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Add some missing getter functions to the lua API

ObjectRef:
get_properties
get_armor_groups
get_animation
get_attach
get_bone_position

Players:
get_physics_override
hud_get_hotbar_itemcount
hud_get_hotbar_image
hud_get_hotbar_selected_image
get_sky
get_day_night_ratio
get_local_animation
get_eye_offset

Global:
minetest.get_gen_notify
minetest.get_noiseparams
This commit is contained in:
TeTpaAka 2015-05-26 14:10:08 +02:00 committed by est31
parent 990a96578f
commit c0335f7d13
17 changed files with 665 additions and 8 deletions

View file

@ -637,6 +637,20 @@ int ModApiMapgen::l_set_noiseparams(lua_State *L)
}
// get_noiseparams(name)
int ModApiMapgen::l_get_noiseparams(lua_State *L)
{
std::string name = luaL_checkstring(L, 1);
NoiseParams np;
if (!g_settings->getNoiseParams(name, np))
return 0;
push_noiseparams(L, &np);
return 1;
}
// set_gen_notify(flags, {deco_id_table})
int ModApiMapgen::l_set_gen_notify(lua_State *L)
{
@ -661,6 +675,25 @@ int ModApiMapgen::l_set_gen_notify(lua_State *L)
}
// get_gen_notify()
int ModApiMapgen::l_get_gen_notify(lua_State *L)
{
EmergeManager *emerge = getServer(L)->getEmergeManager();
push_flags_string(L, flagdesc_gennotify, emerge->gen_notify_on,
emerge->gen_notify_on);
lua_newtable(L);
int i = 1;
for (std::set<u32>::iterator it = emerge->gen_notify_on_deco_ids.begin();
it != emerge->gen_notify_on_deco_ids.end(); ++it) {
lua_pushnumber(L, *it);
lua_rawseti(L, -2, i);
i++;
}
return 2;
}
// register_biome({lots of stuff})
int ModApiMapgen::l_register_biome(lua_State *L)
{
@ -1187,7 +1220,9 @@ void ModApiMapgen::Initialize(lua_State *L, int top)
API_FCT(get_mapgen_params);
API_FCT(set_mapgen_params);
API_FCT(set_noiseparams);
API_FCT(get_noiseparams);
API_FCT(set_gen_notify);
API_FCT(get_gen_notify);
API_FCT(register_biome);
API_FCT(register_decoration);

View file

@ -39,9 +39,15 @@ private:
// set_noiseparam_defaults(name, noiseparams, set_default)
static int l_set_noiseparams(lua_State *L);
// get_noiseparam_defaults(name)
static int l_get_noiseparams(lua_State *L);
// set_gen_notify(flagstring)
static int l_set_gen_notify(lua_State *L);
// set_gen_notify(flagstring)
static int l_get_gen_notify(lua_State *L);
// register_biome({lots of stuff})
static int l_register_biome(lua_State *L);

