mirror of
https://github.com/minetest/minetest.git
synced 2024-11-12 18:53:46 +01:00
584d00a01c
* Add minetest.bulk_set_node call + experimental mod unittest * Optimize set_node function to prevent triple lookup on contentfeatures Do only one lookup for old, and try to merge old and new lookup if node is same than previous node * Add benchmark function + optimize vector population to have real results
303 lines
8.1 KiB
C++
303 lines
8.1 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "lua_api/l_base.h"
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#include "serverenvironment.h"
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#include "raycast.h"
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class ModApiEnvMod : public ModApiBase {
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private:
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// set_node(pos, node)
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// pos = {x=num, y=num, z=num}
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static int l_set_node(lua_State *L);
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// bulk_set_node([pos1, pos2, ...], node)
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// pos = {x=num, y=num, z=num}
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static int l_bulk_set_node(lua_State *L);
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static int l_add_node(lua_State *L);
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// remove_node(pos)
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// pos = {x=num, y=num, z=num}
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static int l_remove_node(lua_State *L);
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// swap_node(pos, node)
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// pos = {x=num, y=num, z=num}
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static int l_swap_node(lua_State *L);
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// get_node(pos)
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// pos = {x=num, y=num, z=num}
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static int l_get_node(lua_State *L);
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// get_node_or_nil(pos)
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// pos = {x=num, y=num, z=num}
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static int l_get_node_or_nil(lua_State *L);
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// get_node_light(pos, timeofday)
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// pos = {x=num, y=num, z=num}
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// timeofday: nil = current time, 0 = night, 0.5 = day
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static int l_get_node_light(lua_State *L);
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// place_node(pos, node)
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// pos = {x=num, y=num, z=num}
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static int l_place_node(lua_State *L);
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// dig_node(pos)
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// pos = {x=num, y=num, z=num}
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static int l_dig_node(lua_State *L);
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// punch_node(pos)
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// pos = {x=num, y=num, z=num}
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static int l_punch_node(lua_State *L);
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// get_node_max_level(pos)
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// pos = {x=num, y=num, z=num}
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static int l_get_node_max_level(lua_State *L);
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// get_node_level(pos)
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// pos = {x=num, y=num, z=num}
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static int l_get_node_level(lua_State *L);
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// set_node_level(pos)
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// pos = {x=num, y=num, z=num}
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static int l_set_node_level(lua_State *L);
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// add_node_level(pos)
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// pos = {x=num, y=num, z=num}
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static int l_add_node_level(lua_State *L);
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// find_nodes_with_meta(pos1, pos2)
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static int l_find_nodes_with_meta(lua_State *L);
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// get_meta(pos)
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static int l_get_meta(lua_State *L);
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// get_node_timer(pos)
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static int l_get_node_timer(lua_State *L);
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// add_entity(pos, entityname) -> ObjectRef or nil
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// pos = {x=num, y=num, z=num}
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static int l_add_entity(lua_State *L);
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// add_item(pos, itemstack or itemstring or table) -> ObjectRef or nil
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// pos = {x=num, y=num, z=num}
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static int l_add_item(lua_State *L);
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// get_player_by_name(name)
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static int l_get_player_by_name(lua_State *L);
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// get_objects_inside_radius(pos, radius)
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static int l_get_objects_inside_radius(lua_State *L);
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// set_timeofday(val)
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// val = 0...1
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static int l_set_timeofday(lua_State *L);
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// get_timeofday() -> 0...1
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static int l_get_timeofday(lua_State *L);
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// get_gametime()
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static int l_get_gametime(lua_State *L);
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// get_day_count() -> int
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static int l_get_day_count(lua_State *L);
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// find_node_near(pos, radius, nodenames, search_center) -> pos or nil
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// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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static int l_find_node_near(lua_State *L);
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// find_nodes_in_area(minp, maxp, nodenames) -> list of positions
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// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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static int l_find_nodes_in_area(lua_State *L);
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// find_surface_nodes_in_area(minp, maxp, nodenames) -> list of positions
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// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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static int l_find_nodes_in_area_under_air(lua_State *L);
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// fix_light(p1, p2) -> true/false
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static int l_fix_light(lua_State *L);
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// emerge_area(p1, p2)
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static int l_emerge_area(lua_State *L);
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// delete_area(p1, p2) -> true/false
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static int l_delete_area(lua_State *L);
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// get_perlin(seeddiff, octaves, persistence, scale)
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// returns world-specific PerlinNoise
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static int l_get_perlin(lua_State *L);
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// get_perlin_map(noiseparams, size)
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// returns world-specific PerlinNoiseMap
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static int l_get_perlin_map(lua_State *L);
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// get_voxel_manip()
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// returns world-specific voxel manipulator
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static int l_get_voxel_manip(lua_State *L);
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// clear_objects()
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// clear all objects in the environment
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static int l_clear_objects(lua_State *L);
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// spawn_tree(pos, treedef)
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static int l_spawn_tree(lua_State *L);
