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https://github.com/luanti-org/luanti.git
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mainly work on object scripting api
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parent
eef7bc3570
commit
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19 changed files with 962 additions and 430 deletions
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@ -1,7 +1,7 @@
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-- Client-side code of the test lua object
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--
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-- Some helper functions
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-- Some helper functions and classes
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--
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function split(str, pat)
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@ -23,6 +23,7 @@ function split(str, pat)
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return t
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end
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-- For debugging
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function dump(o)
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if type(o) == 'table' then
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local s = '{ '
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@ -36,29 +37,90 @@ function dump(o)
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end
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end
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function vector_subtract(a, b)
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return {X=a.X-b.X, Y=a.Y-b.Y, Z=a.Z-b.Z}
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end
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function vector_add(a, b)
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return {X=a.X+b.X, Y=a.Y+b.Y, Z=a.Z+b.Z}
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end
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function vector_multiply(a, d)
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return {X=a.X*d, Y=a.Y*d, Z=a.Z*d}
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end
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SmoothTranslator = {}
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SmoothTranslator.__index = SmoothTranslator
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function SmoothTranslator.create()
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local obj = {}
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setmetatable(obj, SmoothTranslator)
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obj.vect_old = {X=0, Y=0, Z=0}
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obj.anim_counter = 0
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obj.anim_time = 0
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obj.anim_time_counter = 0
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obj.vect_show = {X=0, Y=0, Z=0}
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obj.vect_aim = {X=0, Y=0, Z=0}
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return obj
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end
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function SmoothTranslator:update(vect_new)
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self.vect_old = self.vect_show
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self.vect_aim = vect_new
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if self.anim_time < 0.001 or self.anim_time > 1.0 then
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self.anim_time = self.anim_time_counter
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else
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self.anim_time = self.anim_time * 0.9 + self.anim_time_counter * 0.1
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end
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self.anim_time_counter = 0
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self.anim_counter = 0
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end
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function SmoothTranslator:translate(dtime)
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self.anim_time_counter = self.anim_time_counter + dtime
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self.anim_counter = self.anim_counter + dtime
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vect_move = vector_subtract(self.vect_aim, self.vect_old)
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moveratio = 1.0
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if self.anim_time > 0.001 then
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moveratio = self.anim_time_counter / self.anim_time
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end
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if moveratio > 1.5 then
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moveratio = 1.5
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end
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self.vect_show = vector_add(self.vect_old, vector_multiply(vect_move, moveratio))
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end
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--
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-- Actual code
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--
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function step(self, dtime)
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-- Some smoother animation could be done here
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pos_trans = SmoothTranslator.create()
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rot_trans = SmoothTranslator.create()
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-- Callback functions
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function on_step(self, dtime)
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pos_trans:translate(dtime)
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rot_trans:translate(dtime)
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object_set_position(self, pos_trans.vect_show)
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object_set_rotation(self, rot_trans.vect_show)
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end
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function process_message(self, data)
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function on_process_message(self, data)
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--print("client got message: " .. data)
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-- Receive our custom messages
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sp = split(data, " ")
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if sp[1] == "pos" then
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object_set_position(self, sp[2], sp[3], sp[4])
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pos_trans:update({X=sp[2], Y=sp[3], Z=sp[4]})
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end
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if sp[1] == "rot" then
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object_set_rotation(self, sp[2], sp[3], sp[4])
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rot_trans:update({X=sp[2], Y=sp[3], Z=sp[4]})
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end
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end
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function initialize(self, data)
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function on_initialize(self, data)
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print("client object got initialization: " .. data)
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corners = {
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@ -1,25 +1,43 @@
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-- Server-side code of the test lua object
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--
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-- Some helper functions and classes
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--
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function vector_subtract(a, b)
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return {X=a.X-b.X, Y=a.Y-b.Y, Z=a.Z-b.Z}
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end
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function vector_add(a, b)
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return {X=a.X+b.X, Y=a.Y+b.Y, Z=a.Z+b.Z}
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end
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function vector_multiply(a, d)
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return {X=a.X*d, Y=a.Y*d, Z=a.Z*d}
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end
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--
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-- Actual code
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--
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counter = 0
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counter2 = 0
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counter3 = 0
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counter4 = 0
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death_counter = 0
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position = {X=math.random(-2,2),Y=6,Z=math.random(-2,2)}
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-- This is got in initialization from object_get_base_position(self)
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position = {X=0,Y=0,Z=0}
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rotation = {X=0, Y=math.random(0,360), Z=0}
