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Scripting WIP: Add global environment step function on_step
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@ -138,7 +138,10 @@ end
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print("omg lol")
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print("minetest dump: "..dump(minetest))
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--local TNT = minetest.new_entity {
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-- Global environment step function
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function on_step(dtime)
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end
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local TNT = {
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-- Maybe handle gravity and collision this way? dunno
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physical = true,
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@ -1141,6 +1141,11 @@ void ServerEnvironment::step(float dtime)
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}
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}
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/*
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Step script environment (run global on_step())
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*/
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scriptapi_environment_step(m_lua, dtime);
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/*
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Step active objects
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*/
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@ -40,7 +40,9 @@ extern "C" {
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TODO:
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- Global environment step function
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- Random node triggers
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- Object network and client-side stuff
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- Object visual client-side stuff
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- Blink effect
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- Spritesheets and animation
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- Named node types and dynamic id allocation
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- LuaNodeMetadata
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blockdef.has_metadata = true/false
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@ -669,6 +671,25 @@ void scriptapi_rm_object_reference(lua_State *L, ServerActiveObject *cobj)
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lua_settable(L, objectstable);
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}
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/*
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environment
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*/
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void scriptapi_environment_step(lua_State *L, float dtime)
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{
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realitycheck(L);
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assert(lua_checkstack(L, 20));
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//infostream<<"scriptapi_luaentity_step: id="<<id<<std::endl;
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StackUnroller stack_unroller(L);
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lua_getglobal(L, "on_step");
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if(lua_type(L, -1) != LUA_TFUNCTION)
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return; // If no on_step function exist, do nothing
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lua_pushnumber(L, dtime);
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if(lua_pcall(L, 1, 0, 0))
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script_error(L, "error: %s\n", lua_tostring(L, -1));
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}
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/*
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luaentity
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*/
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@ -35,6 +35,10 @@ void scriptapi_add_environment(lua_State *L, ServerEnvironment *env);
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void scriptapi_add_object_reference(lua_State *L, ServerActiveObject *cobj);
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void scriptapi_rm_object_reference(lua_State *L, ServerActiveObject *cobj);
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/* environment */
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void scriptapi_environment_step(lua_State *L, float dtime);
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/* luaentity */
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void scriptapi_luaentity_add(lua_State *L, u16 id, const char *name,
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const char *init_state);
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void scriptapi_luaentity_rm(lua_State *L, u16 id);
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