#include "daynightratio.h"
#include "util/pointedthing.h"
#include "content_sao.h"
-#include "treegen.h"
+#include "mapgen/treegen.h"
#include "emerge.h"
#include "pathfinder.h"
#include "face_position_cache.h"
{
GET_ENV_PTR;
- INodeDefManager *ndef = env->getGameDef()->ndef();
+ const NodeDefManager *ndef = env->getGameDef()->ndef();
// parameters
v3s16 pos = read_v3s16(L, 1);
MapNode n = readnode(L, 2, ndef);
return 1;
}
+// bulk_set_node([pos1, pos2, ...], node)
+// pos = {x=num, y=num, z=num}
+int ModApiEnvMod::l_bulk_set_node(lua_State *L)
+{
+ GET_ENV_PTR;
+
+ const NodeDefManager *ndef = env->getGameDef()->ndef();
+ // parameters
+ if (!lua_istable(L, 1)) {
+ return 0;
+ }
+
+ s32 len = lua_objlen(L, 1);
+ if (len == 0) {
+ lua_pushboolean(L, true);
+ return 1;
+ }
+
+ MapNode n = readnode(L, 2, ndef);
+
+ // Do it
+ bool succeeded = true;
+ for (s32 i = 1; i <= len; i++) {
+ lua_rawgeti(L, 1, i);
+ if (!env->setNode(read_v3s16(L, -1), n))
+ succeeded = false;
+ lua_pop(L, 1);
+ }
+
+ lua_pushboolean(L, succeeded);
+ return 1;
+}
+
int ModApiEnvMod::l_add_node(lua_State *L)
{
return l_set_node(L);
{
GET_ENV_PTR;
- INodeDefManager *ndef = env->getGameDef()->ndef();
+ const NodeDefManager *ndef = env->getGameDef()->ndef();
// parameters
v3s16 pos = read_v3s16(L, 1);
MapNode n = readnode(L, 2, ndef);
bool is_position_ok;
MapNode n = env->getMap().getNodeNoEx(pos, &is_position_ok);
if (is_position_ok) {
- INodeDefManager *ndef = env->getGameDef()->ndef();
+ const NodeDefManager *ndef = env->getGameDef()->ndef();
lua_pushinteger(L, n.getLightBlend(dnr, ndef));
} else {
lua_pushnil(L);
ScriptApiItem *scriptIfaceItem = getScriptApi<ScriptApiItem>(L);
Server *server = getServer(L);
- INodeDefManager *ndef = server->ndef();
+ const NodeDefManager *ndef = server->ndef();
IItemDefManager *idef = server->idef();
v3s16 pos = read_v3s16(L, 1);
pointed.type = POINTEDTHING_NODE;
pointed.node_abovesurface = pos;
pointed.node_undersurface = pos + v3s16(0,-1,0);
- // Place it with a NULL placer (appears in Lua as a non-functional
- // ObjectRef)
- bool success = scriptIfaceItem->item_OnPlace(item, NULL, pointed);
+ // Place it with a NULL placer (appears in Lua as nil)
+ bool success = scriptIfaceItem->item_OnPlace(item, nullptr, pointed);
lua_pushboolean(L, success);
return 1;
}
std::vector<u16>::const_iterator iter = ids.begin();
for(u32 i = 0; iter != ids.end(); ++iter) {
ServerActiveObject *obj = env->getActiveObject(*iter);
- if (!obj->m_removed) {
+ if (!obj->isGone()) {
// Insert object reference into table
script->objectrefGetOrCreate(L, obj);
lua_rawseti(L, -2, ++i);
return 0;
}
- INodeDefManager *ndef = getGameDef(L)->ndef();
+ const NodeDefManager *ndef = getGameDef(L)->ndef();
v3s16 pos = read_v3s16(L, 1);
int radius = luaL_checkinteger(L, 2);
std::vector<content_t> filter;
{
GET_ENV_PTR;
- INodeDefManager *ndef = getServer(L)->ndef();
+ const NodeDefManager *ndef = getServer(L)->ndef();
v3s16 minp = read_v3s16(L, 1);
v3s16 maxp = read_v3s16(L, 2);
sortBoxVerticies(minp, maxp);
GET_ENV_PTR;
- INodeDefManager *ndef = getServer(L)->ndef();
+ const NodeDefManager *ndef = getServer(L)->ndef();
v3s16 minp = read_v3s16(L, 1);
v3s16 maxp = read_v3s16(L, 2);
sortBoxVerticies(minp, maxp);
{
GET_ENV_PTR;
- ClearObjectsMode mode = CLEAR_OBJECTS_MODE_FULL;
+ ClearObjectsMode mode = CLEAR_OBJECTS_MODE_QUICK;
if (lua_istable(L, 1)) {
mode = (ClearObjectsMode)getenumfield(L, 1, "mode",
ModApiEnvMod::es_ClearObjectsMode, mode);
return 0;
}
-// line_of_sight(pos1, pos2, stepsize) -> true/false, pos
+// line_of_sight(pos1, pos2) -> true/false, pos
int ModApiEnvMod::l_line_of_sight(lua_State *L)
{
- float stepsize = 1.0;
-
GET_ENV_PTR;
// read position 1 from lua
v3f pos1 = checkFloatPos(L, 1);
// read position 2 from lua
v3f pos2 = checkFloatPos(L, 2);
- //read step size from lua
- if (lua_isnumber(L, 3)) {
- stepsize = lua_tonumber(L, 3);
- }
v3s16 p;
- bool success = env->line_of_sight(pos1, pos2, stepsize, &p);
+
+ bool success = env->line_of_sight(pos1, pos2, &p);
lua_pushboolean(L, success);
if (!success) {
push_v3s16(L, p);
treegen::TreeDef tree_def;
std::string trunk,leaves,fruit;
- INodeDefManager *ndef = env->getGameDef()->ndef();
+ const NodeDefManager *ndef = env->getGameDef()->ndef();
if(lua_istable(L, 2))
{
void ModApiEnvMod::Initialize(lua_State *L, int top)
{
API_FCT(set_node);
+ API_FCT(bulk_set_node);
API_FCT(add_node);
API_FCT(swap_node);
API_FCT(add_item);