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// line_of_sight(pos1, pos2) -> true/false
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static int l_line_of_sight(lua_State *L);
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// raycast(pos1, pos2, objects, liquids) -> Raycast
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static int l_raycast(lua_State *L);
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// find_path(pos1, pos2, searchdistance,
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// max_jump, max_drop, algorithm) -> table containing path
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static int l_find_path(lua_State *L);
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// transforming_liquid_add(pos)
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static int l_transforming_liquid_add(lua_State *L);
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// forceload_block(blockpos)
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// forceloads a block
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static int l_forceload_block(lua_State *L);
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// forceload_free_block(blockpos)
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// stops forceloading a position
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static int l_forceload_free_block(lua_State *L);
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public:
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static void Initialize(lua_State *L, int top);
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static void InitializeClient(lua_State *L, int top);
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static struct EnumString es_ClearObjectsMode[];
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};
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class LuaABM : public ActiveBlockModifier {
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private:
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int m_id;
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std::vector<std::string> m_trigger_contents;
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std::vector<std::string> m_required_neighbors;
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float m_trigger_interval;
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u32 m_trigger_chance;
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bool m_simple_catch_up;
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public:
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LuaABM(lua_State *L, int id,
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const std::vector<std::string> &trigger_contents,
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const std::vector<std::string> &required_neighbors,
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float trigger_interval, u32 trigger_chance, bool simple_catch_up):
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m_id(id),
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m_trigger_contents(trigger_contents),
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m_required_neighbors(required_neighbors),
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m_trigger_interval(trigger_interval),
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m_trigger_chance(trigger_chance),
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m_simple_catch_up(simple_catch_up)
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{
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}
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virtual const std::vector<std::string> &getTriggerContents() const
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{
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return m_trigger_contents;
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}
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virtual const std::vector<std::string> &getRequiredNeighbors() const
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{
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return m_required_neighbors;
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}
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virtual float getTriggerInterval()
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{
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return m_trigger_interval;
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}
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virtual u32 getTriggerChance()
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{
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return m_trigger_chance;
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}
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virtual bool getSimpleCatchUp()
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{
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return m_simple_catch_up;
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}
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virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
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u32 active_object_count, u32 active_object_count_wider);
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};
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class LuaLBM : public LoadingBlockModifierDef
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{
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private:
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int m_id;
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public:
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LuaLBM(lua_State *L, int id,
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const std::set<std::string> &trigger_contents,
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const std::string &name,
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bool run_at_every_load):
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m_id(id)
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{
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this->run_at_every_load = run_at_every_load;
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this->trigger_contents = trigger_contents;
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this->name = name;
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}
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virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n);
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};
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//! Lua wrapper for RaycastState objects
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class LuaRaycast : public ModApiBase
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{
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private:
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static const char className[];
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static const luaL_Reg methods[];
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//! Inner state
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RaycastState state;
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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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* Raycast:next() -> pointed_thing
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* Returns the next pointed thing on the ray.
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*/
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static int l_next(lua_State *L);
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public:
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//! Constructor with the same arguments as RaycastState.
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LuaRaycast(
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const core::line3d<f32> &shootline,
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bool objects_pointable,
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bool liquids_pointable) :
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state(shootline, objects_pointable, liquids_pointable)
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{}
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//! Creates a LuaRaycast and leaves it on top of the stack.
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static int create_object(lua_State *L);
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/*!
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* Returns the Raycast from the stack or throws an error.
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* @param narg location of the RaycastState in the stack
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*/
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static LuaRaycast *checkobject(lua_State *L, int narg);
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//! Registers Raycast as a Lua userdata type.
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static void Register(lua_State *L);
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};
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struct ScriptCallbackState {
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ServerScripting *script;
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int callback_ref;
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int args_ref;
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unsigned int refcount;
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std::string origin;
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};
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