cca53e76b3
add api function for walking through the nodes surrounding a given position.
84 lines
1.9 KiB
Lua
84 lines
1.9 KiB
Lua
function blockgame.reg_simple_node (name, desc, groups)
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local my_modname = minetest.get_current_modname()
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return blockgame.register_node(my_modname .. ":" .. name, {
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description = desc,
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tiles = {
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my_modname .. "_" .. name .. ".png",
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},
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groups = groups,
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})
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end
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function blockgame.air_flows_through (pos, node)
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node = node or minetest.get_node(pos)
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local node_name = node.name
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if node_name == "air" then return true end
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return minetest.get_item_group(node_name, "air_flowable") > 0
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end
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function blockgame.attempt_place (pos, node)
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if minetest.get_node(pos).name ~= "air" then return false end
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minetest.set_node(pos, node)
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return true
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end
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function blockgame.random_walk (data)
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local pos = vector.copy(data.pos)
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local min_steps = data.min_steps or 0
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local max_steps = data.max_steps or 8
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local check = data.check
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local neighborhood = data.neighborhood or blockgame.vector.dirs
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local steps = math.random(min_steps, max_steps)
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local step = 0
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while step < steps do
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local dir = blockgame.random_element(neighborhood)
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local new_pos = pos + dir
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if check(new_pos, minetest.get_node(new_pos)) then pos = new_pos end
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step = step + 1
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end
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return pos
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end
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function blockgame.flood_fill (start, step, max_range)
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max_range = max_range or 4
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local queue = { { pos = start, range = 0 } }
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local visited = {}
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local matches = {}
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local rejected = {}
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while #queue > 0 do
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local current = table.remove(queue, 1)
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local pos = current.pos
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local range = current.range
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local hash = minetest.hash_node_position(pos)
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if not visited[hash] and range <= max_range and step(pos, range) then
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table.insert(matches, pos)
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local neighbors = blockgame.vector.get_neighbors(pos)
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for _, p in pairs(neighbors) do
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table.insert(queue, { pos = p, range = range + 1 })
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end
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else
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table.insert(rejected, pos)
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end
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visited[hash] = true
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end
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return matches, rejected
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end
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