/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include #include "lua_api/l_env.h" #include "lua_api/l_internal.h" #include "lua_api/l_nodemeta.h" #include "lua_api/l_nodetimer.h" #include "lua_api/l_noise.h" #include "lua_api/l_vmanip.h" #include "common/c_converter.h" #include "common/c_content.h" #include "scripting_server.h" #include "environment.h" #include "mapblock.h" #include "server.h" #include "nodedef.h" #include "daynightratio.h" #include "util/pointedthing.h" #include "mapgen/treegen.h" #include "emerge.h" #include "pathfinder.h" #include "face_position_cache.h" #include "remoteplayer.h" #include "server/luaentity_sao.h" #include "server/player_sao.h" #include "util/string.h" #include "translation.h" #ifndef SERVER #include "client/client.h" #endif const EnumString ModApiEnvMod::es_ClearObjectsMode[] = { {CLEAR_OBJECTS_MODE_FULL, "full"}, {CLEAR_OBJECTS_MODE_QUICK, "quick"}, {0, NULL}, }; const EnumString ModApiEnvMod::es_BlockStatusType[] = { {ServerEnvironment::BS_UNKNOWN, "unknown"}, {ServerEnvironment::BS_EMERGING, "emerging"}, {ServerEnvironment::BS_LOADED, "loaded"}, {ServerEnvironment::BS_ACTIVE, "active"}, {0, NULL}, }; /////////////////////////////////////////////////////////////////////////////// void LuaABM::trigger(ServerEnvironment *env, v3s16 p, MapNode n, u32 active_object_count, u32 active_object_count_wider) { ServerScripting *scriptIface = env->getScriptIface(); scriptIface->realityCheck(); lua_State *L = scriptIface->getStack(); sanity_check(lua_checkstack(L, 20)); StackUnroller stack_unroller(L); int error_handler = PUSH_ERROR_HANDLER(L); // Get registered_abms lua_getglobal(L, "core"); lua_getfield(L, -1, "registered_abms"); luaL_checktype(L, -1, LUA_TTABLE); lua_remove(L, -2); // Remove core // Get registered_abms[m_id] lua_pushinteger(L, m_id); lua_gettable(L, -2); if(lua_isnil(L, -1)) FATAL_ERROR(""); lua_remove(L, -2); // Remove registered_abms scriptIface->setOriginFromTable(-1); // Call action luaL_checktype(L, -1, LUA_TTABLE); lua_getfield(L, -1, "action"); luaL_checktype(L, -1, LUA_TFUNCTION); lua_remove(L, -2); // Remove registered_abms[m_id] push_v3s16(L, p); pushnode(L, n); lua_pushnumber(L, active_object_count); lua_pushnumber(L, active_object_count_wider); int result = lua_pcall(L, 4, 0, error_handler); if (result) scriptIface->scriptError(result, "LuaABM::trigger"); lua_pop(L, 1); // Pop error handler } void LuaLBM::trigger(ServerEnvironment *env, v3s16 p, MapNode n) { ServerScripting *scriptIface = env->getScriptIface(); scriptIface->realityCheck(); lua_State *L = scriptIface->getStack(); sanity_check(lua_checkstack(L, 20)); StackUnroller stack_unroller(L); int error_handler = PUSH_ERROR_HANDLER(L); // Get registered_lbms lua_getglobal(L, "core"); lua_getfield(L, -1, "registered_lbms"); luaL_checktype(L, -1, LUA_TTABLE); lua_remove(L, -2); // Remove core // Get registered_lbms[m_id] lua_pushinteger(L, m_id); lua_gettable(L, -2); FATAL_ERROR_IF(lua_isnil(L, -1), "Entry with given id not found in registered_lbms table"); lua_remove(L, -2); // Remove registered_lbms scriptIface->setOriginFromTable(-1); // Call action luaL_checktype(L, -1, LUA_TTABLE); lua_getfield(L, -1, "action"); luaL_checktype(L, -1, LUA_TFUNCTION); lua_remove(L, -2); // Remove registered_lbms[m_id] push_v3s16(L, p); pushnode(L, n); int result = lua_pcall(L, 2, 0, error_handler); if (result) scriptIface->scriptError(result, "LuaLBM::trigger"); lua_pop(L, 1); // Pop error handler } int LuaRaycast::l_next(lua_State *L) { GET_PLAIN_ENV_PTR; bool csm = false; #ifndef SERVER csm = getClient(L) != nullptr; #endif LuaRaycast *o = checkObject(L, 1); PointedThing pointed; env->continueRaycast(&o->state, &pointed); if (pointed.type == POINTEDTHING_NOTHING) lua_pushnil(L); else push_pointed_thing(L, pointed, csm, true); return 1; } int LuaRaycast::create_object(lua_State *L) { NO_MAP_LOCK_REQUIRED; bool objects = true; bool liquids = false; v3f pos1 = checkFloatPos(L, 1); v3f pos2 = checkFloatPos(L, 2); if (lua_isboolean(L, 3)) { objects = readParam(L, 3); } if (lua_isboolean(L, 