updated scripting api a bit
authorPerttu Ahola <celeron55@gmail.com>
Wed, 23 Feb 2011 09:10:09 +0000 (11:10 +0200)
committerPerttu Ahola <celeron55@gmail.com>
Wed, 23 Feb 2011 09:10:09 +0000 (11:10 +0200)
--HG--
rename : data/luaobjects/test/client.lua => data/scripts/objects/test/client.lua
rename : data/luaobjects/test/server.lua => data/scripts/objects/test/server.lua

data/luaobjects/test/client.lua [deleted file]
data/luaobjects/test/server.lua [deleted file]
data/scripts/objects/test/client.lua [new file with mode: 0644]
data/scripts/objects/test/server.lua [new file with mode: 0644]
src/clientobject.cpp
src/environment.cpp
src/environment.h
src/server.cpp
src/serverobject.cpp

diff --git a/data/luaobjects/test/client.lua b/data/luaobjects/test/client.lua
deleted file mode 100644 (file)
index 6c50039..0000000
+++ /dev/null
@@ -1,135 +0,0 @@
--- 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
-
diff --git a/data/luaobjects/test/server.lua b/data/luaobjects/test/server.lua
deleted file mode 100644 (file)
index e79d277..0000000
+++ /dev/null
@@ -1,154 +0,0 @@
--- 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
-
diff --git a/data/scripts/objects/test/client.lua b/data/scripts/objects/test/client.lua
new file mode 100644 (file)
index 0000000..a685721
--- /dev/null
@@ -0,0 +1,137 @@
+-- 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
+
diff --git a/data/scripts/objects/test/server.lua b/data/scripts/objects/test/server.lua
new file mode 100644 (file)
index 0000000..1213e2f
--- /dev/null
@@ -0,0 +1,322 @@
+-- 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
+
index 4319f1ef0a7966db38555685d9c0121a724ec7fa..bbe108e15185f5a05ad81c7dcf5babaeb683b10e 100644 (file)
@@ -649,7 +649,7 @@ void LuaCAO::updateNodePos()
                return;
 
        m_node->setPosition(m_position);
-       m_node->setRotation(-m_rotation);
+       m_node->setRotation(m_rotation);
 }
 
 void LuaCAO::setPosition(v3f pos)
index ef973fb1e68dbe91bedd3c95b497a732549c00b2..2c9f4d68f9c732505e72b1b7bf4e1699e89c0114 100644 (file)
@@ -115,6 +115,26 @@ Player * Environment::getRandomConnectedPlayer()
        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;
@@ -480,9 +500,9 @@ void ServerEnvironment::step(float dtime)
                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
                );
 
                /*
@@ -494,7 +514,7 @@ void ServerEnvironment::step(float dtime)
                /*
                        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)
                {
index a476230aabef91a3bef85bc18f9ef43f1b713a59..b4159372ac691d39b1428dbdbd46ac50efd727f6 100644 (file)
@@ -58,6 +58,7 @@ public:
        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);
index 76fa23a932307f78bd35f887e86c822dfd9f4840..24f22c6b38c74feaa252a7288c20bf8853b0aad7 100644 (file)
@@ -3080,8 +3080,6 @@ void Server::BroadcastChatMessage(const std::wstring &message)
 
 void Server::sendRemoveNode(v3s16 p, u16 ignore_id)
 {
-       JMutexAutoLock conlock(m_con_mutex);
-       
        // Create packet
        u32 replysize = 8;
        SharedBuffer<u8> reply(replysize);
index 7266fc2b1332e0062b7b0129ffeca684f35ef3b8..e62f1efd0386708f20041fd23c3414d6ad14124c 100644 (file)
@@ -96,6 +96,37 @@ extern "C"{
        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=})
 */
@@ -187,9 +218,9 @@ static int lf_object_add_message(lua_State *L)
 }
 
 /*
-       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));
@@ -206,11 +237,11 @@ static int lf_object_get_node(lua_State *L)
        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);
 
@@ -219,7 +250,7 @@ static int lf_object_get_node(lua_State *L)
        
        // 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);
@@ -237,36 +268,6 @@ static int lf_object_get_node(lua_State *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)
 */
@@ -296,10 +297,10 @@ static int lf_get_content_features(lua_State *L)
 }
 
 /*
-       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));
@@ -316,11 +317,10 @@ static int lf_object_dig_node(lua_State *L)
        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);
        
@@ -329,19 +329,19 @@ static int lf_object_dig_node(lua_State *L)
                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);
@@ -379,11 +379,10 @@ static int lf_object_place_node(lua_State *L)
        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);
        
@@ -392,59 +391,100 @@ static int lf_object_place_node(lua_State *L)
                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),
@@ -465,14 +505,18 @@ LuaSAO::LuaSAO(ServerEnvironment *env, u16 id, v3f 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()
@@ -487,7 +531,7 @@ std::string LuaSAO::getClientInitializationData()
        */
        
        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());
@@ -694,7 +738,7 @@ void LuaSAO::loadScripts(const std::string &script_name)
        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());