Lua Voxel Manipulators: Mention param2 and lighting data

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rubenwardy 2018-03-29 16:54:56 +01:00
parent b551eb1d2f
commit ed13adf35f

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@ -36,7 +36,7 @@ an LVM like so:
{% highlight lua %}
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(pos1, pos2)
local data = vm:get_data()
local data = vm:get_data() -- node type
{% endhighlight %}
An LVM may not read exactly the area you tell it to, for performance reasons.
@ -45,6 +45,11 @@ which stand for *emerged min pos* and *emerged max pos*. An LVM will load the ar
it contains for you - whether that involves loading from memory, from disk, or
calling the map generator.
`get_data()` returns a flat array where each entry represents the type of a
particular node. You can get param2 and lighting data using the methods
`get_light_data()` and `get_param2_data()`. The index for the flat arrays
returned are exactly the same.
## Reading Nodes
You'll need to use `emin` and `emax` to work out where a node is in the data of
@ -137,6 +142,9 @@ vm:set_data(data)
vm:write_to_map(data)
{% endhighlight %}
For setting lighting and param2 data, there are the appropriately named
`set_light_data()` and `set_param2_data()` methods
You then need to update lighting and other things:
{% highlight lua %}
@ -185,6 +193,8 @@ end
* Create `replace_in_area(from, to, pos1, pos2)` which replaces all instances of
`from` with `to` in the area given, where from and to are node names.
* Make an LVM which causes mossy cobble to spread to nearby stone and cobble nodes.
* Make a function which rotates all chest nodes by 90°.
* Make a function which uses an LVM to cause mossy cobble to spread to nearby
stone and cobble nodes.
Does your implementation cause mossy cobble to spread more than a distance of one each
time? How could you stop this?