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Implement player attribute backend (#4155)
* This backend permit mods to store extra players attributes to a common interface. * Add the obj:set_attribute(attr, value) Lua call * Add the obj:get_attribute(attr) Lua call Examples: * player:set_attribute("home:home", "10,25,-78") * player:get_attribute("default:mana") Attributes are saved as a json in the player file in extended_attributes key They are saved only if a modification on the attributes occurs and loaded when emergePlayer is called (they are attached to PlayerSAO).
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2a89531071
commit
b7a98e9850
9 changed files with 128 additions and 6 deletions
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@ -1181,6 +1181,45 @@ int ObjectRef::l_get_breath(lua_State *L)
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return 1;
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}
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// set_attribute(self, attribute, value)
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int ObjectRef::l_set_attribute(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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PlayerSAO* co = getplayersao(ref);
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if (co == NULL) {
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return 0;
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}
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std::string attr = luaL_checkstring(L, 2);
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std::string value = luaL_checkstring(L, 3);
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if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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co->setExtendedAttribute(attr, value);
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}
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return 1;
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}
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// get_attribute(self, attribute)
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int ObjectRef::l_get_attribute(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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PlayerSAO* co = getplayersao(ref);
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if (co == NULL) {
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return 0;
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}
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std::string attr = luaL_checkstring(L, 2);
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std::string value = "";
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if (co->getExtendedAttribute(attr, &value)) {
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lua_pushstring(L, value.c_str());
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return 1;
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}
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return 0;
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}
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// set_inventory_formspec(self, formspec)
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int ObjectRef::l_set_inventory_formspec(lua_State *L)
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{
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@ -1839,6 +1878,8 @@ const luaL_reg ObjectRef::methods[] = {
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luamethod(ObjectRef, set_look_pitch),
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luamethod(ObjectRef, get_breath),
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luamethod(ObjectRef, set_breath),
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luamethod(ObjectRef, get_attribute),
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luamethod(ObjectRef, set_attribute),
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luamethod(ObjectRef, set_inventory_formspec),
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luamethod(ObjectRef, get_inventory_formspec),
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luamethod(ObjectRef, get_player_control),
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@ -226,6 +226,12 @@ private:
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// get_breath(self, breath)
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static int l_get_breath(lua_State *L);
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// set_attribute(self, attribute, value)
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static int l_set_attribute(lua_State *L);
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// get_attribute(self, attribute)
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static int l_get_attribute(lua_State *L);
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// set_inventory_formspec(self, formspec)
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static int l_set_inventory_formspec(lua_State *L);
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