#include "lua_api/l_vmanip.h"
#include "common/c_converter.h"
#include "common/c_content.h"
-#include "serverscripting.h"
+#include "scripting_server.h"
#include "environment.h"
#include "server.h"
#include "nodedef.h"
#include "treegen.h"
#include "emerge.h"
#include "pathfinder.h"
+#include "face_position_cache.h"
struct EnumString ModApiEnvMod::es_ClearObjectsMode[] =
{
ScriptApiBase *script = getScriptApiBase(L);
lua_createtable(L, ids.size(), 0);
std::vector<u16>::const_iterator iter = ids.begin();
- for(u32 i = 0; iter != ids.end(); iter++) {
+ for(u32 i = 0; iter != ids.end(); ++iter) {
ServerActiveObject *obj = env->getActiveObject(*iter);
// Insert object reference into table
script->objectrefGetOrCreate(L, obj);
}
-// find_node_near(pos, radius, nodenames) -> pos or nil
+// find_node_near(pos, radius, nodenames, search_center) -> pos or nil
// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
int ModApiEnvMod::l_find_node_near(lua_State *L)
{
v3s16 pos = read_v3s16(L, 1);
int radius = luaL_checkinteger(L, 2);
std::set<content_t> filter;
- if(lua_istable(L, 3)){
- int table = 3;
+ if (lua_istable(L, 3)) {
lua_pushnil(L);
- while(lua_next(L, table) != 0){
+ while (lua_next(L, 3) != 0) {
// key at index -2 and value at index -1
luaL_checktype(L, -1, LUA_TSTRING);
ndef->getIds(lua_tostring(L, -1), filter);
// removes value, keeps key for next iteration
lua_pop(L, 1);
}
- } else if(lua_isstring(L, 3)){
+ } else if (lua_isstring(L, 3)) {
ndef->getIds(lua_tostring(L, 3), filter);
}
- for (int d=1; d<=radius; d++){
+ int start_radius = (lua_toboolean(L, 4)) ? 0 : 1;
+ for (int d = start_radius; d <= radius; d++) {
std::vector<v3s16> list = FacePositionCache::getFacePositions(d);
for (std::vector<v3s16>::iterator i = list.begin();
- i != list.end(); ++i){
+ i != list.end(); ++i) {
v3s16 p = pos + (*i);
content_t c = env->getMap().getNodeNoEx(p).getContent();
- if (filter.count(c) != 0){
+ if (filter.count(c) != 0) {
push_v3s16(L, p);
return 1;
}
lua_newtable(L);
int top = lua_gettop(L);
unsigned int index = 1;
- for (std::vector<v3s16>::iterator i = path.begin(); i != path.end();i++)
- {
+ for (std::vector<v3s16>::iterator i = path.begin(); i != path.end(); ++i) {
lua_pushnumber(L,index);
push_v3s16(L, *i);
lua_settable(L, top);