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Expose getPointedThing to Lua
This commit introduces Raycast, a Lua user object, which can be used to perform a raycast on the map. The ray is continuable, so one can also get hidden nodes (for example to see trough glass).
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25 changed files with 671 additions and 313 deletions
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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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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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@ -159,6 +160,9 @@ private:
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// line_of_sight(pos1, pos2, stepsize) -> 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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@ -245,6 +249,47 @@ public:
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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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