View file

@ -29,7 +29,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "content_sao.h"
#include "server.h"
#include "hud.h"
#include "scripting_game.h"
#define GET_ENV_PTR ServerEnvironment* env = \
dynamic_cast<ServerEnvironment*>(getEnv(L)); \
if (env == NULL) return 0
struct EnumString es_HudElementType[] =
{
@ -376,6 +380,20 @@ int ObjectRef::l_set_armor_groups(lua_State *L)
return 0;
}
// get_armor_groups(self)
int ObjectRef::l_get_armor_groups(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Do it
ItemGroupList groups = co->getArmorGroups();
push_groups(L, groups);
return 1;
}
// set_physics_override(self, physics_override_speed, physics_override_jump,
// physics_override_gravity, sneak, sneak_glitch)
int ObjectRef::l_set_physics_override(lua_State *L)
@ -409,6 +427,28 @@ int ObjectRef::l_set_physics_override(lua_State *L)
return 0;
}
// get_physics_override(self)
int ObjectRef::l_get_physics_override(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
PlayerSAO *co = (PlayerSAO *)getobject(ref);
if (co == NULL)
return 0;
// Do it
lua_newtable(L);
lua_pushnumber(L, co->m_physics_override_speed);
lua_setfield(L, -2, "speed");
lua_pushnumber(L, co->m_physics_override_jump);
lua_setfield(L, -2, "jump");
lua_pushnumber(L, co->m_physics_override_gravity);
lua_setfield(L, -2, "gravity");
lua_pushboolean(L, co->m_physics_override_sneak);
lua_setfield(L, -2, "sneak");
lua_pushboolean(L, co->m_physics_override_sneak_glitch);
lua_setfield(L, -2, "sneak_glitch");
return 1;
}
// set_animation(self, frame_range, frame_speed, frame_blend)
int ObjectRef::l_set_animation(lua_State *L)
{
@ -430,6 +470,26 @@ int ObjectRef::l_set_animation(lua_State *L)
return 0;
}
// get_animation(self)
int ObjectRef::l_get_animation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Do it
v2f frames = v2f(1,1);
float frame_speed = 15;
float frame_blend = 0;
co->getAnimation(&frames, &frame_speed, &frame_blend);
push_v2f(L, frames);
lua_pushnumber(L, frame_speed);
lua_pushnumber(L, frame_blend);
return 3;
}
// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
int ObjectRef::l_set_local_animation(lua_State *L)
{
@ -455,6 +515,27 @@ int ObjectRef::l_set_local_animation(lua_State *L)
return 0;
}
// get_local_animation(self)
int ObjectRef::l_get_local_animation(lua_State *L)
{
//NO_MAP_LOCK_REQUIRED
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
v2s32 frames[4];
float frame_speed;
player->getLocalAnimations(frames, &frame_speed);
for (int i = 0; i < 4; i++) {
push_v2s32(L, frames[i]);
}
lua_pushnumber(L, frame_speed);
return 5;
}
// set_eye_offset(self, v3f first pv, v3f third pv)
int ObjectRef::l_set_eye_offset(lua_State *L)
{
@ -485,6 +566,20 @@ int ObjectRef::l_set_eye_offset(lua_State *L)
return 0;
}
// get_eye_offset(self)
int ObjectRef::l_get_eye_offset(lua_State *L)
{
//NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
// Do it
push_v3f(L, player->eye_offset_first);
push_v3f(L, player->eye_offset_third);
return 2;
}
// set_bone_position(self, std::string bone, v3f position, v3f rotation)
int ObjectRef::l_set_bone_position(lua_State *L)
{
@ -506,6 +601,28 @@ int ObjectRef::l_set_bone_position(lua_State *L)
return 0;
}
// get_bone_position(self, bone)
int ObjectRef::l_get_bone_position(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Do it
std::string bone = "";
if(!lua_isnil(L, 2))
bone = lua_tostring(L, 2);
v3f position = v3f(0, 0, 0);
v3f rotation = v3f(0, 0, 0);
co->getBonePosition(bone, &position, &rotation);
push_v3f(L, position);
push_v3f(L, rotation);
return 2;
}
// set_attach(self, parent, bone, position, rotation)
int ObjectRef::l_set_attach(lua_State *L)
{
@ -530,6 +647,34 @@ int ObjectRef::l_set_attach(lua_State *L)
return 0;
}
// get_attach(self)
int ObjectRef::l_get_attach(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
GET_ENV_PTR;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Do it
int parent_id = 0;
std::string bone = "";
v3f position = v3f(0, 0, 0);
v3f rotation = v3f(0, 0, 0);
co->getAttachment(&parent_id, &bone, &position, &rotation);
if (!parent_id)
return 0;
ServerActiveObject *parent = env->getActiveObject(parent_id);
getScriptApiBase(L)->objectrefGetOrCreate(L, parent);
lua_pushlstring(L, bone.c_str(), bone.size());
push_v3f(L, position);
push_v3f(L, rotation);
return 4;
}
// set_detach(self)
int ObjectRef::l_set_detach(lua_State *L)
{
@ -557,6 +702,21 @@ int ObjectRef::l_set_properties(lua_State *L)
return 0;
}
// get_properties(self)
int ObjectRef::l_get_properties(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
