+++ /dev/null
--- Client-side code of the test lua object
-
---
--- Some helper functions and classes
---
-
-function split(str, pat)
- local t = {} -- NOTE: use {n = 0} in Lua-5.0
- local fpat = "(.-)" .. pat
- local last_end = 1
- local s, e, cap = str:find(fpat, 1)
- while s do
- if s ~= 1 or cap ~= "" then
- table.insert(t,cap)
- end
- last_end = e+1
- s, e, cap = str:find(fpat, last_end)
- end
- if last_end <= #str then
- cap = str:sub(last_end)
- table.insert(t, cap)
- end
- return t
-end
-
--- For debugging
-function dump(o)
- if type(o) == 'table' then
- local s = '{ '
- for k,v in pairs(o) do
- if type(k) ~= 'number' then k = '"'..k..'"' end
- s = s .. '['..k..'] = ' .. dump(v) .. ','
- end
- return s .. '} '
- else
- return tostring(o)
- end
-end
-
-function vector_subtract(a, b)
- return {X=a.X-b.X, Y=a.Y-b.Y, Z=a.Z-b.Z}
-end
-
-function vector_add(a, b)
- return {X=a.X+b.X, Y=a.Y+b.Y, Z=a.Z+b.Z}
-end
-
-function vector_multiply(a, d)
- return {X=a.X*d, Y=a.Y*d, Z=a.Z*d}
-end
-
-SmoothTranslator = {}
-SmoothTranslator.__index = SmoothTranslator
-
-function SmoothTranslator.create()
- local obj = {}
- setmetatable(obj, SmoothTranslator)
- obj.vect_old = {X=0, Y=0, Z=0}
- obj.anim_counter = 0
- obj.anim_time = 0
- obj.anim_time_counter = 0
- obj.vect_show = {X=0, Y=0, Z=0}
- obj.vect_aim = {X=0, Y=0, Z=0}
- return obj
-end
-
-function SmoothTranslator:update(vect_new)
- self.vect_old = self.vect_show
- self.vect_aim = vect_new
- if self.anim_time < 0.001 or self.anim_time > 1.0 then
- self.anim_time = self.anim_time_counter
- else
- self.anim_time = self.anim_time * 0.9 + self.anim_time_counter * 0.1
- end
- self.anim_time_counter = 0
- self.anim_counter = 0
-end
-
-function SmoothTranslator:translate(dtime)
- self.anim_time_counter = self.anim_time_counter + dtime
- self.anim_counter = self.anim_counter + dtime
- vect_move = vector_subtract(self.vect_aim, self.vect_old)
- moveratio = 1.0
- if self.anim_time > 0.001 then
- moveratio = self.anim_time_counter / self.anim_time
- end
- if moveratio > 1.5 then
- moveratio = 1.5
- end
- self.vect_show = vector_add(self.vect_old, vector_multiply(vect_move, moveratio))
-end
-
---
--- Actual code
---
-
-pos_trans = SmoothTranslator.create()
-rot_trans = SmoothTranslator.create()
-
--- Callback functions
-
-function on_step(self, dtime)
- pos_trans:translate(dtime)
- rot_trans:translate(dtime)
- object_set_position(self, pos_trans.vect_show)
- object_set_rotation(self, rot_trans.vect_show)
-end
-
-function on_process_message(self, data)
- --print("client got message: " .. data)
-
- -- Receive our custom messages
-
- sp = split(data, " ")
- if sp[1] == "pos" then
- pos_trans:update({X=sp[2], Y=sp[3], Z=sp[4]})
- end
- if sp[1] == "rot" then
- rot_trans:update({X=sp[2], Y=sp[3], Z=sp[4]})
- end
-end
-
-function on_initialize(self, data)
- print("client object got initialization: " .. data)
-
- corners = {
- {-1/2,-1/4, 0},
- { 1/2,-1/4, 0},
- { 1/2, 1/4, 0},
- {-1/2, 1/4, 0},
- }
- object_add_to_mesh(self, "rat.png", corners, false)
-
-end
-
+++ /dev/null
--- Server-side code of the test lua object
-
---
--- Some helper functions and classes
---
-
-function vector_subtract(a, b)
- return {X=a.X-b.X, Y=a.Y-b.Y, Z=a.Z-b.Z}
-end
-
-function vector_add(a, b)
- return {X=a.X+b.X, Y=a.Y+b.Y, Z=a.Z+b.Z}
-end
-
