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Add GUIDs and unit tests.
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19 changed files with 246 additions and 14 deletions
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@ -5810,6 +5810,8 @@ Utilities
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remove_item_match_meta = true,
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-- The HTTP API supports the HEAD and PATCH methods (5.12.0)
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httpfetch_additional_methods = true,
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-- objects have get_guid method (5.13.0)
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object_guids = true,
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}
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```
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@ -7848,7 +7850,11 @@ Global tables
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Note: changes to initial properties will only affect entities spawned afterwards,
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as they are only read when spawning.
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* `core.object_refs`
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* Map of object references, indexed by active object id
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* Map of active object references, indexed by active object id
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* Obsolete: Use `core.objects_by_guid` instead.
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GUIDs are strictly more useful than active object IDs.
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* `core.objects_by_guid`
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* Map of active object references, indexed by object GUID
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* `core.luaentities`
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* Map of Lua entities, indexed by active object id
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* `core.registered_abms`
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@ -8546,6 +8552,14 @@ child will follow movement and rotation of that bone.
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-- Default: false
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}
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```
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* `get_guid()`: returns a global unique identifier (a string)
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* For players, this is a player name.
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* For Lua entities, this is a uniquely generated string, guaranteed not to collide with player names.
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* Example: `@bGh3p2AbRE29Mb4biqX6OA`
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* GUIDs only use printable ASCII characters.
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* GUIDs are persisted internally between object reloads; their format is guaranteed not to change.
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Thus you can store GUIDs to identify objects persistently.
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#### Lua entity only (no-op for other objects)
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