Change find_surface_nodes_in_area to find_nodes_in_area_under_air
parent
0f556d0c7f
commit
fdb9140825
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@ -1869,7 +1869,7 @@ and `minetest.auth_reload` call the authetification handler.
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* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
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* `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
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* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
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* `minetest.find_surface_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
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* `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
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* returned positions are nodes with a node air above
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* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
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* `minetest.get_perlin(noiseparams)`
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@ -570,17 +570,25 @@ int ModApiEnvMod::l_find_nodes_in_area(lua_State *L)
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return 1;
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}
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// find_surface_nodes_in_area(minp, maxp, nodenames) -> list of positions
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// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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int ModApiEnvMod::l_find_surface_nodes_in_area(lua_State *L)
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// find_nodes_in_area_under_air(minp, maxp, nodenames) -> list of positions
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// nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
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int ModApiEnvMod::l_find_nodes_in_area_under_air(lua_State *L)
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{
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/* Note: A similar but generalized (and therefore slower) version of this
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* function could be created -- e.g. find_nodes_in_area_under -- which
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* would accept a node name (or ID?) or list of names that the "above node"
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* should be.
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* TODO
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*/
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GET_ENV_PTR;
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INodeDefManager *ndef = getServer(L)->ndef();
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v3s16 minp = read_v3s16(L, 1);
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v3s16 maxp = read_v3s16(L, 2);
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std::set<content_t> filter;
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if(lua_istable(L, 3)) {
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if (lua_istable(L, 3)) {
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int table = 3;
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lua_pushnil(L);
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while(lua_next(L, table) != 0) {
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@ -590,18 +598,18 @@ int ModApiEnvMod::l_find_surface_nodes_in_area(lua_State *L)
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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}
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} else if(lua_isstring(L, 3)) {
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} else if (lua_isstring(L, 3)) {
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ndef->getIds(lua_tostring(L, 3), filter);
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}
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lua_newtable(L);
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u64 i = 0;
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for(s16 x = minp.X; x <= maxp.X; x++)
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for(s16 z = minp.Z; z <= maxp.Z; z++) {
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for (s16 x = minp.X; x <= maxp.X; x++)
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for (s16 z = minp.Z; z <= maxp.Z; z++) {
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s16 y = minp.Y;
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v3s16 p(x, y, z);
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content_t c = env->getMap().getNodeNoEx(p).getContent();
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for(; y <= maxp.Y; y++) {
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for (; y <= maxp.Y; y++) {
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v3s16 psurf(x, y + 1, z);
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content_t csurf = env->getMap().getNodeNoEx(psurf).getContent();
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if(c != CONTENT_AIR && csurf == CONTENT_AIR &&
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@ -912,7 +920,7 @@ void ModApiEnvMod::Initialize(lua_State *L, int top)
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API_FCT(get_gametime);
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API_FCT(find_node_near);
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API_FCT(find_nodes_in_area);
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API_FCT(find_surface_nodes_in_area);
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API_FCT(find_nodes_in_area_under_air);
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API_FCT(delete_area);
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API_FCT(get_perlin);
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API_FCT(get_perlin_map);
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@ -121,7 +121,7 @@ private:
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// find_surface_nodes_in_area(minp, maxp, nodenames) -> list of positions
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// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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static int l_find_surface_nodes_in_area(lua_State *L);
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static int l_find_nodes_in_area_under_air(lua_State *L);
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// delete_area(p1, p2) -> true/false
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static int l_delete_area(lua_State *L);
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