4)) { liquids = readParam(L, 4); } LuaRaycast *o = new LuaRaycast(core::line3d(pos1, pos2), objects, liquids); *(void **) (lua_newuserdata(L, sizeof(void *))) = o; luaL_getmetatable(L, className); lua_setmetatable(L, -2); return 1; } int LuaRaycast::gc_object(lua_State *L) { LuaRaycast *o = *(LuaRaycast **) (lua_touserdata(L, 1)); delete o; return 0; } void LuaRaycast::Register(lua_State *L) { static const luaL_Reg metamethods[] = { {"__call", l_next}, {"__gc", gc_object}, {0, 0} }; registerClass(L, className, methods, metamethods); lua_register(L, className, create_object); } const char LuaRaycast::className[] = "Raycast"; const luaL_Reg LuaRaycast::methods[] = { luamethod(LuaRaycast, next), { 0, 0 } }; void LuaEmergeAreaCallback(v3s16 blockpos, EmergeAction action, void *param) { ScriptCallbackState *state = (ScriptCallbackState *)param; assert(state != NULL); assert(state->script != NULL); assert(state->refcount > 0); // state must be protected by envlock Server *server = state->script->getServer(); MutexAutoLock envlock(server->m_env_mutex); state->refcount--; state->script->on_emerge_area_completion(blockpos, action, state); if (state->refcount == 0) delete state; } // Exported functions // set_node(pos, node) // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_set_node(lua_State *L) { GET_ENV_PTR; // parameters v3s16 pos = read_v3s16(L, 1); MapNode n = readnode(L, 2); // Do it bool succeeded = env->setNode(pos, n); lua_pushboolean(L, succeeded); 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; // 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); // 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); } // remove_node(pos) // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_remove_node(lua_State *L) { GET_ENV_PTR; // parameters v3s16 pos = read_v3s16(L, 1); // Do it bool succeeded = env->removeNode(pos); lua_pushboolean(L, succeeded); return 1; } // swap_node(pos, node) // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_swap_node(lua_State *L) { GET_ENV_PTR; // parameters v3s16 pos = read_v3s16(L, 1); MapNode n = readnode(L, 2); // Do it bool succeeded = env->swapNode(pos, n); lua_pushboolean(L, succeeded); return 1; } // get_node(pos) // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_get_node(lua_State *L) { GET_ENV_PTR; // pos v3s16 pos = read_v3s16(L, 1); // Do it MapNode n = env->getMap().getNode(pos); // Return node pushnode(L, n); return 1; } // get_node_or_nil(pos) // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_get_node_or_nil(lua_State *L) { GET_ENV_PTR; // pos v3s16 pos = read_v3s16(L, 1); // Do it bool pos_ok; MapNode n = env->getMap().getNode(pos, &pos_ok); if (pos_ok) { // Return node pushnode(L, n); } else { lua_pushnil(L); } return 1; } // get_node_light(pos, timeofday) // pos = {x=num, y=num, z=num} // timeofday: nil = current time, 0 = night, 0.5 = day int ModApiEnvMod::l_get_node_light(lua_State *L) { GET_PLAIN_ENV_PTR; // Do it v3s16 pos = read_v3s16(L, 1); u32 time_of_day = env->getTimeOfDay(); if(lua_isnumber(L, 2)) time_of_day = 24000.0 * lua_tonumber(L, 2); time_of_day %= 24000; u32 dnr = time_to_daynight_ratio(time_of_day, true); bool is_position_ok; MapNode n = env->getMap().getNode(pos, &is_position_ok); if (is_position_ok) { const NodeDefManager *ndef = env->getGameDef()->ndef(); lua_pushinteger(L, n.getLightBlend(dnr, ndef->getLightingFlags(n))); } else { lua_pushnil(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) { GET_ENV_PTR; ScriptApiItem *scriptIfaceItem = getScriptApi(L); Server *server = getServer(L); const NodeDefManager *ndef = server->ndef(); IItemDefManager *idef = server->idef(); v3s16 pos = read_v3s16(L, 1); MapNode n = readnode(L, 2); // Don't attempt to load non-loaded area as of now MapNode n_old = env->getMap().getNode(pos); if(n_old.getContent() == CONTENT_IGNORE){ lua_pushboolean(L, false); return 1; } // Create item to place Optional item = ItemStack(ndef->get(n).name, 1, 0, idef); // Make pointed position PointedThing pointed; 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 