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Add minetest.get_artificial_light and minetest.get_natural_light (#5680)
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Add more detailed light detection functions, a function to get the artificial light (torches) and a function to get the sunlight as seen by the player (you can specify timeofday).

Co-authored-by: rubenwardy <rw@rubenwardy.com>
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HybridDog and rubenwardy committed Oct 6, 2020
1 parent e80fc22 commit 2f40377
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Showing 9 changed files with 180 additions and 0 deletions.
6 changes: 6 additions & 0 deletions builtin/game/misc.lua
Expand Up @@ -151,6 +151,12 @@ function core.setting_get_pos(name)
end


-- See l_env.cpp for the other functions
function core.get_artificial_light(param1)
return math.floor(param1 / 16)
end


-- To be overriden by protection mods

function core.is_protected(pos, name)
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16 changes: 16 additions & 0 deletions doc/lua_api.txt
Expand Up @@ -4824,6 +4824,22 @@ Environment access
* `pos`: The position where to measure the light.
* `timeofday`: `nil` for current time, `0` for night, `0.5` for day
* Returns a number between `0` and `15` or `nil`
* `nil` is returned e.g. when the map isn't loaded at `pos`
* `minetest.get_natural_light(pos[, timeofday])`
* Figures out the sunlight (or moonlight) value at pos at the given time of
day.
* `pos`: The position of the node
* `timeofday`: `nil` for current time, `0` for night, `0.5` for day
* Returns a number between `0` and `15` or `nil`
* This function tests 203 nodes in the worst case, which happens very
unlikely
* `minetest.get_artificial_light(param1)`
* Calculates the artificial light (light from e.g. torches) value from the
`param1` value.
* `param1`: The param1 value of a `paramtype = "light"` node.
* Returns a number between `0` and `15`
* Currently it's the same as `math.floor(param1 / 16)`, except that it
ensures compatibility.
* `minetest.place_node(pos, node)`
* Place node with the same effects that a player would cause
* `minetest.dig_node(pos)`
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2 changes: 2 additions & 0 deletions games/devtest/mods/testtools/init.lua
@@ -1,6 +1,8 @@
local S = minetest.get_translator("testtools")
local F = minetest.formspec_escape

dofile(minetest.get_modpath("testtools") .. "/light.lua")

-- TODO: Add a Node Metadata tool

minetest.register_tool("testtools:param2tool", {
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22 changes: 22 additions & 0 deletions games/devtest/mods/testtools/light.lua
@@ -0,0 +1,22 @@

local S = minetest.get_translator("testtools")

minetest.register_tool("testtools:lighttool", {
description = S("Light tool"),
inventory_image = "testtools_lighttool.png",
groups = { testtool = 1, disable_repair = 1 },
on_use = function(itemstack, user, pointed_thing)
local pos = pointed_thing.above
if pointed_thing.type ~= "node" or not pos then
return
end

local node = minetest.get_node(pos)
local time = minetest.get_timeofday()
local sunlight = minetest.get_natural_light(pos)
local artificial = minetest.get_artificial_light(node.param1)
local message = ("param1 0x%02x | time %.5f | sunlight %d | artificial %d")
:format(node.param1, time, sunlight, artificial)
minetest.chat_send_player(user:get_player_name(), message)
end
})
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41 changes: 41 additions & 0 deletions src/script/lua_api/l_env.cpp
Expand Up @@ -407,6 +407,46 @@ int ModApiEnvMod::l_get_node_light(lua_State *L)
return 1;
}


// get_natural_light(pos, timeofday)
// pos = {x=num, y=num, z=num}
// timeofday: nil = current time, 0 = night, 0.5 = day
int ModApiEnvMod::l_get_natural_light(lua_State *L)
{
GET_ENV_PTR;

v3s16 pos = read_v3s16(L, 1);

bool is_position_ok;
MapNode n = env->getMap().getNode(pos, &is_position_ok);
if (!is_position_ok)
return 0;

// If the daylight is 0, nothing needs to be calculated
u8 daylight = n.param1 & 0x0f;
if (daylight == 0) {
lua_pushinteger(L, 0);
return 1;
}

u32 time_of_day;
if (lua_isnumber(L, 2)) {
time_of_day = 24000.0 * lua_tonumber(L, 2);
time_of_day %= 24000;
} else {
time_of_day = env->getTimeOfDay();
}
u32 dnr = time_to_daynight_ratio(time_of_day, true);