-function vector_multiply(a, d)
- return {X=a.X*d, Y=a.Y*d, Z=a.Z*d}
-end
-
---
--- Actual code
---
-
-counter = 0
-counter2 = 0
-counter3 = 0
-counter4 = 0
-death_counter = 0
--- This is got in initialization from object_get_base_position(self)
-position = {X=0,Y=0,Z=0}
-rotation = {X=0, Y=math.random(0,360), Z=0}
-dir = 1
-temp1 = 0
-
-function on_step(self, dtime)
- --[[if position.Y > 9.5 then
- position.Y = 6
- end
- if position.Y < 5.5 then
- position.Y = 9]]
-
- -- Limit step to a sane value; it jumps a lot while the map generator
- -- is in action
- if dtime > 0.5 then
- dtime = 0.5
- end
-
- -- Returned value has these fields:
- -- * int content
- -- * int param1
- -- * int param2
- p = {X=position.X, Y=position.Y-0.35, Z=position.Z}
- n = object_get_node(self, p)
- f = get_content_features(n.content)
- if f.walkable then
- dir = 1
- else
- dir = -1
- end
- -- Keep the object approximately at ground level
- position.Y = position.Y + dtime * 2.0 * dir
-
- -- Move the object around
- position.X = position.X + math.cos(math.pi+rotation.Y/180*math.pi)
- * dtime * 2.0
- position.Z = position.Z + math.sin(math.pi+rotation.Y/180*math.pi)
- * dtime * 2.0
-
- -- This value has to be set; it determines to which player the
- -- object is near to and such
- object_set_base_position(self, position)
-
- counter4 = counter4 - dtime
- if counter4 < 0 then
- counter4 = counter4 + math.random(0.5,8)
- -- Mess around with the map
- np = vector_add(position, {X=0,Y=0,Z=0})
- object_place_node(self, np, {content=0})
- -- A node could be digged out with this:
- -- object_dig_node(self, np)
- end
-
- counter3 = counter3 - dtime
- if counter3 < 0 then
- counter3 = counter3 + math.random(1,4)
- rotation.Y = rotation.Y + math.random(-180, 180)
- end
-
- -- Send some custom messages at a custom interval
-
- counter = counter - dtime
- if counter < 0 then
- counter = counter + 0.25
- if counter < 0 then
- counter = 0
- end
-
- message = "pos " .. position.X .. " " .. position.Y .. " " .. position.Z
- object_add_message(self, message)
-
- message = "rot " .. rotation.X .. " " .. rotation.Y .. " " .. rotation.Z
- object_add_message(self, message)
- end
-
- -- Mess around with the map
- --[[counter2 = counter2 - dtime
- if counter2 < 0 then
- counter2 = counter2 + 3
- if temp1 == 0 then
- temp1 = 1
- object_dig_node(self, {X=0,Y=1,Z=0})
- else
- temp1 = 0
- n = {content=1}
- object_place_node(self, {X=0,Y=5,Z=0}, n)
- end
- end]]
-
- -- Remove the object after some time
- death_counter = death_counter + dtime
- if death_counter > 30 then
- object_remove(self)
- end
-
-end
-
--- This stuff is passed to a newly created client-side counterpart of this object
-function on_get_client_init_data(self)
- -- Just return some data for testing
- return "result of get_client_init_data"
-end
-
--- This should return some data that mostly saves the state of this object
--- Not completely implemented yet
-function on_get_server_init_data(self)
- -- Just return some data for testing
- return "result of get_server_init_data"
-end
-
--- When the object is loaded from scratch, this is called before the first
--- on_step(). Data is an empty string or the output of an object spawner
--- hook, but such things are not yet implemented.
---
--- At reload time, the last output of get_server_init_data is passed as data.
