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Add ServerEnvironment::setNode()/removeNode() to allow setting nodes from the C++ side with proper script-defined initialization/destruction
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@@ -819,6 +819,45 @@ void ServerEnvironment::addActiveBlockModifier(ActiveBlockModifier *abm)
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m_abms.push_back(ABMWithState(abm));
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}
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bool ServerEnvironment::setNode(v3s16 p, const MapNode &n)
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{
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INodeDefManager *ndef = m_gamedef->ndef();
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MapNode n_old = m_map->getNodeNoEx(p);
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// Call destructor
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if(ndef->get(n_old).has_on_destruct)
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scriptapi_node_on_destruct(m_lua, p, n_old);
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// Replace node
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bool succeeded = m_map->addNodeWithEvent(p, n);
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if(!succeeded)
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return false;
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// Call post-destructor
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if(ndef->get(n_old).has_after_destruct)
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scriptapi_node_after_destruct(m_lua, p, n_old);
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// Call constructor
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if(ndef->get(n).has_on_construct)
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scriptapi_node_on_construct(m_lua, p, n);
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return true;
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}
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bool ServerEnvironment::removeNode(v3s16 p)
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{
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INodeDefManager *ndef = m_gamedef->ndef();
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MapNode n_old = m_map->getNodeNoEx(p);
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// Call destructor
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if(ndef->get(n_old).has_on_destruct)
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scriptapi_node_on_destruct(m_lua, p, n_old);
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// Replace with air
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// This is slightly optimized compared to addNodeWithEvent(air)
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bool succeeded = m_map->removeNodeWithEvent(p);
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if(!succeeded)
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return false;
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// Call post-destructor
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if(ndef->get(n_old).has_after_destruct)
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scriptapi_node_after_destruct(m_lua, p, n_old);
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// Air doesn't require constructor
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return true;
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}
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std::set<u16> ServerEnvironment::getObjectsInsideRadius(v3f pos, float radius)
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{
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std::set<u16> objects;
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