ObjectProperties *prop = co->accessObjectProperties();
if (!prop)
return 0;
push_object_properties(L, prop);
return 1;
}
// is_player(self)
int ObjectRef::l_is_player(lua_State *L)
{
@ -1185,6 +1345,20 @@ int ObjectRef::l_hud_set_hotbar_itemcount(lua_State *L)
return 1;
}
// hud_get_hotbar_itemcount(self)
int ObjectRef::l_hud_get_hotbar_itemcount(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
s32 hotbar_itemcount = getServer(L)->hudGetHotbarItemcount(player);
lua_pushnumber(L, hotbar_itemcount);
return 1;
}
// hud_set_hotbar_image(self, name)
int ObjectRef::l_hud_set_hotbar_image(lua_State *L)
{
@ -1199,6 +1373,19 @@ int ObjectRef::l_hud_set_hotbar_image(lua_State *L)
return 1;
}
// hud_get_hotbar_image(self)
int ObjectRef::l_hud_get_hotbar_image(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
std::string name = getServer(L)->hudGetHotbarImage(player);
lua_pushlstring(L, name.c_str(), name.size());
return 1;
}
// hud_set_hotbar_selected_image(self, name)
int ObjectRef::l_hud_set_hotbar_selected_image(lua_State *L)
{
@ -1213,6 +1400,19 @@ int ObjectRef::l_hud_set_hotbar_selected_image(lua_State *L)
return 1;
}
// hud_get_hotbar_selected_image(self)
int ObjectRef::l_hud_get_hotbar_selected_image(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
std::string name = getServer(L)->hudGetHotbarSelectedImage(player);
lua_pushlstring(L, name.c_str(), name.size());
return 1;
}
// set_sky(self, bgcolor, type, list)
int ObjectRef::l_set_sky(lua_State *L)
{
@ -1251,6 +1451,33 @@ int ObjectRef::l_set_sky(lua_State *L)
return 1;
}
// get_sky(self)
int ObjectRef::l_get_sky(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
video::SColor bgcolor(255, 255, 255, 255);
std::string type;
std::vector<std::string> params;
player->getSky(&bgcolor, &type, &params);
type = type == "" ? "regular" : type;
push_ARGB8(L, bgcolor);
lua_pushlstring(L, type.c_str(), type.size());
lua_newtable(L);
s16 i = 1;
for (std::vector<std::string>::iterator it = params.begin();
it != params.end(); ++it) {
lua_pushlstring(L, it->c_str(), it->size());
lua_rawseti(L, -2, i);
i++;
}
return 3;
}
// override_day_night_ratio(self, brightness=0...1)
int ObjectRef::l_override_day_night_ratio(lua_State *L)
{
@ -1273,6 +1500,26 @@ int ObjectRef::l_override_day_night_ratio(lua_State *L)
return 1;
}
// get_day_night_ratio(self)
int ObjectRef::l_get_day_night_ratio(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
bool do_override;
float ratio;
player->getDayNightRatio(&do_override, &ratio);
if (do_override)
lua_pushnumber(L, ratio);
else
lua_pushnil(L);
return 1;
}
// set_nametag_attributes(self, attributes)
int ObjectRef::l_set_nametag_attributes(lua_State *L)
{
@ -1389,12 +1636,16 @@ const luaL_reg ObjectRef::methods[] = {
luamethod(ObjectRef, get_wielded_item),
luamethod(ObjectRef, set_wielded_item),
luamethod(ObjectRef, set_armor_groups),
luamethod(ObjectRef, set_physics_override),
luamethod(ObjectRef, get_armor_groups),
luamethod(ObjectRef, set_animation),
luamethod(ObjectRef, get_animation),
luamethod(ObjectRef, set_bone_position),
luamethod(ObjectRef, get_bone_position),
luamethod(ObjectRef, set_attach),
luamethod(ObjectRef, get_attach),
luamethod(ObjectRef, set_detach),
luamethod(ObjectRef, set_properties),
luamethod(ObjectRef, get_properties),
// LuaEntitySAO-only
luamethod(ObjectRef, setvelocity),
luamethod(ObjectRef, getvelocity),
@ -1421,6 +1672,8 @@ const luaL_reg ObjectRef::methods[] = {
luamethod(ObjectRef, get_inventory_formspec),
luamethod(ObjectRef, get_player_control),
luamethod(ObjectRef, get_player_control_bits),
luamethod(ObjectRef, set_physics_override),
luamethod(ObjectRef, get_physics_override),
luamethod(ObjectRef, hud_add),
luamethod(ObjectRef, hud_remove),
luamethod(ObjectRef, hud_change),
@ -1428,12 +1681,19 @@ const luaL_reg ObjectRef::methods[] = {
luamethod(ObjectRef, hud_set_flags),
luamethod(ObjectRef, hud_get_flags),
luamethod(ObjectRef, hud_set_hotbar_itemcount),
luamethod(ObjectRef, hud_get_hotbar_itemcount),
luamethod(ObjectRef, hud_set_hotbar_image),
luamethod(ObjectRef, hud_get_hotbar_image),
luamethod(ObjectRef, hud_set_hotbar_selected_image),
luamethod(ObjectRef, hud_get_hotbar_selected_image),
luamethod(ObjectRef, set_sky),
luamethod(ObjectRef, get_sky),
luamethod(ObjectRef, override_day_night_ratio),
luamethod(ObjectRef, get_day_night_ratio),
luamethod(ObjectRef, set_local_animation),
luamethod(ObjectRef, get_local_animation),
luamethod(ObjectRef, set_eye_offset),
luamethod(ObjectRef, get_eye_offset),
luamethod(ObjectRef, set_nametag_attributes),
luamethod(ObjectRef, get_nametag_attributes),
{0,0}