---
--- This should initialize the position of the object to the value returned
--- by object_get_base_position(self)
---
--- Not completely implemented yet
---
-function on_initialize(self, data)
- print("server object got initialization: " .. data)
- position = object_get_base_position(self)
-end
-
--- /dev/null
+-- Client-side code of the test lua object
+
+--
+-- Some helper functions and classes
+--
+
+function split(str, pat)
+ local t = {} -- NOTE: use {n = 0} in Lua-5.0
+ local fpat = "(.-)" .. pat
+ local last_end = 1
+ local s, e, cap = str:find(fpat, 1)
+ while s do
+ if s ~= 1 or cap ~= "" then
+ table.insert(t,cap)
+ end
+ last_end = e+1
+ s, e, cap = str:find(fpat, last_end)
+ end
+ if last_end <= #str then
+ cap = str:sub(last_end)
+ table.insert(t, cap)
+ end
+ return t
+end
+
+-- For debugging
+function dump(o)
+ if type(o) == 'table' then
+ local s = '{ '
+ for k,v in pairs(o) do
+ if type(k) ~= 'number' then k = '"'..k..'"' end
+ s = s .. '['..k..'] = ' .. dump(v) .. ','
+ end
+ return s .. '} '
+ else
+ return tostring(o)
+ end
+end
+
+function vector_subtract(a, b)
+ return {X=a.X-b.X, Y=a.Y-b.Y, Z=a.Z-b.Z}
+end
+
+function vector_add(a, b)
+ return {X=a.X+b.X, Y=a.Y+b.Y, Z=a.Z+b.Z}
+end
+
+function vector_multiply(a, d)
+ return {X=a.X*d, Y=a.Y*d, Z=a.Z*d}
+end
+
+SmoothTranslator = {}
+SmoothTranslator.__index = SmoothTranslator
+
+function SmoothTranslator.create()
+ local obj = {}
+ setmetatable(obj, SmoothTranslator)
+ obj.vect_old = {X=0, Y=0, Z=0}
+ obj.anim_counter = 0
+ obj.anim_time = 0
+ obj.anim_time_counter = 0
+ obj.vect_show = {X=0, Y=0, Z=0}
+ obj.vect_aim = {X=0, Y=0, Z=0}
+ return obj
+end
+
+function SmoothTranslator:update(vect_new)
+ self.vect_old = self.vect_show
+ self.vect_aim = vect_new
+ if self.anim_time < 0.001 or self.anim_time > 1.0 then
+ self.anim_time = self.anim_time_counter
+ else
+ self.anim_time = self.anim_time * 0.9 + self.anim_time_counter * 0.1
+ end
+ self.anim_time_counter = 0
+ self.anim_counter = 0
+end
+
+function SmoothTranslator:translate(dtime)
+ self.anim_time_counter = self.anim_time_counter + dtime
+ self.anim_counter = self.anim_counter + dtime
+ vect_move = vector_subtract(self.vect_aim, self.vect_old)
+ moveratio = 1.0
+ if self.anim_time > 0.001 then
+ moveratio = self.anim_time_counter / self.anim_time
+ end
+ -- Move a bit less than should, to avoid oscillation
+ moveratio = moveratio * 0.8
+ if moveratio > 1.5 then
+ moveratio = 1.5
+ end
+ self.vect_show = vector_add(self.vect_old, vector_multiply(vect_move, moveratio))
+end
+
+--
+-- Actual code
+--
+
+pos_trans = SmoothTranslator.create()
+rot_trans = SmoothTranslator.create()
+
+-- Callback functions
+
+function on_step(self, dtime)
+ pos_trans:translate(dtime)
+ rot_trans:translate(dtime)
+ object_set_position(self, pos_trans.vect_show)
+ object_set_rotation(self, rot_trans.vect_show)
+end
+
+function on_process_message(self, data)
+ --print("client got message: " .. data)
+
+ -- Receive our custom messages
+
+ sp = split(data, " ")
+ if sp[1] == "pos" then
+ pos_trans:update({X=sp[2], Y=sp[3], Z=sp[4]})
+ end
+ if sp[1] == "rot" then
+ rot_trans:update({X=sp[2], Y=sp[3], Z=sp[4]})
+ end
+end
+
+function on_initialize(self, data)
+ print("client object got initialization: " .. data)
+
+ corners = {
+ {-1/2,-1/2, 0},
+ { 1/2,-1/2, 0},
+ { 1/2, 0, 0},
+ {-1/2, 0, 0},
+ }
+ object_add_to_mesh(self, "rat.png", corners, false)
+
+end
+
--- /dev/null
+-- Server-side code of the test lua object
+
+--
+-- Some helper functions and classes