nil) bool success = scriptIfaceItem->item_OnPlace(item, nullptr, pointed); lua_pushboolean(L, success); return 1; } // dig_node(pos) // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_dig_node(lua_State *L) { GET_ENV_PTR; ScriptApiNode *scriptIfaceNode = getScriptApi(L); v3s16 pos = read_v3s16(L, 1); // Don't attempt to load non-loaded area as of now MapNode n = env->getMap().getNode(pos); if(n.getContent() == CONTENT_IGNORE){ lua_pushboolean(L, false); return 1; } // Dig it out with a NULL digger (appears in Lua as a // non-functional ObjectRef) bool success = scriptIfaceNode->node_on_dig(pos, n, NULL); lua_pushboolean(L, success); return 1; } // punch_node(pos) // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_punch_node(lua_State *L) { GET_ENV_PTR; ScriptApiNode *scriptIfaceNode = getScriptApi(L); v3s16 pos = read_v3s16(L, 1); // Don't attempt to load non-loaded area as of now MapNode n = env->getMap().getNode(pos); if(n.getContent() == CONTENT_IGNORE){ lua_pushboolean(L, false); return 1; } // Punch it with a NULL puncher (appears in Lua as a non-functional // ObjectRef) bool success = scriptIfaceNode->node_on_punch(pos, n, NULL, PointedThing()); lua_pushboolean(L, success); return 1; } // get_node_max_level(pos) // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_get_node_max_level(lua_State *L) { GET_PLAIN_ENV_PTR; v3s16 pos = read_v3s16(L, 1); MapNode n = env->getMap().getNode(pos); lua_pushnumber(L, n.getMaxLevel(env->getGameDef()->ndef())); return 1; } // get_node_level(pos) // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_get_node_level(lua_State *L) { GET_PLAIN_ENV_PTR; v3s16 pos = read_v3s16(L, 1); MapNode n = env->getMap().getNode(pos); lua_pushnumber(L, n.getLevel(env->getGameDef()->ndef())); return 1; } // set_node_level(pos, level) // pos = {x=num, y=num, z=num} // level: 0..63 int ModApiEnvMod::l_set_node_level(lua_State *L) { GET_ENV_PTR; v3s16 pos = read_v3s16(L, 1); u8 level = 1; if(lua_isnumber(L, 2)) level = lua_tonumber(L, 2); MapNode n = env->getMap().getNode(pos); lua_pushnumber(L, n.setLevel(env->getGameDef()->ndef(), level)); env->setNode(pos, n); return 1; } // add_node_level(pos, level) // pos = {x=num, y=num, z=num} // level: -127..127 int ModApiEnvMod::l_add_node_level(lua_State *L) { GET_ENV_PTR; v3s16 pos = read_v3s16(L, 1); s16 level = 1; if(lua_isnumber(L, 2)) level = lua_tonumber(L, 2); MapNode n = env->getMap().getNode(pos); lua_pushnumber(L, n.addLevel(env->getGameDef()->ndef(), level)); env->setNode(pos, n); return 1; } // find_nodes_with_meta(pos1, pos2) int ModApiEnvMod::l_find_nodes_with_meta(lua_State *L) { GET_PLAIN_ENV_PTR; std::vector positions = env->getMap().findNodesWithMetadata( check_v3s16(L, 1), check_v3s16(L, 2)); lua_createtable(L, positions.size(), 0); for (size_t i = 0; i != positions.size(); i++) { push_v3s16(L, positions[i]); lua_rawseti(L, -2, i + 1); } return 1; } // get_meta(pos) int ModApiEnvMod::l_get_meta(lua_State *L) { GET_ENV_PTR; // Do it v3s16 p = read_v3s16(L, 1); NodeMetaRef::create(L, p, env); return 1; } // get_node_timer(pos) int ModApiEnvMod::l_get_node_timer(lua_State *L) { GET_ENV_PTR; // Do it v3s16 p = read_v3s16(L, 1); NodeTimerRef::create(L, p, &env->getServerMap()); return 1; } // add_entity(pos, entityname, [staticdata]) -> ObjectRef or nil // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_add_entity(lua_State *L) { GET_ENV_PTR; v3f pos = checkFloatPos(L, 1); const char *name = luaL_checkstring(L, 2); std::string staticdata = readParam(L, 3, ""); ServerActiveObject *obj = new LuaEntitySAO(env, pos, name, staticdata); int objectid = env->addActiveObject(obj); // If failed to add, return nothing (reads as nil) if(objectid == 0) return 0; // If already deleted (can happen in on_activate), return nil if (obj->isGone()) return 0; getScriptApiBase(L)->objectrefGetOrCreate(L, obj); return 1; } // add_item(pos, itemstack or itemstring or table) -> ObjectRef or nil // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_add_item(lua_State *L) { GET_ENV_PTR; // pos //v3f pos = checkFloatPos(L, 1); // item ItemStack item = read_item(L, 2,getServer(L)->idef()); if(item.empty() || !item.isKnown(getServer(L)->idef())) return 0; int error_handler = PUSH_ERROR_HANDLER(L); // Use spawn_item to spawn a __builtin:item lua_getglobal(L, "core"); lua_getfield(L, -1, "spawn_item"); lua_remove(L, -2); // Remove core if(lua_isnil(L, -1)) return 0; lua_pushvalue(L, 1); lua_pushstring(L, item.getItemString().c_str()); PCALL_RESL(L, lua_pcall(L, 2, 1, error_handler)); lua_remove(L, error_handler); return 1; } // get_connected_players() int ModApiEnvMod::l_get_connected_players(lua_State *L) { ServerEnvironment *env = (ServerEnvironment *) getEnv(L); if (!env) { log_deprecated(L, "Calling get_connected_players() at mod load time" " is deprecated"); lua_createtable(L, 0, 0); return 1; } lua_createtable(L, env->getPlayerCount(), 0); u32 i = 0; for (RemotePlayer *player : env->getPlayers()) { if (player->getPeerId() == PEER_ID_INEXISTENT) continue; PlayerSAO *sao = player->getPlayerSAO(); if (sao && !sao->isGone()) { getScriptApiBase(L)->objectrefGetOrCreate(L, sao); lua_rawseti(L, -2, ++i); } } return 1; } // get_player_by_name(name) int ModApiEnvMod::l_get_player_by_name(lua_State *L) { GET_ENV_PTR; // Do it const char *name = luaL_checkstring(L, 1); RemotePlayer *player = env->getPlayer(name); if (!player || player->getPeerId() == PEER_ID_INEXISTENT) return 0; PlayerSAO *sao = player->getPlayerSAO(); if (!sao || sao->isGone()) return 0; // Put player on stack getScriptApiBase(L)->objectrefGetOrCreate(L, sao); return 1; } // get_objects_inside_radius(pos, radius) int ModApiEnvMod::l_get_objects_inside_radius(lua_State *L) { GET_ENV_PTR; ScriptApiBase *script = getScriptApiBase(L); // Do it v3f pos = checkFloatPos(L, 1); float radius = readParam(L, 2) * BS; std::vector objs; auto include_obj_cb = [](ServerActiveObject *obj){ return !obj->isGone(); }; env->getObjectsInsideRadius(objs, pos, radius, include_obj_cb); int i = 0; lua_createtable(L, objs.size(), 0); for (const auto obj : objs) { // Insert object reference into table script->objectrefGetOrCreate(L, obj); lua_rawseti(L, -2, ++i); } return 1; } // get_objects_in_area(pos, minp, maxp) int ModApiEnvMod::l_get_objects_in_area(lua_State *L) { GET_ENV_PTR; ScriptApiBase *script = getScriptApiBase(L); v3f minp = read_v3f(L, 1) * BS; v3f maxp = read_v3f(L, 2) * BS; aabb3f box(minp, maxp); box.repair(); std::vector objs; auto include_obj_cb = [](ServerActiveObject *obj){ return !obj->isGone(); }; env->getObjectsInArea(objs, box, include_obj_cb); int i = 0; lua_createtable(L, objs.size(), 0); for (const auto obj : objs) { // Insert object reference into table script->objectrefGetOrCreate(L, obj); lua_rawseti(L, -2, ++i); } return 1; } // set_timeofday(val) // val = 0...1 int ModApiEnvMod::l_set_timeofday(lua_State *L) { GET_ENV_PTR; // Do it float timeofday_f = readParam(L, 1); luaL_argcheck(L, timeofday_f >= 0.0f && timeofday_f <= 1.0f, 1, "value must be between 0 and 1"); int timeofday_mh = (int)(timeofday_f * 24000.0f); // This should be set directly in the environment but currently // such changes aren't immediately sent to the clients, so call // the server instead. //env->setTimeOfDay(timeofday_mh); getServer(L)->setTimeOfDay(timeofday_mh); return 0; } // get_timeofday() -> 0...1 int ModApiEnvMod::l_get_timeofday(lua_State *L) { GET_PLAIN_ENV_PTR; // Do it int timeofday_mh = env->getTimeOfDay(); float timeofday_f = (float)timeofday_mh / 24000.0f; lua_pushnumber(L, timeofday_f); return 1; } // get_day_count() -> int int ModApiEnvMod::l_get_day_count(lua_State *L) { GET_PLAIN_ENV_PTR; lua_pushnumber(L, env->getDayCount()); return 1; } // get_gametime() int ModApiEnvMod::l_get_gametime(lua_State *L) { GET_ENV_PTR; int game_time = env->getGameTime(); lua_pushnumber(L, game_time); return 1; } void ModApiEnvMod::collectNodeIds(lua_State *L, int idx, const NodeDefManager *ndef, std::vector &filter) { if (lua_istable(L, idx)) { lua_pushnil(L); while (lua_next(L, idx) != 0) { // key at index -2 and value at index -1 luaL_checktype(L, -1, LUA_TSTRING); ndef->getIds(readParam(L, -1), filter); // removes value, keeps key for next iteration lua_pop(L, 1); } } else if (lua_isstring(L, idx)) { ndef->getIds(readParam(L, 3), filter); } } // 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) { GET_PLAIN_ENV_PTR; const NodeDefManager *ndef = env->getGameDef()->ndef(); Map &map = env->getMap(); v3s16 pos = read_v3s16(L, 1); int radius = luaL_checkinteger(L, 2); std::vector filter; collectNodeIds(L, 3, ndef, filter); int start_radius = (lua_isboolean(L, 4) && readParam(L, 4)) ? 