minetest/src/script/lua_api/l_env.h

404 lines
11 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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<content_t> &filter);
static void checkArea(v3s16 &minp, v3s16 &maxp);
// F must be (v3s16 pos) -> MapNode
template <typename F>
static int findNodeNear(lua_State *L, v3s16 pos, int radius,
const std::vector<content_t> &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 <typename F>
static int findNodesInArea(lua_State *L, const NodeDefManager *ndef,
const std::vector<content_t> &filter, bool grouped, F &&iterate);
// F must be (v3s16 pos) -> MapNode
template <typename F>
static int findNodesInAreaUnderAir(lua_State *L, v3s16 minp, v3s16 maxp,
const std::vector<content_t> &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<std::string> m_trigger_contents;
std::vector<std::string> 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<std::string> &trigger_contents,
const std::vector<std::string> &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<std::string> &getTriggerContents() const
{
return m_trigger_contents;
}
virtual const std::vector<std::string> &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<std::string> &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<f32> &shootline,
bool objects_pointable,
bool liquids_pointable,
const std::optional<Pointabilities> &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;
};