+--
+
+-- For debugging
+function dump(o)
+ if type(o) == 'table' then
+ local s = '{ '
+ for k,v in pairs(o) do
+ if type(k) ~= 'number' then k = '"'..k..'"' end
+ s = s .. '['..k..'] = ' .. dump(v) .. ','
+ end
+ return s .. '} '
+ else
+ return tostring(o)
+ end
+end
+
+function table.copy(t)
+ local t2 = {}
+ for k,v in pairs(t) do
+ t2[k] = v
+ end
+ return t2
+end
+
+function vector_zero()
+ return {X=0,Y=0,Z=0}
+end
+
+function vector_subtract(a, b)
+ return {X=a.X-b.X, Y=a.Y-b.Y, Z=a.Z-b.Z}
+end
+
+function vector_add(a, b)
+ return {X=a.X+b.X, Y=a.Y+b.Y, Z=a.Z+b.Z}
+end
+
+function vector_multiply(a, d)
+ return {X=a.X*d, Y=a.Y*d, Z=a.Z*d}
+end
+
+function vector_copy(a)
+ return {X=a.X, Y=a.Y, Z=a.Z}
+end
+
+function vector_length(a)
+ return math.sqrt(a.X*a.X + a.Y*a.Y + a.Z*a.Z)
+end
+
+function vector_eq(a, b)
+ return (a.X==b.X and a.Y==b.Y and a.Z==b.Z)
+end
+
+function round(num, idp)
+ local mult = 10^(idp or 0)
+ return math.floor(num * mult + 0.5) / mult
+end
+
+function vector_snap(a)
+ return {X=round(a.X, 0), Y=round(a.Y, 0), Z=round(a.Z, 0)}
+end
+
+--
+-- Actual code
+--
+
+CONTENT_STONE = 0
+
+is_digger = false
+counter = 0
+counter2 = 0
+counter3 = 0
+counter4 = 0
+counter_move = 0
+death_counter = 0
+-- This is set in on_initialize()
+position = {X=0,Y=0,Z=0}
+starting_position = {X=0,Y=0,Z=0}
+rotation = {X=0, Y=math.random(0,360), Z=0}
+y_dir = 1
+temp1 = 0
+speed = 1.5
+main_dir = {X=0,Y=0,Z=0}
+
+function dir_goodness(env, pos, dir)
+ if vector_eq(dir, vector_zero()) then
+ return -1
+ end
+ p = vector_add(pos, dir)
+ n = env_get_node(env, p)
+ f = get_content_features(n.content)
+ if f.walkable then
+ p.Y = p.Y + 1
+ n = env_get_node(env, p)
+ f = get_content_features(n.content)
+ if f.walkable then
+ -- Too high
+ return -1
+ end
+ -- Hill
+ return 2
+ end
+ p.Y = p.Y - 1
+ n = env_get_node(env, p)
+ f = get_content_features(n.content)
+ if f.walkable then
+ -- Flat
+ return 1
+ end
+ -- Drop
+ return 0
+end
+
+function on_step(self, dtime)
+ -- Limit step to a sane value; it jumps a lot while the map generator
+ -- is in action
+ if dtime > 0.5 then
+ dtime = 0.5
+ end
+
+ env = object_get_environment(self)
+
+ --[[
+ -- Returned value has these fields:
+ -- * int content
+ -- * int param1
+ -- * int param2
+ p = {X=position.X, Y=position.Y-0.35, Z=position.Z}
+ n = env_get_node(env, p)
+ f = get_content_features(n.content)
+ if f.walkable then
+ y_dir = 1
+ else
+ y_dir = -1
+ end
+ -- Keep the object approximately at ground level
+ position.Y = position.Y + dtime * 2.0 * y_dir
+
+ -- Move the object around
+ position.X = position.X + math.cos(math.pi+rotation.Y/180*math.pi)
+ * dtime * speed
+ position.Z = position.Z + math.sin(math.pi+rotation.Y/180*math.pi)
+ * dtime * speed
+
+ -- Rotate the object if it is too far from the starting point
+ counter3 = counter3 - dtime
+ if counter3 < 0 then
+ counter3 = counter3 + 1
+ diff = vector_subtract(position, starting_position)
+ d = vector_length(diff)
+ --print("pos="..dump(position).." starting="..dump(starting_position))
+ --print("diff=" .. dump(diff))
+ --print("d=" .. d)
+ if d > 3 then
+ rotation.Y = rotation.Y + 90
+ --rotation.Y = rotation.Y + math.random(-180, 180)
+ end
+ end
+
+ -- This value has to be set; it determines to which player the
+ -- object is near to and such
+ object_set_base_position(self, position)
+
+ counter4 = counter4 - dtime
+ if counter4 < 0 then
+ --counter4 = counter4 + math.random(0.5,8)
+ counter4 = counter4 + 0.6/speed