0 : 1; #ifndef SERVER // Client API limitations if (Client *client = getClient(L)) radius = client->CSMClampRadius(pos, radius); #endif for (int d = start_radius; d <= radius; d++) { const std::vector &list = FacePositionCache::getFacePositions(d); for (const v3s16 &i : list) { v3s16 p = pos + i; content_t c = map.getNode(p).getContent(); if (CONTAINS(filter, c)) { push_v3s16(L, p); return 1; } } } return 0; } static void checkArea(v3s16 &minp, v3s16 &maxp) { auto volume = VoxelArea(minp, maxp).getVolume(); // Volume limit equal to 8 default mapchunks, (80 * 2) ^ 3 = 4,096,000 if (volume > 4096000) { throw LuaError("Area volume exceeds allowed value of 4096000"); } // Clamp to map range to avoid problems #define CLAMP(arg) core::clamp(arg, (s16)-MAX_MAP_GENERATION_LIMIT, (s16)MAX_MAP_GENERATION_LIMIT) minp = v3s16(CLAMP(minp.X), CLAMP(minp.Y), CLAMP(minp.Z)); maxp = v3s16(CLAMP(maxp.X), CLAMP(maxp.Y), CLAMP(maxp.Z)); #undef CLAMP } // find_nodes_in_area(minp, maxp, nodenames, [grouped]) int ModApiEnvMod::l_find_nodes_in_area(lua_State *L) { GET_PLAIN_ENV_PTR; v3s16 minp = read_v3s16(L, 1); v3s16 maxp = read_v3s16(L, 2); sortBoxVerticies(minp, maxp); const NodeDefManager *ndef = env->getGameDef()->ndef(); Map &map = env->getMap(); #ifndef SERVER if (Client *client = getClient(L)) { minp = client->CSMClampPos(minp); maxp = client->CSMClampPos(maxp); } #endif checkArea(minp, maxp); std::vector filter; collectNodeIds(L, 3, ndef, filter); bool grouped = lua_isboolean(L, 4) && readParam(L, 4); if (grouped) { // create the table we will be returning lua_createtable(L, 0, filter.size()); int base = lua_gettop(L); // create one table for each filter std::vector idx; idx.resize(filter.size()); for (u32 i = 0; i < filter.size(); i++) lua_newtable(L); map.forEachNodeInArea(minp, maxp, [&](v3s16 p, MapNode n) -> bool { content_t c = n.getContent(); auto it = std::find(filter.begin(), filter.end(), c); if (it != filter.end()) { // Calculate index of the table and append the position u32 filt_index = it - filter.begin(); push_v3s16(L, p); lua_rawseti(L, base + 1 + filt_index, ++idx[filt_index]); } return true; }); // last filter table is at top of stack u32 i = filter.size() - 1; do { if (idx[i] == 0) { // No such node found -> drop the empty table lua_pop(L, 1); } else { // This node was found -> put table into the return table lua_setfield(L, base, ndef->get(filter[i]).name.c_str()); } } while (i-- != 0); assert(lua_gettop(L) == base); return 1; } else { std::vector individual_count; individual_count.resize(filter.size()); lua_newtable(L); u32 i = 0; map.forEachNodeInArea(minp, maxp, [&](v3s16 p, MapNode n) -> bool { content_t c = n.getContent(); auto it = std::find(filter.begin(), filter.end(), c); if (it != filter.end()) { push_v3s16(L, p); lua_rawseti(L, -2, ++i); u32 filt_index = it - filter.begin(); individual_count[filt_index]++; } return true; }); lua_createtable(L, 0, filter.size()); for (u32 i = 0; i < filter.size(); i++) { lua_pushinteger(L, individual_count[i]); lua_setfield(L, -2, ndef->get(filter[i]).name.c_str()); } return 2; } } // find_nodes_in_area_under_air(minp, maxp, nodenames) -> list of positions // nodenames: e.g. {"ignore", "group:tree"} or "default:dirt" int ModApiEnvMod::l_find_nodes_in_area_under_air(lua_State *L) { /* Note: A similar but generalized (and therefore slower) version of this * function could be created -- e.g. find_nodes_in_area_under -- which * would accept a node name (or ID?) or list of names that the "above