View file

@ -101,25 +101,43 @@ private:
// set_armor_groups(self, groups)
static int l_set_armor_groups(lua_State *L);
// get_armor_groups(self)
static int l_get_armor_groups(lua_State *L);
// set_physics_override(self, physics_override_speed, physics_override_jump,
// physics_override_gravity, sneak, sneak_glitch)
static int l_set_physics_override(lua_State *L);
// get_physics_override(self)
static int l_get_physics_override(lua_State *L);
// set_animation(self, frame_range, frame_speed, frame_blend)
static int l_set_animation(lua_State *L);
// get_animation(self)
static int l_get_animation(lua_State *L);
// set_bone_position(self, std::string bone, v3f position, v3f rotation)
static int l_set_bone_position(lua_State *L);
// get_bone_position(self, bone)
static int l_get_bone_position(lua_State *L);
// set_attach(self, parent, bone, position, rotation)
static int l_set_attach(lua_State *L);
// get_attach(self)
static int l_get_attach(lua_State *L);
// set_detach(self)
static int l_set_detach(lua_State *L);
// set_properties(self, properties)
static int l_set_properties(lua_State *L);
// get_properties(self)
static int l_get_properties(lua_State *L);
// is_player(self)
static int l_is_player(lua_State *L);
@ -222,24 +240,45 @@ private:
// hud_set_hotbar_itemcount(self, hotbar_itemcount)
static int l_hud_set_hotbar_itemcount(lua_State *L);
// hud_get_hotbar_itemcount(self)
static int l_hud_get_hotbar_itemcount(lua_State *L);
// hud_set_hotbar_image(self, name)
static int l_hud_set_hotbar_image(lua_State *L);
// hud_get_hotbar_image(self)
static int l_hud_get_hotbar_image(lua_State *L);
// hud_set_hotbar_selected_image(self, name)
static int l_hud_set_hotbar_selected_image(lua_State *L);
// hud_get_hotbar_selected_image(self)
static int l_hud_get_hotbar_selected_image(lua_State *L);
// set_sky(self, type, list)
static int l_set_sky(lua_State *L);
// override_day_night_ratio(self, type, list)
// get_sky(self, type, list)
static int l_get_sky(lua_State *L);
// override_day_night_ratio(self, type)
static int l_override_day_night_ratio(lua_State *L);
// get_day_night_ratio(self)
static int l_get_day_night_ratio(lua_State *L);
// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
static int l_set_local_animation(lua_State *L);
// get_local_animation(self)
static int l_get_local_animation(lua_State *L);
// set_eye_offset(self, v3f first pv, v3f third pv)
static int l_set_eye_offset(lua_State *L);
// get_eye_offset(self)
static int l_get_eye_offset(lua_State *L);
// set_nametag_attributes(self, attributes)
static int l_set_nametag_attributes(lua_State *L);