+ -- Mess around with the map
+ if is_digger == true then
+ np = vector_add(position, {X=0,Y=-0.6,Z=0})
+ env_dig_node(env, np)
+ else
+ np = vector_add(position, {X=0,Y=0,Z=0})
+ env_place_node(env, np, {content=0})
+ end
+ end
+ --]]
+
+ counter_move = counter_move - dtime
+ if counter_move < 0 then
+ counter_move = counter_move + 1/speed
+ if counter_move < 0 then counter_move = 0 end
+
+ old_position = vector_copy(position)
+
+ dirs = {
+ {X=1, Y=0, Z=0},
+ {X=-1, Y=0, Z=0},
+ {X=0, Y=0, Z=1},
+ {X=0, Y=0, Z=-1}
+ }
+
+ best_dir = main_dir
+ best_goodness = dir_goodness(env, position, main_dir)
+
+ for k,v in ipairs(dirs) do
+ -- Don't go directly backwards
+ if not vector_eq(vector_subtract(vector_zero(), v), main_dir) then
+ goodness = dir_goodness(env, position, v)
+ if goodness > best_goodness then
+ best_dir = v
+ goodness = best_goodness
+ end
+ end
+ end
+
+ -- Place stone block when dir changed
+ if not vector_eq(main_dir, best_dir) then
+ np = vector_add(position, {X=0,Y=0,Z=0})
+ env_place_node(env, np, {content=CONTENT_STONE})
+ end
+
+ main_dir = best_dir
+
+ position = vector_add(position, main_dir)
+
+ pos_diff = vector_subtract(position, old_position)
+ rotation.Y = math.atan2(pos_diff.Z, pos_diff.X)/math.pi*180-180
+
+ -- Returned value has these fields:
+ -- * int content
+ -- * int param1
+ -- * int param2
+ p = {X=position.X, Y=position.Y, Z=position.Z}
+ n = env_get_node(env, p)
+ f = get_content_features(n.content)
+ if f.walkable then
+ position.Y = position.Y + 1
+ end
+ p = {X=position.X, Y=position.Y-1, Z=position.Z}
+ n = env_get_node(env, p)
+ f = get_content_features(n.content)
+ if not f.walkable then
+ position.Y = position.Y - 1
+ end
+
+ -- Center in the middle of the node
+ position = vector_snap(position)
+ end
+
+ -- This value has to be set; it determines to which player the
+ -- object is near to and such
+ object_set_base_position(self, position)
+
+ --[[
+ counter4 = counter4 - dtime
+ if counter4 < 0 then
+ --counter4 = counter4 + math.random(0.5,8)
+ counter4 = counter4 + 0.6/speed
+ -- Mess around with the map
+ if is_digger == true then
+ np = vector_add(position, {X=0,Y=-0.6,Z=0})
+ env_dig_node(env, np)
+ else
+ np = vector_add(position, {X=0,Y=0,Z=0})
+ env_place_node(env, np, {content=0})
+ end
+ end
+ --]]
+
+ ---[[
+ -- Send some custom messages at a custom interval
+
+ counter = counter - dtime
+ if counter < 0 then
+ counter = counter + 0.25
+ if counter < 0 then
+ counter = 0
+ end
+
+ message = "pos " .. position.X .. " " .. position.Y .. " " .. position.Z
+ object_add_message(self, message)
+
+ message = "rot " .. rotation.X .. " " .. rotation.Y .. " " .. rotation.Z
+ object_add_message(self, message)
+ end
+ --]]
+
+ -- Remove the object after some time
+ death_counter = death_counter + dtime
+ if death_counter > 40 then
+ object_remove(self)
+ end
+
+end
+
+-- This stuff is passed to a newly created client-side counterpart of this object
+function on_get_client_init_data(self)
+ -- Just return some data for testing
+ return "result of get_client_init_data"
+end
+
+-- This should return some data that mostly saves the state of this object
+-- Not completely implemented yet
+function on_get_server_init_data(self)
+ -- Just return some data for testing
+ return "result of get_server_init_data"
+end
+
+-- When the object is loaded from scratch, this is called before the first
+-- on_step(). Data is an empty string or the output of an object spawner
+-- hook, but such things are not yet implemented.