node" * should be. * TODO */ GET_PLAIN_ENV_PTR; v3s16 minp = read_v3s16(L, 1); v3s16 maxp = read_v3s16(L, 2); sortBoxVerticies(minp, maxp); const NodeDefManager *ndef = env->getGameDef()->ndef(); Map &map = env->getMap(); #ifndef SERVER if (Client *client = getClient(L)) { minp = client->CSMClampPos(minp); maxp = client->CSMClampPos(maxp); } #endif checkArea(minp, maxp); std::vector filter; collectNodeIds(L, 3, ndef, filter); lua_newtable(L); u32 i = 0; v3s16 p; for (p.X = minp.X; p.X <= maxp.X; p.X++) for (p.Z = minp.Z; p.Z <= maxp.Z; p.Z++) { p.Y = minp.Y; content_t c = map.getNode(p).getContent(); for (; p.Y <= maxp.Y; p.Y++) { v3s16 psurf(p.X, p.Y + 1, p.Z); content_t csurf = map.getNode(psurf).getContent(); if (c != CONTENT_AIR && csurf == CONTENT_AIR && CONTAINS(filter, c)) { push_v3s16(L, p); lua_rawseti(L, -2, ++i); } c = csurf; } } return 1; } // get_perlin(seeddiff, octaves, persistence, scale) // returns world-specific PerlinNoise int ModApiEnvMod::l_get_perlin(lua_State *L) { GET_ENV_PTR_NO_MAP_LOCK; NoiseParams params; if (lua_istable(L, 1)) { read_noiseparams(L, 1, ¶ms); } else { params.seed = luaL_checkint(L, 1); params.octaves = luaL_checkint(L, 2); params.persist = readParam(L, 3); params.spread = v3f(1, 1, 1) * readParam(L, 4); } params.seed += (int)env->getServerMap().getSeed(); LuaPerlinNoise *n = new LuaPerlinNoise(¶ms); *(void **)(lua_newuserdata(L, sizeof(void *))) = n; luaL_getmetatable(L, "PerlinNoise"); lua_setmetatable(L, -2); return 1; } // get_perlin_map(noiseparams, size) // returns world-specific PerlinNoiseMap int ModApiEnvMod::l_get_perlin_map(lua_State *L) { GET_ENV_PTR_NO_MAP_LOCK; NoiseParams np; if (!read_noiseparams(L, 1, &np)) return 0; v3s16 size = read_v3s16(L, 2); s32 seed = (s32)(env->getServerMap().getSeed()); LuaPerlinNoiseMap *n = new LuaPerlinNoiseMap(&np, seed, size); *(void **)(lua_newuserdata(L, sizeof(void *))) = n; luaL_getmetatable(L, "PerlinNoiseMap"); lua_setmetatable(L, -2); return 1; } // get_voxel_manip() // returns voxel manipulator int ModApiEnvMod::l_get_voxel_manip(lua_State *L) { GET_ENV_PTR; Map *map = &(env->getMap()); LuaVoxelManip *o = (lua_istable(L, 1) && lua_istable(L, 2)) ? new LuaVoxelManip(map, read_v3s16(L, 1), read_v3s16(L, 2)) : new LuaVoxelManip(map); *(void **)(lua_newuserdata(L, sizeof(void *))) = o; luaL_getmetatable(L, "VoxelManip"); lua_setmetatable(L, -2); return 1; } // clear_objects([options]) // clear all objects in the environment // where options = {mode = "full" or "quick"} int ModApiEnvMod::l_clear_objects(lua_State *L) { GET_ENV_PTR; ClearObjectsMode mode = CLEAR_OBJECTS_MODE_QUICK; if (lua_istable(L, 1)) { mode = (ClearObjectsMode)getenumfield(L, 1, "mode", ModApiEnvMod::es_ClearObjectsMode, mode); } env->clearObjects(mode); return 0; } // line_of_sight(pos1, pos2) -> true/false, pos int ModApiEnvMod::l_line_of_sight(lua_State *L) { GET_PLAIN_ENV_PTR; // read position 1 from lua v3f pos1 = checkFloatPos(L, 1); // read position 2 from lua v3f pos2 = checkFloatPos(L, 2); v3s16 p; bool success = env->line_of_sight(pos1, pos2, &p); lua_pushboolean(L, success); if (!success) { push_v3s16(L, p); return 2; } return 1; } // fix_light(p1, p2) int ModApiEnvMod::l_fix_light(lua_State *L) { GET_ENV_PTR; v3s16 blockpos1 = getContainerPos(read_v3s16(L, 1), MAP_BLOCKSIZE); v3s16 blockpos2 = getContainerPos(read_v3s16(L, 2), MAP_BLOCKSIZE); ServerMap &map = env->getServerMap(); std::map modified_blocks; bool success = true; v3s16 blockpos; for (blockpos.X = blockpos1.X; blockpos.X <= blockpos2.X; blockpos.X++) for (blockpos.Y = blockpos1.Y; blockpos.Y <= blockpos2.Y; blockpos.Y++) for (blockpos.Z = blockpos1.Z; blockpos.Z <= blockpos2.Z; blockpos.Z++) { success = success & map.repairBlockLight(blockpos, &modified_blocks); } if (!modified_blocks.empty()) { MapEditEvent event; event.type = MEET_OTHER; for (auto &modified_block : modified_blocks) event.modified_blocks.insert(modified_block.first); map.dispatchEvent(event); } lua_pushboolean(L, success); return 1; } int ModApiEnvMod::l_raycast(lua_State *L) { return LuaRaycast::create_object(L); } // load_area(p1, [p2]) // load mapblocks in area p1..p2, but do not generate map int ModApiEnvMod::l_load_area(lua_State *L) { GET_ENV_PTR; MAP_LOCK_REQUIRED; Map *map = &(env->getMap()); v3s16 bp1 = getNodeBlockPos(check_v3s16(L, 1)); if (!lua_istable(L, 2)) { map->emergeBlock(bp1); } else { v3s16 bp2 = getNodeBlockPos(check_v3s16(L, 2)); sortBoxVerticies(bp1, bp2); for (s16 z = bp1.Z; z <= bp2.Z; z++) for (s16 y = bp1.Y; y <= bp2.Y; y++) for (s16 x = bp1.X; x <= bp2.X; x++) { map->emergeBlock(v3s16(x, y, z)); } } return 0; } // emerge_area(p1, p2, [callback, context]) // emerge mapblocks in area p1..p2, calls callback with context upon completion int ModApiEnvMod::l_emerge_area(lua_State *L) { GET_ENV_PTR; EmergeCompletionCallback callback = NULL; ScriptCallbackState *state = NULL; EmergeManager *emerge = getServer(L)->getEmergeManager(); v3s16 bpmin = getNodeBlockPos(read_v3s16(L, 1)); v3s16 bpmax = getNodeBlockPos(read_v3s16(L, 2)); sortBoxVerticies(bpmin, bpmax); size_t num_blocks = VoxelArea(bpmin, bpmax).getVolume(); if (num_blocks == 0) return 0; if (lua_isfunction(L, 3)) { callback = LuaEmergeAreaCallback; lua_pushvalue(L, 3); int callback_ref = luaL_ref(L, LUA_REGISTRYINDEX); lua_pushvalue(L, 4); int args_ref = luaL_ref(L, LUA_REGISTRYINDEX); state = new ScriptCallbackState; state->script = getServer(L)->getScriptIface(); state->callback_ref = callback_ref; state->args_ref = args_ref; state->refcount = num_blocks; state->origin = getScriptApiBase(L)->getOrigin(); } for (s16 z = bpmin.Z; z <= bpmax.Z; z++) for (s16 y = bpmin.Y; y <= bpmax.Y; y++) for (s16 x = bpmin.X; x <= bpmax.X; x++) { emerge->enqueueBlockEmergeEx(v3s16(x, y, z), PEER_ID_INEXISTENT, BLOCK_EMERGE_ALLOW_GEN | BLOCK_EMERGE_FORCE_QUEUE, callback, state); } return 0; } // delete_area(p1, p2) // delete mapblocks in area p1..p2 int ModApiEnvMod::l_delete_area(lua_State *L) { GET_ENV_PTR; v3s16 bpmin = getNodeBlockPos(read_v3s16(L, 1)); v3s16 bpmax = getNodeBlockPos(read_v3s16(L, 2)); sortBoxVerticies(bpmin, bpmax); ServerMap &map = env->getServerMap(); MapEditEvent event; event.type = MEET_OTHER; bool success = true; for (s16 z = bpmin.Z; z <= bpmax.Z; z++) for (s16 y = bpmin.Y; y <= bpmax.Y; y++) for (s16 x = bpmin.X; x <= bpmax.X; x++) { v3s16 bp(x, y, z); if (map.deleteBlock(bp)) { env->setStaticForActiveObjectsInBlock(bp, false); event.modified_blocks.insert(bp); } else { success = false; } } map.dispatchEvent(event); lua_pushboolean(L, success); return 1; } // find_path(pos1, pos2, searchdistance, // max_jump, max_drop, algorithm) -> table containing path int ModApiEnvMod::l_find_path(lua_State *L) { GET_ENV_PTR; v3s16 pos1 = read_v3s16(L, 1); v3s16 pos2 = read_v3s16(L, 2); unsigned int searchdistance = luaL_checkint(L, 3); unsigned int max_jump = luaL_checkint(L, 4); unsigned int max_drop = luaL_checkint(L, 5); PathAlgorithm algo = PA_PLAIN_NP; if (!lua_isnoneornil(L, 6)) { std::string algorithm = luaL_checkstring(L,6); if (algorithm == "A*") algo = PA_PLAIN; if (algorithm == "Dijkstra") algo = PA_DIJKSTRA; } std::vector path = get_path(&env->getServerMap(), env->getGameDef()->ndef(), pos1, pos2, searchdistance, max_jump, max_drop, algo); if (!path.empty()) { lua_createtable(L, path.size(), 0); int top = lua_gettop(L); unsigned int index = 1; for (const v3s16 &i : path) { lua_pushnumber(L,index); push_v3s16(L, i); lua_settable(L, top); index++; } return 1; } return 0; } // spawn_tree(pos, treedef) int ModApiEnvMod::l_spawn_tree(lua_State *L) { GET_ENV_PTR; v3s16 p0 = read_v3s16(L, 1); treegen::TreeDef tree_def; std::string trunk,leaves,fruit; const NodeDefManager *ndef = env->getGameDef()->ndef(); if(lua_istable(L, 2)) { getstringfield(L, 2, "axiom", tree_def.initial_axiom); getstringfield(L, 2, "rules_a", tree_def.rules_a); getstringfield(L, 2, "rules_b", tree_def.rules_b); getstringfield(L, 2, "rules_c", tree_def.rules_c); getstringfield(L, 2, "rules_d", tree_def.rules_d); getstringfield(L, 2, "trunk", trunk); tree_def.trunknode=ndef->getId(trunk); getstringfield(L, 