k]
local pos = pt.above
local light = minetest.get_node_light(pos, 0.5) or 0
if light == l1 then
count = count+1
if sound
and count < 50 then
minetest.sound_play(sound.name, {pos = pos,
gain = sound.gain / count})
end
pt.type = "node"
minetest.item_place_node(ItemStack(node), player, pt)
ps[k] = ps[n]
ps[n] = nil
n = n-1
elseif light > maxlight then
ps[k] = ps[n]
ps[n] = nil
n = n-1
end
end--]]
for k = 1, n do
local pt = ps[k]
local pos = pt.above
local light = minetest.get_node_light(pos, 0.5) or 0
if light <= maxlight then
count = count+1
if sound
and count < 50 then
minetest.sound_play(sound.name, {pos = pos,
gain = sound.gain / count})
end
pt.type = "node"
minetest.item_place_node(ItemStack(node), player, pt)
end
end
return {count, data.description or node, nodelight}
end
-- Returns the camera position of the player; it does not include
-- the client-side offset, e.g. bobbing (see view_bobbing_amount)
local function get_eye_pos(player)
local pos = vector.add(player:getpos(), player:get_eye_offset())
pos.y = pos.y + player:get_properties().eye_height
return pos
end
-- Returns pointed thing above and under positions for the player's view
-- and tests if a node can be placed there
local function get_pointed_target(player)
-- Search a target node where the player would be able to place a torch
local pos1 = get_eye_pos(player)
local dir = player:get_look_dir()
local pos2 = vector.add(pos1, vector.multiply(dir, 20))
local pointed = minetest.raycast(pos1, pos2, false, true)()
if not pointed then
return
end
local def_under = minetest.registered_nodes[
get_node_loaded(pointed.under).name]
local def_above = minetest.registered_nodes[
get_node_loaded(pointed.above).name]
if not def_under or not def_above
or not def_above.buildable_to or def_under.buildable_to then
-- Cannot place a node here
return
end
return pointed.above, pointed.under
end
-- Searches the position the player looked at and lights the cave
local function light_cave(player, maxlight)
local pos = get_pointed_target(player)
if not pos then
return false, "No valid position for a torch placement found"
end
inform(player:get_player_name(), "Lighting a cave…")
local t, errormsg = place_torches(pos, maxlight, player)
if not t then
return false, errormsg
end
if t[1] == 0 then
return false, "No nodes placed."
end
return true, ("%d \"%s\"s placed. (maxlight: %d, placed nodes' light: %d)"
):format(t[1], t[2], maxlight, t[3])
end
-- Chatcommand to light a full cave
minetest.register_chatcommand("light_cave",{
description = "light a cave",
params = "[maxlight=7]",
privs = {give=true, interact=true},
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return false, "Player not found"
end
return light_cave(player, tonumber(param) or 7)
end
})
-- Lazy torch placing
local light_making_players
-- Chatcommand to automatically light the way while playing
minetest.register_chatcommand("auto_light_placing",{
description = "automatically places lights",
params = "[maxlight=3]",
privs = {give=true, interact=true},
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return false, "Player not found"
end
light_making_players = light_making_players or {}
light_making_players[name] = tonumber(param) or 3
timer = -0.5
return true, "Placing lights automatically"
end
})
local function autoplace_step()
-- Abort if noone uses it
if not light_making_players then
return
end
for name, maxlight in pairs(light_making_players) do
local player = minetest.get_player_by_name(name)
local pt = {type = "node"}
pt.above, pt.under = get_pointed_target(player)
if pt.above then
local node = player:get_inventory():get_stack("main",
player:get_wield_index()):get_name()
local data = minetest.registered_nodes[node]
local failed
if not data then
-- support the chatcommand tool
node = player:get_inventory():get_stack("main",
player:get_wield_index()+1):get_name()
data = minetest.registered_nodes[node]
if not data then
inform(name, "You need to have a node next to or as " ..
"your wielded item.")
failed = true
end
end
if data then
local nodelight = data.light_source
if not nodelight
or nodelight < maxlight then
inform(name,
"You need a node emitting light (enough light).")
failed = true
end
local light = minetest.get_node_light(pt.above, 0.5) or 0
if light <= maxlight
and get_node_loaded(pt.above).name == "air" then
local sound = data.sounds
if sound then
sound = sound.place
end
if sound then
minetest.sound_play(sound.name,
{pos = pt.above, gain = sound.gain})
end
minetest.item_place_node(ItemStack(node), player, pt)
end
end
if failed then
light_making_players[name] = nil
if not next(light_making_players) then
light_making_players = nil
end
end
end
end
end
local function autoplace()
autoplace_step()
minetest.after(0.1, autoplace)
end
autoplace()