+--
+-- At reload time, the last output of get_server_init_data is passed as data.
+--
+-- This should initialize the position of the object to the value returned
+-- by object_get_base_position(self)
+--
+-- Not completely implemented yet
+--
+function on_initialize(self, data)
+ print("server object got initialization: " .. data)
+ position = object_get_base_position(self)
+ starting_position = vector_copy(position);
+ if math.random() < 0.5 then
+ is_digger = true
+ end
+end
+
return;
m_node->setPosition(m_position);
- m_node->setRotation(-m_rotation);
+ m_node->setRotation(m_rotation);
}
void LuaCAO::setPosition(v3f pos)
return NULL;
}
+Player * Environment::getNearestConnectedPlayer(v3f pos)
+{
+ core::list<Player*> connected_players = getPlayers(true);
+ f32 nearest_d = 0;
+ Player *nearest_player = NULL;
+ for(core::list<Player*>::Iterator
+ i = connected_players.begin();
+ i != connected_players.end(); i++)
+ {
+ Player *player = *i;
+ f32 d = player->getPosition().getDistanceFrom(pos);
+ if(d < nearest_d || nearest_player == NULL)
+ {
+ nearest_d = d;
+ nearest_player = player;
+ }
+ }
+ return nearest_player;
+}
+
core::list<Player*> Environment::getPlayers()
{
return m_players;
if(player)
pos = player->getPosition();
pos += v3f(
- myrand_range(-5,5)*BS,
+ myrand_range(-3,3)*BS,
0,
- myrand_range(-5,5)*BS
+ myrand_range(-3,3)*BS
);
/*
/*
Select a random type for it
*/
- std::string objectdir = porting::getDataPath("luaobjects");
+ std::string objectdir = porting::getDataPath("scripts/objects");
std::vector<fs::DirListNode> dirlist = fs::GetDirListing(objectdir);
if(dirlist.size() > 0)
{
Player * getPlayer(u16 peer_id);
Player * getPlayer(const char *name);
Player * getRandomConnectedPlayer();
+ Player * getNearestConnectedPlayer(v3f pos);
core::list<Player*> getPlayers();
core::list<Player*> getPlayers(bool ignore_disconnected);
void printPlayers(std::ostream &o);
void Server::sendRemoveNode(v3s16 p, u16 ignore_id)
{
- JMutexAutoLock conlock(m_con_mutex);
-
// Create packet
u32 replysize = 8;
SharedBuffer<u8> reply(replysize);
on_initialize(self, data)
*/
+/*
+ object_remove(x,y,z)
+*/
+static int lf_object_remove(lua_State *L)
+{
+ // 1: self
+ LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
+ lua_pop(L, 1);
+
+ assert(self);
+
+ self->m_removed = true;
+
+ return 0;
+}
+
+/*
+ ServerEnvironment object_get_environment(self)
+*/
+static int lf_object_get_environment(lua_State *L)
+{
+ // 1: self
+ LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
+ lua_pop(L, 1);
+
+ assert(self);
+
+ lua_pushlightuserdata(L, self->getEnv());
+ return 1;
+}
+
/*
object_set_base_position(self, {X=,Y=,Z=})
*/
}
/*
- object_get_node(self, {X=,Y=,Z=})
+ env_get_node(env, {X=,Y=,Z=})
*/
-static int lf_object_get_node(lua_State *L)
+static int lf_env_get_node(lua_State *L)
{
// 2: position
assert(lua_istable(L, -1));
lua_Number z = lua_tonumber(L, -1);
lua_pop(L, 1);
lua_pop(L, 1);
- // 1: self
- LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
+ // 1: env
+ ServerEnvironment *env = (ServerEnvironment*)lua_touserdata(L, -1);
lua_pop(L, 1);
- assert(self);
+ assert(env);
v3s16 pos = floatToInt(v3f(x,y,z), 1.0);
// Get the node
MapNode n(CONTENT_IGNORE);
- n = self->getEnv()->getMap().getNodeNoEx(pos);
+ n = env->getMap().getNodeNoEx(pos);