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dir = 1
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temp1 = 0
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function step(self, dtime)
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function on_step(self, dtime)
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--[[if position.Y > 9.5 then
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position.Y = 6
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end
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if position.Y < 5.5 then
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position.Y = 9
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position.Y = 9]]
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counter2 = counter2 - dtime
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if counter2 < 0 then
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counter2 = counter2 + 3
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dir = -dir
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end]]
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-- Limit step to a sane value; it jumps a lot while the map generator
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-- is in action
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if dtime > 0.5 then
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@ -27,16 +45,19 @@ function step(self, dtime)
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end
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-- Returned value has these fields:
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-- * bool walkable
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-- * int content
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n = object_get_node(self, position.X,position.Y-0.35,position.Z)
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if n.walkable then
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-- * int param1
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-- * int param2
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p = {X=position.X, Y=position.Y-0.35, Z=position.Z}
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n = object_get_node(self, p)
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f = get_content_features(n.content)
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if f.walkable then
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dir = 1
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else
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dir = -1
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end
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-- Keep the object approximately at ground level
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position.Y = position.Y + dtime * 1.0 * dir
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position.Y = position.Y + dtime * 2.0 * dir
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-- Move the object around
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position.X = position.X + math.cos(math.pi+rotation.Y/180*math.pi)
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-- This value has to be set; it determines to which player the
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-- object is near to and such
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object_set_base_position(self, position.X,position.Y,position.Z)
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object_set_base_position(self, position)
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rotation.Y = rotation.Y + dtime * 180
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counter4 = counter4 - dtime
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if counter4 < 0 then
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counter4 = counter4 + math.random(0.5,8)
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-- Mess around with the map
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np = vector_add(position, {X=0,Y=0,Z=0})
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object_place_node(self, np, {content=0})
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-- A node could be digged out with this:
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-- object_dig_node(self, np)
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end
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counter3 = counter3 - dtime
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if counter3 < 0 then
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counter3 = counter3 + math.random(1,4)
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rotation.Y = rotation.Y + math.random(-180, 180)
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end
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-- Send some custom messages at a custom interval
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counter = counter - dtime
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if counter < 0 then
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counter = counter + 0.175
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counter = counter + 0.25
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if counter < 0 then
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counter = 0
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end
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message = "pos " .. position.X .. " " .. position.Y .. " " .. position.Z
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object_add_message(self, message)
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object_add_message(self, message)
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end
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-- Mess around with the map
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--[[counter2 = counter2 - dtime
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if counter2 < 0 then
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counter2 = counter2 + 3
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if temp1 == 0 then
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temp1 = 1
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object_dig_node(self, {X=0,Y=1,Z=0})
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else
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temp1 = 0
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n = {content=1}
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object_place_node(self, {X=0,Y=5,Z=0}, n)
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end
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end]]
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-- Remove the object after some time
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death_counter = death_counter + dtime
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if death_counter > 30 then
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end
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-- This stuff is passed to a newly created client-side counterpart of this object
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function get_client_init_data(self)
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function on_get_client_init_data(self)
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-- Just return some data for testing
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return "result of get_client_init_data"
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end
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-- This should return some data that mostly saves the state of this object
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-- Not implemented yet
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function get_server_init_data(self)
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-- Not completely implemented yet
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function on_get_server_init_data(self)
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-- Just return some data for testing
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return "result of get_server_init_data"
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end
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-- At reload time, the output of get_server_init_data is passed to this
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-- Not implemented yet
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function initialize(self, data)
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-- When the object is loaded from scratch, this is called before the first
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-- on_step(). Data is an empty string or the output of an object spawner
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-- hook, but such things are not yet implemented.
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--
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-- At reload time, the last output of get_server_init_data is passed as data.
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--
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-- This should initialize the position of the object to the value returned
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-- by object_get_base_position(self)
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--
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-- Not completely implemented yet
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--
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function on_initialize(self, data)
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print("server object got initialization: " .. data)
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position = object_get_base_position(self)
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end
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