Improved World Hacks, added API functions
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73b89703f9
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19205f6b33
@ -59,19 +59,18 @@ minetest.register_globalstep(function()
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{x = 2, y = 0, z = z}
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}
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for i, p in pairs(positions) do
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if i > count then break end
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minetest.place_node(p)
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end
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elseif minetest.settings:get_bool("destroy_liquids") then
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local p = minetest.find_node_near(pos, 5, "mcl_core:water_source", true) or minetest.find_node_near(pos, 5, "mcl_core:water_floating", true)
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if p then
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local positions = minetest.find_nodes_near(pos, 5, {"mcl_core:water_source", "mcl_core:water_floating"}, true)
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for _, p in pairs(positions) do
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minetest.place_node(p)
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end
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elseif minetest.settings:get_bool("fill") then
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local positions = minetest.find_nodes_in_area(vector.add(pos, {x = 5, y = -0.6, z = 5}), vector.add(pos, {x = -5, y = -5.6, z = -5}), "air")
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elseif minetest.settings:get_bool("placeoncobble") then
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local positions = minetest.find_nodes_near_under_air(pos, 5, "mcl_core:cobble", true)
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for i, p in pairs(positions) do
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if i > count then break end
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minetest.place_node(p)
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if i > 8 then break end
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minetest.place_node(vector.add(p, {x = 0, y = 1, z = 0}))
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end
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end
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end
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@ -87,4 +86,4 @@ minetest.register_cheat("Scaffold", "World", "scaffold")
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minetest.register_cheat("HighwayZ", "World", "highway_z")
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minetest.register_cheat("Fucker", "World", "fucker")
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minetest.register_cheat("BlockWater", "World", "destroy_liquids")
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minetest.register_cheat("Fill", "World", "fill")
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minetest.register_cheat("PlaceOnCobble", "World", "placeoncobble")
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@ -805,6 +805,112 @@ int ModApiEnvMod::l_find_node_near(lua_State *L)
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return 0;
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}
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// find_nodes_near(pos, radius, nodenames, [search_center])
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// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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int ModApiEnvMod::l_find_nodes_near(lua_State *L)
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{
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GET_PLAIN_ENV_PTR;
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const NodeDefManager *ndef = env->getGameDef()->ndef();
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Map &map = env->getMap();
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v3s16 pos = read_v3s16(L, 1);
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int radius = luaL_checkinteger(L, 2);
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std::vector<content_t> filter;
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collectNodeIds(L, 3, ndef, filter);
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int start_radius = (lua_isboolean(L, 4) && readParam<bool>(L, 4)) ? 0 : 1;
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#ifndef SERVER
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// Client API limitations
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if (Client *client = getClient(L))
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radius = client->CSMClampRadius(pos, radius);
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#endif
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std::vector<u32> individual_count;
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individual_count.resize(filter.size());
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lua_newtable(L);
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u32 i = 0;
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for (int d = start_radius; d <= radius; d++) {
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const std::vector<v3s16> &list = FacePositionCache::getFacePositions(d);
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for (const v3s16 &posi : list) {
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v3s16 p = pos + posi;
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content_t c = map.getNode(p).getContent();
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auto it = std::find(filter.begin(), filter.end(), c);
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if (it != filter.end()) {
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push_v3s16(L, p);
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lua_rawseti(L, -2, ++i);
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u32 filt_index = it - filter.begin();
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individual_count[filt_index]++;
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}
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}
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}
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lua_createtable(L, 0, filter.size());
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for (u32 i = 0; i < filter.size(); i++) {
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lua_pushinteger(L, individual_count[i]);
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lua_setfield(L, -2, ndef->get(filter[i]).name.c_str());
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}
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return 2;
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}
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// find_nodes_near_under_air(pos, radius, nodenames, [search_center])
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// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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int ModApiEnvMod::l_find_nodes_near_under_air(lua_State *L)
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{
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GET_PLAIN_ENV_PTR;
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const NodeDefManager *ndef = env->getGameDef()->ndef();
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Map &map = env->getMap();
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v3s16 pos = read_v3s16(L, 1);
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int radius = luaL_checkinteger(L, 2);
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std::vector<content_t> filter;
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collectNodeIds(L, 3, ndef, filter);
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int start_radius = (lua_isboolean(L, 4) && readParam<bool>(L, 4)) ? 0 : 1;
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#ifndef SERVER
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// Client API limitations
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if (Client *client = getClient(L))
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radius = client->CSMClampRadius(pos, radius);
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#endif
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std::vector<u32> individual_count;
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individual_count.resize(filter.size());
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lua_newtable(L);
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u32 i = 0;
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for (int d = start_radius; d <= radius; d++) {
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const std::vector<v3s16> &list = FacePositionCache::getFacePositions(d);
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for (const v3s16 &posi : list) {
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v3s16 p = pos + posi;
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content_t c = map.getNode(p).getContent();
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v3s16 psurf(p.X, p.Y + 1, p.Z);
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content_t csurf = map.getNode(psurf).getContent();
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if (c == CONTENT_AIR || csurf != CONTENT_AIR)
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continue;
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auto it = std::find(filter.begin(), filter.end(), c);
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if (it != filter.end()) {
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push_v3s16(L, p);
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lua_rawseti(L, -2, ++i);
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u32 filt_index = it - filter.begin();
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individual_count[filt_index]++;
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}
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}
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}
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lua_createtable(L, 0, filter.size());
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for (u32 i = 0; i < filter.size(); i++) {
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lua_pushinteger(L, individual_count[i]);
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lua_setfield(L, -2, ndef->get(filter[i]).name.c_str());
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}
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return 2;
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}
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// find_nodes_in_area(minp, maxp, nodenames, [grouped])
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int ModApiEnvMod::l_find_nodes_in_area(lua_State *L)
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{
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@ -1377,6 +1483,8 @@ void ModApiEnvMod::Initialize(lua_State *L, int top)
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API_FCT(get_gametime);
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API_FCT(get_day_count);
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API_FCT(find_node_near);
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API_FCT(find_nodes_near);
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API_FCT(find_nodes_near_under_air);
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API_FCT(find_nodes_in_area);
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API_FCT(find_nodes_in_area_under_air);
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API_FCT(fix_light);
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@ -1405,6 +1513,8 @@ void ModApiEnvMod::InitializeClient(lua_State *L, int top)
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API_FCT(get_node_level);
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API_FCT(find_nodes_with_meta);
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API_FCT(find_node_near);
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API_FCT(find_nodes_near);
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API_FCT(find_nodes_near_under_air);
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API_FCT(find_nodes_in_area);
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API_FCT(find_nodes_in_area_under_air);
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API_FCT(line_of_sight);
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@ -126,6 +126,14 @@ private:
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// find_node_near(pos, radius, nodenames, search_center) -> pos or nil
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// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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static int l_find_node_near(lua_State *L);
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// find_nodes_near(pos, radius, nodenames, search_center) -> list of positions
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// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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static int l_find_nodes_near(lua_State *L);
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// find_nodes_near_under_air(pos, radius, nodenames, search_center) -> list of positions
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// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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static int l_find_nodes_near_under_air(lua_State *L);
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// find_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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