// Create a table with some data about the node
lua_newtable(L);
return 1;
}
-#if 0
-/*
- get_node_features(node)
- node = {content=,param1=,param2=}
-*/
-static int lf_get_node_features(lua_State *L)
-{
- MapNode n;
-
- // 1: node
- assert(lua_istable(L, -1));
- lua_pushstring(L, "content");
- lua_gettable(L, -2);
- n.d = lua_tointeger(L, -1);
- lua_pop(L, 1);
- lua_pushstring(L, "param1");
- lua_gettable(L, -2);
- n.param = lua_tointeger(L, -1);
- lua_pop(L, 1);
- lua_pushstring(L, "param2");
- lua_gettable(L, -2);
- n.param2 = lua_tointeger(L, -1);
- lua_pop(L, 1);
- lua_pop(L, 1);
-
- ContentFeatures &f = content_features(n.d);
-
-}
-#endif
-
/*
get_content_features(content)
*/
}
/*
- bool object_dig_node(self, {X=,Y=,Z=})
+ bool env_dig_node(env, {X=,Y=,Z=})
Return true on success
*/
-static int lf_object_dig_node(lua_State *L)
+static int lf_env_dig_node(lua_State *L)
{
// 2: position
assert(lua_istable(L, -1));
lua_Number z = lua_tonumber(L, -1);
lua_pop(L, 1);
lua_pop(L, 1);
- // 1: self
- LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
+ // 1: env
+ ServerEnvironment *env = (ServerEnvironment*)lua_touserdata(L, -1);
lua_pop(L, 1);
-
- assert(self);
+ assert(env);
v3s16 pos = floatToInt(v3f(x,y,z), 1.0);
This gets sent to the server by the map through the edit
event system.
*/
- bool succeeded = self->getEnv()->getMap().removeNodeWithEvent(pos);
+ bool succeeded = env->getMap().removeNodeWithEvent(pos);
lua_pushboolean(L, succeeded);
return 1;
}
/*
- bool object_place_node(self, {X=,Y=,Z=}, node)
+ bool env_place_node(env, {X=,Y=,Z=}, node)
node={content=,param1=,param2=}
param1 and param2 are optional
Return true on success
*/
-static int lf_object_place_node(lua_State *L)
+static int lf_env_place_node(lua_State *L)
{
// 3: node
MapNode n(CONTENT_STONE);
lua_Number z = lua_tonumber(L, -1);
lua_pop(L, 1);
lua_pop(L, 1);
- // 1: self
- LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
+ // 1: env
+ ServerEnvironment *env = (ServerEnvironment*)lua_touserdata(L, -1);
lua_pop(L, 1);
-
- assert(self);
+ assert(env);
v3s16 pos = floatToInt(v3f(x,y,z), 1.0);
This gets sent to the server by the map through the edit
event system.
*/
- bool succeeded = self->getEnv()->getMap().addNodeWithEvent(pos, n);
+ bool succeeded = env->getMap().addNodeWithEvent(pos, n);
lua_pushboolean(L, succeeded);
return 1;
}
/*
- object_remove(x,y,z)
+ string env_get_nearest_player_name(env, {X=,Y=,Z=})
*/
-static int lf_object_remove(lua_State *L)
+static int lf_env_get_nearest_player_name(lua_State *L)
{
- // 1: self
- LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
+ // 2: position
+ assert(lua_istable(L, -1));
+ lua_pushstring(L, "X");
+ lua_gettable(L, -2);
+ lua_Number x = lua_tonumber(L, -1);
lua_pop(L, 1);
+ lua_pushstring(L, "Y");
+ lua_gettable(L, -2);
+ lua_Number y = lua_tonumber(L, -1);
+ lua_pop(L, 1);
+ lua_pushstring(L, "Z");
+ lua_gettable(L, -2);
+ lua_Number z = lua_tonumber(L, -1);
+ lua_pop(L, 1);
+ lua_pop(L, 1);
+ // 1: env
+ ServerEnvironment *env = (ServerEnvironment*)lua_touserdata(L, -1);
+ lua_pop(L, 1);
+ assert(env);
- assert(self);
-
- self->m_removed = true;
-
- return 0;
+ v3f pos_f = v3f(x,y,z)*BS;
+
+ Player *player = env->getNearestConnectedPlayer(pos_f);
+
+ if(player)
+ lua_pushstring(L, player->getName());
+ else
+ lua_pushstring(L, "");
