/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #pragma once #include "lua_api/l_base.h" #include "serverenvironment.h" #include "raycast.h" // base class containing helpers class ModApiEnvBase : public ModApiBase { protected: static void collectNodeIds(lua_State *L, int idx, const NodeDefManager *ndef, std::vector &filter); static void checkArea(v3s16 &minp, v3s16 &maxp); // F must be (v3s16 pos) -> MapNode template static int findNodeNear(lua_State *L, v3s16 pos, int radius, const std::vector &filter, int start_radius, F &&getNode); // F must be (G callback) -> void // with G being (v3s16 p, MapNode n) -> bool // and behave like Map::forEachNodeInArea template static int findNodesInArea(lua_State *L, const NodeDefManager *ndef, const std::vector &filter, bool grouped, F &&iterate); // F must be (v3s16 pos) -> MapNode template static int findNodesInAreaUnderAir(lua_State *L, v3s16 minp, v3s16 maxp, const std::vector &filter, F &&getNode); static const EnumString es_ClearObjectsMode[]; static const EnumString es_BlockStatusType[]; }; class ModApiEnv : public ModApiEnvBase { private: // set_node(pos, node) // pos = {x=num, y=num, z=num} static int l_set_node(lua_State *L); // bulk_set_node([pos1, pos2, ...], node) // pos = {x=num, y=num, z=num} static int l_bulk_set_node(lua_State *L); static int l_add_node(lua_State *L); // remove_node(pos) // pos = {x=num, y=num, z=num} static int l_remove_node(lua_State *L); // swap_node(pos, node) // pos = {x=num, y=num, z=num} static int l_swap_node(lua_State *L); // get_node_raw(x, y, z) -> content, param1, param2, pos_ok // Used to implement get_node and get_node_or_nil in lua. // This is still faster than doing it from C++ even with optimized pushnode. static int l_get_node_raw(lua_State *L); // get_node_light(pos, timeofday) // pos = {x=num, y=num, z=num} // timeofday: nil = current time, 0 = night, 0.5 = day static int l_get_node_light(lua_State *L); // get_natural_light(pos, timeofday) // pos = {x=num, y=num, z=num} // timeofday: nil = current time, 0 = night, 0.5 = day static int l_get_natural_light(lua_State *L); // place_node(pos, node) // pos = {x=num, y=num, z=num} static int l_place_node(lua_State *L); // dig_node(pos) // pos = {x=num, y=num, z=num} static int l_dig_node(lua_State *L); // punch_node(pos) // pos = {x=num, y=num, z=num} static int l_punch_node(lua_State *L); // get_node_max_level(pos) // pos = {x=num, y=num, z=num} static int l_get_node_max_level(lua_State *L); // get_node_level(pos) // pos = {x=num, y=num, z=num} static int l_get_node_level(lua_State *L); // set_node_level(pos) // pos = {x=num, y=num, z=num} static int l_set_node_level(lua_State *L); // add_node_level(pos) // pos = {x=num, y=num, z=num} static int l_add_node_level(lua_State *L); // get_node_boxes(box_type, pos, [node]) -> table // box_type = string // pos = {x=num, y=num, z=num} // node = {name=string, param1=num, param2=num} or nil static int l_get_node_boxes(lua_State *L); // find_nodes_with_meta(pos1, pos2) static int l_find_nodes_with_meta(lua_State *L); // get_meta(pos) static int l_get_meta(lua_State *L); // get_node_timer(pos) static int l_get_node_timer(lua_State *L); // add_entity(pos, entityname) -> ObjectRef or nil // pos = {x=num, y=num, z=num} static int l_add_entity(lua_State *L); // add_item(pos, itemstack or itemstring or table) -> ObjectRef or nil // pos = {x=num, y=num, z=num} static int l_add_item(lua_State *L); // get_connected_players() static int l_get_connected_players(lua_State *L); // get_player_by_name(name) static int l_get_player_by_name(lua_State *L); // get_objects_inside_radius(pos, radius) static int l_get_objects_inside_radius(lua_State *L); // get_objects_in_area(pos, minp, maxp) static int l_get_objects_in_area(lua_State *L); // set_timeofday(val) // val = 0...1 static int l_set_timeofday(lua_State *L); // get_timeofday() -> 0...1 static int l_get_timeofday(lua_State *L); // get_gametime() static int l_get_gametime(lua_State *L); // get_day_count() -> int static int l_get_day_count(lua_State *L); // find_node_near(pos, radius, nodenames, search_center) -> pos or nil // nodenames: eg. {"ignore", "group:tree"} or "default:dirt" static int l_find_node_near(lua_State *L); // find_nodes_in_area(minp, maxp, nodenames) -> list of positions // nodenames: eg. {"ignore", "group:tree"} or "default:dirt" static int l_find_nodes_in_area(lua_State *L); // find_surface_nodes_in_area(minp, maxp, nodenames) -> list of positions // nodenames: eg. {"ignore", "group:tree"} or "default:dirt" static int l_find_nodes_in_area_under_air(lua_State *L); // fix_light(p1, p2) -> true/false static int l_fix_light(lua_State *L); // load_area(p1) static int l_load_area(lua_State *L); // emerge_area(p1, p2) static int l_emerge_area(lua_State *L); // delete_area(p1, p2) -> true/false static int l_delete_area(lua_State *L); // get_perlin(seeddiff, octaves, persistence, scale) // returns world-specific PerlinNoise static int