2, "leaves", leaves); tree_def.leavesnode=ndef->getId(leaves); tree_def.leaves2_chance=0; getstringfield(L, 2, "leaves2", leaves); if (!leaves.empty()) { tree_def.leaves2node=ndef->getId(leaves); getintfield(L, 2, "leaves2_chance", tree_def.leaves2_chance); } getintfield(L, 2, "angle", tree_def.angle); getintfield(L, 2, "iterations", tree_def.iterations); if (!getintfield(L, 2, "random_level", tree_def.iterations_random_level)) tree_def.iterations_random_level = 0; getstringfield(L, 2, "trunk_type", tree_def.trunk_type); getboolfield(L, 2, "thin_branches", tree_def.thin_branches); tree_def.fruit_chance=0; getstringfield(L, 2, "fruit", fruit); if (!fruit.empty()) { tree_def.fruitnode=ndef->getId(fruit); getintfield(L, 2, "fruit_chance",tree_def.fruit_chance); } tree_def.explicit_seed = getintfield(L, 2, "seed", tree_def.seed); } else return 0; ServerMap *map = &env->getServerMap(); treegen::error e; if ((e = treegen::spawn_ltree (map, p0, ndef, tree_def)) != treegen::SUCCESS) { if (e == treegen::UNBALANCED_BRACKETS) { luaL_error(L, "spawn_tree(): closing ']' has no matching opening bracket"); } else { luaL_error(L, "spawn_tree(): unknown error"); } } return 1; } // transforming_liquid_add(pos) int ModApiEnvMod::l_transforming_liquid_add(lua_State *L) { GET_ENV_PTR; v3s16 p0 = read_v3s16(L, 1); env->getServerMap().transforming_liquid_add(p0); return 1; } // forceload_block(blockpos) // blockpos = {x=num, y=num, z=num} int ModApiEnvMod::l_forceload_block(lua_State *L) { GET_ENV_PTR; v3s16 blockpos = read_v3s16(L, 1); env->getForceloadedBlocks()->insert(blockpos); return 0; } // compare_block_status(nodepos) int ModApiEnvMod::l_compare_block_status(lua_State *L) { GET_ENV_PTR; v3s16 nodepos = check_v3s16(L, 1); std::string condition_s = luaL_checkstring(L, 2); auto status = env->getBlockStatus(getNodeBlockPos(nodepos)); int condition_i = -1; if (!string_to_enum(es_BlockStatusType, condition_i, condition_s)) return 0; // Unsupported lua_pushboolean(L, status >= condition_i); return 1; } // forceload_free_block(blockpos) // blockpos = {x=num, y=num, z=num} int ModApiEnvMod::l_forceload_free_block(lua_State *L) { GET_ENV_PTR; v3s16 blockpos = read_v3s16(L, 1); env->getForceloadedBlocks()->erase(blockpos); return 0; } // get_translated_string(lang_code, string) int ModApiEnvMod::l_get_translated_string(lua_State * L) { GET_ENV_PTR; std::string lang_code = luaL_checkstring(L, 1); std::string string = luaL_checkstring(L, 2); auto *translations = getServer(L)->getTranslationLanguage(lang_code); string = wide_to_utf8(translate_string(utf8_to_wide(string), translations)); lua_pushstring(L, string.c_str()); return 1; } 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); API_FCT(remove_node); 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); API_FCT(get_node_max_level); API_FCT(get_node_level); API_FCT(set_node_level); API_FCT(add_node_level); API_FCT(add_entity); API_FCT(find_nodes_with_meta); API_FCT(get_meta); API_FCT(get_node_timer); API_FCT(get_connected_players); API_FCT(get_player_by_name); API_FCT(get_objects_in_area); API_FCT(get_objects_inside_radius); API_FCT(set_timeofday); API_FCT(get_timeofday); API_FCT(get_gametime); API_FCT(get_day_count); API_FCT(find_node_near); API_FCT(find_nodes_in_area); API_FCT(find_nodes_in_area_under_air); API_FCT(fix_light); API_FCT(load_area); API_FCT(emerge_area); API_FCT(delete_area); API_FCT(get_perlin); API_FCT(get_perlin_map); API_FCT(get_voxel_manip); API_FCT(clear_objects); API_FCT(spawn_tree); API_FCT(find_path); API_FCT(line_of_sight); API_FCT(raycast); API_FCT(transforming_liquid_add); API_FCT(forceload_block); API_FCT(forceload_free_block); API_FCT(compare_block_status); API_FCT(get_translated_string); } void ModApiEnvMod::InitializeClient(lua_State *L, int top) { API_FCT(get_node_light); API_FCT(get_timeofday); API_FCT(get_node_max_level); API_FCT(get_node_level); API_FCT(find_nodes_with_meta); API_FCT(find_node_near); API_FCT(find_nodes_in_area); API_FCT(find_nodes_in_area_under_air); API_FCT(line_of_sight); API_FCT(raycast); }