// If it's the same as the artificial light, the sunlight needs to be
// searched for because the value may not emanate from the sun
if (daylight == n.param1 >> 4)
daylight = env->findSunlight(pos);

lua_pushinteger(L, dnr * daylight / 1000);
return 1;
}

// place_node(pos, node)
// pos = {x=num, y=num, z=num}
int ModApiEnvMod::l_place_node(lua_State *L)
Expand Down Expand Up @@ -1358,6 +1398,7 @@ void ModApiEnvMod::Initialize(lua_State *L, int top)
API_FCT(get_node);
API_FCT(get_node_or_nil);
API_FCT(get_node_light);
API_FCT(get_natural_light);
API_FCT(place_node);
API_FCT(dig_node);
API_FCT(punch_node);
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5 changes: 5 additions & 0 deletions src/script/lua_api/l_env.h
Expand Up @@ -56,6 +56,11 @@ class ModApiEnvMod : public ModApiBase {
// timeofday: nil = current time, 0 = night, 0.5 = day
static int l_get_node_light(lua_State *L);

// get_natural_light(pos, timeofday)
// pos = {x=num, y=num, z=num}
// timeofday: nil = current time, 0 = night, 0.5 = day
static int l_get_natural_light(lua_State *L);

// place_node(pos, node)
// pos = {x=num, y=num, z=num}
static int l_place_node(lua_State *L);
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85 changes: 85 additions & 0 deletions src/serverenvironment.cpp
Expand Up @@ -1066,6 +1066,91 @@ bool ServerEnvironment::swapNode(v3s16 p, const MapNode &n)
return true;
}

u8 ServerEnvironment::findSunlight(v3s16 pos) const
{
// Directions for neighbouring nodes with specified order
static const v3s16 dirs[] = {
v3s16(-1, 0, 0), v3s16(1, 0, 0), v3s16(0, 0, -1), v3s16(0, 0, 1),
v3s16(0, -1, 0), v3s16(0, 1, 0)
};

const NodeDefManager *ndef = m_server->ndef();

// found_light remembers the highest known sunlight value at pos
u8 found_light = 0;

struct stack_entry {
v3s16 pos;
s16 dist;
};
std::stack<stack_entry> stack;
stack.push({pos, 0});

std::unordered_map<s64, s8> dists;
dists[MapDatabase::getBlockAsInteger(pos)] = 0;

while (!stack.empty()) {
struct stack_entry e = stack.top();
stack.pop();

v3s16 currentPos = e.pos;
s8 dist = e.dist + 1;

for (const v3s16& off : dirs) {
v3s16 neighborPos = currentPos + off;
s64 neighborHash = MapDatabase::getBlockAsInteger(neighborPos);

// Do not walk neighborPos multiple times unless the distance to the start
// position is shorter
auto it = dists.find(neighborHash);
if (it != dists.end() && dist >= it->second)
continue;

// Position to walk
bool is_position_ok;
MapNode node = m_map->getNode(neighborPos, &is_position_ok);
if (!is_position_ok) {
// This happens very rarely because the map at currentPos is loaded
m_map->emergeBlock(neighborPos, false);
node = m_map->getNode(neighborPos, &is_position_ok);
if (!is_position_ok)
continue; // not generated
}

const ContentFeatures &def = ndef->get(node);
if (!def.sunlight_propagates) {
// Do not test propagation here again
dists[neighborHash] = -1;
continue;
}

// Sunlight could have come from here
dists[neighborHash] = dist;
u8 daylight = node.param1 & 0x0f;

// In the special case where sunlight shines from above and thus
// does not decrease with upwards distance, daylight is always
// bigger than nightlight, which never reaches 15
int possible_finlight = daylight - dist;
if (possible_finlight <= found_light) {
// Light from here cannot make a brighter light at currentPos than
// found_light
continue;
}

u8 nightlight = node.param1 >> 4;
if (daylight > nightlight) {
// Found a valid daylight
found_light = possible_finlight;
} else {
// Sunlight may be darker, so walk the neighbours
stack.push({neighborPos, dist});
}
}
}
return found_light;
}

void ServerEnvironment::clearObjects(ClearObjectsMode mode)
{
infostream << "ServerEnvironment::clearObjects(): "
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3 changes: 3 additions & 0 deletions src/serverenvironment.h
Expand Up @@ -322,6 +322,9 @@ class ServerEnvironment : public Environment
bool removeNode(v3s16 p);
bool swapNode(v3s16 p, const MapNode &n);

// Find the daylight value at pos with a Depth First Search
u8 findSunlight(v3s16 pos) const;

// Find all active objects inside a radius around a point
void getObjectsInsideRadius(std::vector<ServerActiveObject *> &objects, const v3f &pos, float radius,
std::function<bool(ServerActiveObject *obj)> include_obj_cb)
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