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Add PseudoRandom in Lua API
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@ -599,6 +599,7 @@ methods:
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returns the items that were actually removed (as an ItemStack)
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returns the items that were actually removed (as an ItemStack)
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ItemStack: A stack of items.
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ItemStack: A stack of items.
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- Can be created via ItemStack(itemstack or itemstring or table or nil)
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methods:
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methods:
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- is_empty(): return true if stack is empty
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- is_empty(): return true if stack is empty
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- get_name(): returns item name (e.g. "default:stone")
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- get_name(): returns item name (e.g. "default:stone")
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@ -627,6 +628,11 @@ methods:
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^ returns copied ItemStack
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^ returns copied ItemStack
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^ if n is omitted, n=1 is used
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^ if n is omitted, n=1 is used
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PseudoRandom: A pseudorandom number generator
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- Can be created via PseudoRandom(seed)
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methods:
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- next(): return next random number [0...32767]
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Registered entities
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Registered entities
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--------------------
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--------------------
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- Functions receive a "luaentity" as self:
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- Functions receive a "luaentity" as self:
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11
games/minimal/mods/test/init.lua
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11
games/minimal/mods/test/init.lua
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@ -0,0 +1,11 @@
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--
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-- Minimal Development Test
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-- Mod: test
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--
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-- Try out PseudoRandom
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pseudo = PseudoRandom(13)
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assert(pseudo:next() == 22290)
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assert(pseudo:next() == 13854)
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@ -47,6 +47,7 @@ extern "C" {
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#include "utility.h"
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#include "utility.h"
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#include "tool.h"
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#include "tool.h"
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#include "daynightratio.h"
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#include "daynightratio.h"
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#include "noise.h" // PseudoRandom for LuaPseudoRandom
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static void stackDump(lua_State *L, std::ostream &o)
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static void stackDump(lua_State *L, std::ostream &o)
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{
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{
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@ -3134,6 +3135,114 @@ const luaL_reg EnvRef::methods[] = {
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{0,0}
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{0,0}
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};
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};
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/*
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LuaPseudoRandom
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*/
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class LuaPseudoRandom
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{
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private:
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PseudoRandom m_pseudo;
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static const char className[];
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static const luaL_reg methods[];
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// Exported functions
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// garbage collector
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static int gc_object(lua_State *L)
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{
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LuaPseudoRandom *o = *(LuaPseudoRandom **)(lua_touserdata(L, 1));
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delete o;
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return 0;
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}
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// next(self) -> get next value
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static int l_next(lua_State *L)
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{
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LuaPseudoRandom *o = checkobject(L, 1);
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PseudoRandom &pseudo = o->m_pseudo;
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lua_pushinteger(L, pseudo.next());
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return 1;
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}
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public:
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LuaPseudoRandom(int seed):
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m_pseudo(seed)
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{
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}
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~LuaPseudoRandom()
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{
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}
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const PseudoRandom& getItem() const
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{
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return m_pseudo;
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}
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PseudoRandom& getItem()
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{
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return m_pseudo;
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}
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// LuaPseudoRandom(seed)
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// Creates an LuaPseudoRandom and leaves it on top of stack
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static int create_object(lua_State *L)
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{
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int seed = luaL_checknumber(L, 1);
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LuaPseudoRandom *o = new LuaPseudoRandom(seed);
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*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
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luaL_getmetatable(L, className);
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lua_setmetatable(L, -2);
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return 1;
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}
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static LuaPseudoRandom* checkobject(lua_State *L, int narg)
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{
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luaL_checktype(L, narg, LUA_TUSERDATA);
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void *ud = luaL_checkudata(L, narg, className);
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if(!ud) luaL_typerror(L, narg, className);
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return *(LuaPseudoRandom**)ud; // unbox pointer
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}
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static void Register(lua_State *L)
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{
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lua_newtable(L);
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int methodtable = lua_gettop(L);
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luaL_newmetatable(L, className);
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int metatable = lua_gettop(L);
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lua_pushliteral(L, "__metatable");
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lua_pushvalue(L, methodtable);
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lua_settable(L, metatable); // hide metatable from Lua getmetatable()
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lua_pushliteral(L, "__index");
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lua_pushvalue(L, methodtable);
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lua_settable(L, metatable);
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lua_pushliteral(L, "__gc");
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lua_pushcfunction(L, gc_object);
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lua_settable(L, metatable);
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lua_pop(L, 1); // drop metatable
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luaL_openlib(L, 0, methods, 0); // fill methodtable
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lua_pop(L, 1); // drop methodtable
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// Can be created from Lua (LuaPseudoRandom(seed))
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lua_register(L, className, create_object);
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}
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};
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const char LuaPseudoRandom::className[] = "PseudoRandom";
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const luaL_reg LuaPseudoRandom::methods[] = {
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method(LuaPseudoRandom, next),
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{0,0}
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};
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/*
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LuaABM
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*/
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class LuaABM : public ActiveBlockModifier
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class LuaABM : public ActiveBlockModifier
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{
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{
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private:
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private:
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@ -3789,6 +3898,7 @@ void scriptapi_export(lua_State *L, Server *server)
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NodeMetaRef::Register(L);
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NodeMetaRef::Register(L);
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ObjectRef::Register(L);
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ObjectRef::Register(L);
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EnvRef::Register(L);
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EnvRef::Register(L);
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LuaPseudoRandom::Register(L);
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}
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}
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bool scriptapi_loadmod(lua_State *L, const std::string &scriptpath,
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bool scriptapi_loadmod(lua_State *L, const std::string &scriptpath,
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