l_get_perlin(lua_State *L); // get_perlin_map(noiseparams, size) // returns world-specific PerlinNoiseMap static int l_get_perlin_map(lua_State *L); // get_voxel_manip() // returns world-specific voxel manipulator static int l_get_voxel_manip(lua_State *L); // clear_objects() // clear all objects in the environment static int l_clear_objects(lua_State *L); // spawn_tree(pos, treedef) static int l_spawn_tree(lua_State *L); // line_of_sight(pos1, pos2) -> true/false static int l_line_of_sight(lua_State *L); // raycast(pos1, pos2, objects, liquids) -> Raycast static int l_raycast(lua_State *L); // find_path(pos1, pos2, searchdistance, // max_jump, max_drop, algorithm) -> table containing path static int l_find_path(lua_State *L); // transforming_liquid_add(pos) static int l_transforming_liquid_add(lua_State *L); // forceload_block(blockpos) // forceloads a block static int l_forceload_block(lua_State *L); // forceload_free_block(blockpos) // stops forceloading a position static int l_forceload_free_block(lua_State *L); // compare_block_status(nodepos) static int l_compare_block_status(lua_State *L); // get_translated_string(lang_code, string) static int l_get_translated_string(lua_State * L); public: static void Initialize(lua_State *L, int top); static void InitializeClient(lua_State *L, int top); }; /* * Duplicates of certain env APIs that operate not on the global * map but on a VoxelManipulator. This is for emerge scripting. */ class ModApiEnvVM : public ModApiEnvBase { private: // get_node_or_nil(pos) static int l_get_node_or_nil(lua_State *L); // get_node_max_level(pos) static int l_get_node_max_level(lua_State *L); // get_node_level(pos) static int l_get_node_level(lua_State *L); // set_node_level(pos) static int l_set_node_level(lua_State *L); // add_node_level(pos) static int l_add_node_level(lua_State *L); // find_node_near(pos, radius, nodenames, [search_center]) static int l_find_node_near(lua_State *L); // find_nodes_in_area(minp, maxp, nodenames, [grouped]) static int l_find_nodes_in_area(lua_State *L); // find_surface_nodes_in_area(minp, maxp, nodenames) static int l_find_nodes_in_area_under_air(lua_State *L); // spawn_tree(pos, treedef) static int l_spawn_tree(lua_State *L); // Helper: get the vmanip we're operating on static MMVManip *getVManip(lua_State *L); public: static void InitializeEmerge(lua_State *L, int top); }; class LuaABM : public ActiveBlockModifier { private: int m_id; std::vector m_trigger_contents; std::vector m_required_neighbors; float m_trigger_interval; u32 m_trigger_chance; bool m_simple_catch_up; s16 m_min_y; s16 m_max_y; public: LuaABM(lua_State *L, int id, const std::vector &trigger_contents, const std::vector &required_neighbors, float trigger_interval, u32 trigger_chance, bool simple_catch_up, s16 min_y, s16 max_y): m_id(id), m_trigger_contents(trigger_contents), m_required_neighbors(required_neighbors), m_trigger_interval(trigger_interval), m_trigger_chance(trigger_chance), m_simple_catch_up(simple_catch_up), m_min_y(min_y), m_max_y(max_y) { } virtual const std::vector &getTriggerContents() const { return m_trigger_contents; } virtual const std::vector &getRequiredNeighbors() const { return m_required_neighbors; } virtual float getTriggerInterval() { return m_trigger_interval; } virtual u32 getTriggerChance() { return m_trigger_chance; } virtual bool getSimpleCatchUp() { return m_simple_catch_up; } virtual s16 getMinY() { return m_min_y; } virtual s16 getMaxY() { return m_max_y; } virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n, u32 active_object_count, u32 active_object_count_wider); }; class LuaLBM : public LoadingBlockModifierDef { private: int m_id; public: LuaLBM(lua_State *L, int id, const std::set &trigger_contents, const std::string &name, bool run_at_every_load): m_id(id) { this->run_at_every_load = run_at_every_load; this->trigger_contents = trigger_contents; this->name = name; } virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n, float dtime_s); }; //! Lua wrapper for RaycastState objects class LuaRaycast : public ModApiBase { private: static const luaL_Reg methods[]; //! Inner state RaycastState state; // Exported functions // garbage collector static int gc_object(lua_State *L); /*! * Raycast:next() -> pointed_thing * Returns the next pointed thing on the ray. */ static int l_next(lua_State *L); public: //! Constructor with the same arguments as RaycastState. LuaRaycast( const core::line3d &shootline, bool objects_pointable, bool liquids_pointable, const std::optional &pointabilities) : state(shootline, objects_pointable, liquids_pointable, pointabilities) {} //! Creates a LuaRaycast and leaves it on top of the stack. static int create_object(lua_State *L); //! Registers Raycast as a Lua userdata type. static void Register(lua_State *L); static const char className[]; }; struct ScriptCallbackState { ServerScripting *script; int callback_ref; int args_ref; unsigned int refcount; std::string origin; };