+
+ return 1; // Number of return values
}
/*
- {X=,Y=,Z=} object_get_nearest_player_position(self)
+ {exists=, pos={X=,Y=,Z=}, connected=} env_get_player_info(env, name)
*/
-/*static int lf_object_get_nearest_player_position(lua_State *L)
+static int lf_env_get_player_info(lua_State *L)
{
- // 1: self
- LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
+ // 2: name
+ const char *name = lua_tostring(L, -1);
lua_pop(L, 1);
+ // 1: env
+ ServerEnvironment *env = (ServerEnvironment*)lua_touserdata(L, -1);
+ lua_pop(L, 1);
+ assert(env);
- assert(self);
-
- ServerEnvironment *env = self->getEnv();
- env->
- v3f pos = ;
+ Player *player = env->getPlayer(name);
+ v3f pos(0,0,0);
+ if(player)
+ pos = player->getPosition();
lua_newtable(L);
- lua_pushstring(L, "X");
- lua_pushnumber(L, pos.X/BS);
- lua_settable(L, -3);
-
- lua_pushstring(L, "Y");
- lua_pushnumber(L, pos.Y/BS);
+ lua_pushstring(L, "exists");
+ lua_pushboolean(L, (player != NULL));
lua_settable(L, -3);
+
+ if(player != NULL)
+ {
+ lua_pushstring(L, "pos");
+ {
+ lua_newtable(L);
+
+ lua_pushstring(L, "X");
+ lua_pushnumber(L, pos.X/BS);
+ lua_settable(L, -3);
+
+ lua_pushstring(L, "Y");
+ lua_pushnumber(L, pos.Y/BS);
+ lua_settable(L, -3);
+
+ lua_pushstring(L, "Z");
+ lua_pushnumber(L, pos.Z/BS);
+ lua_settable(L, -3);
+ }
+ lua_settable(L, -3);
- lua_pushstring(L, "Z");
- lua_pushnumber(L, pos.Z/BS);
- lua_settable(L, -3);
+ lua_pushstring(L, "connected");
+ lua_pushboolean(L, (player->peer_id != 0));
+ lua_settable(L, -3);
+ }
return 1; // Number of return values
-}*/
+}
LuaSAO::LuaSAO(ServerEnvironment *env, u16 id, v3f pos):
ServerActiveObject(env, id, pos),
//lua_setglobal(L, "self");
// Register functions
- lua_register(L, "object_set_base_position", lf_object_set_base_position);
- lua_register(L, "object_get_base_position", lf_object_get_base_position);
- lua_register(L, "object_add_message", lf_object_add_message);
- lua_register(L, "object_get_node", lf_object_get_node);
- lua_register(L, "get_content_features", lf_get_content_features);
- lua_register(L, "object_dig_node", lf_object_dig_node);
- lua_register(L, "object_place_node", lf_object_place_node);
- lua_register(L, "object_remove", lf_object_remove);
+#define LUA_REGISTER_FUNC(L, x) lua_register(L, #x, lf_ ## x)
+ LUA_REGISTER_FUNC(L, object_remove);
+ LUA_REGISTER_FUNC(L, object_get_environment);
+ LUA_REGISTER_FUNC(L, object_set_base_position);
+ LUA_REGISTER_FUNC(L, object_get_base_position);
+ LUA_REGISTER_FUNC(L, object_add_message);
+ LUA_REGISTER_FUNC(L, env_get_node);
+ LUA_REGISTER_FUNC(L, get_content_features);
+ LUA_REGISTER_FUNC(L, env_dig_node);
+ LUA_REGISTER_FUNC(L, env_place_node);
+ LUA_REGISTER_FUNC(L, env_get_nearest_player_name);
+ LUA_REGISTER_FUNC(L, env_get_player_info);
}
LuaSAO::~LuaSAO()
*/
std::string relative_path;
- relative_path += "luaobjects/";
+ relative_path += "scripts/objects/";
relative_path += m_script_name;
relative_path += "/client.lua";
std::string full_path = porting::getDataPath(relative_path.c_str());
m_script_name = script_name;
std::string relative_path;
- relative_path += "luaobjects/";
+ relative_path += "scripts/objects/";
relative_path += script_name;
std::string server_file = relative_path + "/server.lua";
std::string server_path = porting::getDataPath(server_file.c_str());