mirror of
https://github.com/luanti-org/luanti.git
synced 2025-07-02 16:38:41 +00:00
Removed lua stuff
This commit is contained in:
parent
ee89e29ae1
commit
e4f7f97e6c
70 changed files with 6 additions and 19008 deletions
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@ -1,137 +0,0 @@
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-- Client-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 split(str, pat)
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local t = {} -- NOTE: use {n = 0} in Lua-5.0
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local fpat = "(.-)" .. pat
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local last_end = 1
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local s, e, cap = str:find(fpat, 1)
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while s do
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if s ~= 1 or cap ~= "" then
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table.insert(t,cap)
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end
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last_end = e+1
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s, e, cap = str:find(fpat, last_end)
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end
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if last_end <= #str then
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cap = str:sub(last_end)
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table.insert(t, cap)
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end
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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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for k,v in pairs(o) do
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if type(k) ~= 'number' then k = '"'..k..'"' end
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s = s .. '['..k..'] = ' .. dump(v) .. ','
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end
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return s .. '} '
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else
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return tostring(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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-- Move a bit less than should, to avoid oscillation
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moveratio = moveratio * 0.8
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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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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 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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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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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 on_initialize(self, data)
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print("client object got initialization: " .. data)
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corners = {
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{-1/2,-1/2, 0},
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{ 1/2,-1/2, 0},
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{ 1/2, 0, 0},
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{-1/2, 0, 0},
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}
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object_add_to_mesh(self, "rat.png", corners, false)
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end
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@ -1,322 +0,0 @@
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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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-- 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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for k,v in pairs(o) do
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if type(k) ~= 'number' then k = '"'..k..'"' end
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s = s .. '['..k..'] = ' .. dump(v) .. ','
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end
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return s .. '} '
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else
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return tostring(o)
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end
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end
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function table.copy(t)
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local t2 = {}
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for k,v in pairs(t) do
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t2[k] = v
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end
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return t2
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end
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function vector_zero()
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return {X=0,Y=0,Z=0}
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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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function vector_copy(a)
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return {X=a.X, Y=a.Y, Z=a.Z}
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end
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function vector_length(a)
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return math.sqrt(a.X*a.X + a.Y*a.Y + a.Z*a.Z)
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end
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function vector_eq(a, b)
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return (a.X==b.X and a.Y==b.Y and a.Z==b.Z)
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end
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function round(num, idp)
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local mult = 10^(idp or 0)
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return math.floor(num * mult + 0.5) / mult
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end
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function vector_snap(a)
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return {X=round(a.X, 0), Y=round(a.Y, 0), Z=round(a.Z, 0)}
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end
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--
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-- Actual code
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--
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CONTENT_STONE = 0
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is_digger = false
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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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counter_move = 0
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death_counter = 0
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-- This is set in on_initialize()
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position = {X=0,Y=0,Z=0}
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starting_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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y_dir = 1
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temp1 = 0
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speed = 1.5
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main_dir = {X=0,Y=0,Z=0}
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function dir_goodness(env, pos, dir)
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if vector_eq(dir, vector_zero()) then
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return -1
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end
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p = vector_add(pos, dir)
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n = env_get_node(env, p)
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f = get_content_features(n.content)
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if f.walkable then
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p.Y = p.Y + 1
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n = env_get_node(env, p)
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f = get_content_features(n.content)
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if f.walkable then
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-- Too high
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return -1
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end
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-- Hill
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return 2
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end
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p.Y = p.Y - 1
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n = env_get_node(env, p)
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f = get_content_features(n.content)
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if f.walkable then
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-- Flat
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return 1
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end
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-- Drop
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return 0
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end
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function on_step(self, dtime)
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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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dtime = 0.5
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end
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env = object_get_environment(self)
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--[[
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-- Returned value has these fields:
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-- * int content
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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 = env_get_node(env, p)
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f = get_content_features(n.content)
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if f.walkable then
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y_dir = 1
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else
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y_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 * 2.0 * y_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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* dtime * speed
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position.Z = position.Z + math.sin(math.pi+rotation.Y/180*math.pi)
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* dtime * speed
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-- Rotate the object if it is too far from the starting point
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counter3 = counter3 - dtime
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if counter3 < 0 then
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counter3 = counter3 + 1
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diff = vector_subtract(position, starting_position)
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d = vector_length(diff)
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--print("pos="..dump(position).." starting="..dump(starting_position))
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--print("diff=" .. dump(diff))
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--print("d=" .. d)
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if d > 3 then
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rotation.Y = rotation.Y + 90
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--rotation.Y = rotation.Y + math.random(-180, 180)
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end
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end
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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)
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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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counter4 = counter4 + 0.6/speed
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-- Mess around with the map
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if is_digger == true then
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np = vector_add(position, {X=0,Y=-0.6,Z=0})
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env_dig_node(env, np)
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else
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np = vector_add(position, {X=0,Y=0,Z=0})
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env_place_node(env, np, {content=0})
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end
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end
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--]]
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counter_move = counter_move - dtime
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if counter_move < 0 then
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counter_move = counter_move + 1/speed
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if counter_move < 0 then counter_move = 0 end
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old_position = vector_copy(position)
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dirs = {
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{X=1, Y=0, Z=0},
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{X=-1, Y=0, Z=0},
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{X=0, Y=0, Z=1},
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{X=0, Y=0, Z=-1}
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}
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best_dir = main_dir
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best_goodness = dir_goodness(env, position, main_dir)
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for k,v in ipairs(dirs) do
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-- Don't go directly backwards
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if not vector_eq(vector_subtract(vector_zero(), v), main_dir) then
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goodness = dir_goodness(env, position, v)
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if goodness > best_goodness then
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best_dir = v
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goodness = best_goodness
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end
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end
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end
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-- Place stone block when dir changed
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if not vector_eq(main_dir, best_dir) then
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np = vector_add(position, {X=0,Y=0,Z=0})
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env_place_node(env, np, {content=CONTENT_STONE})
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end
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main_dir = best_dir
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position = vector_add(position, main_dir)
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pos_diff = vector_subtract(position, old_position)
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rotation.Y = math.atan2(pos_diff.Z, pos_diff.X)/math.pi*180-180
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-- Returned value has these fields:
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-- * int content
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-- * int param1
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-- * int param2
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p = {X=position.X, Y=position.Y, Z=position.Z}
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n = env_get_node(env, p)
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f = get_content_features(n.content)
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if f.walkable then
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position.Y = position.Y + 1
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end
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p = {X=position.X, Y=position.Y-1, Z=position.Z}
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n = env_get_node(env, p)
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f = get_content_features(n.content)
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if not f.walkable then
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position.Y = position.Y - 1
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end
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-- Center in the middle of the node
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position = vector_snap(position)
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end
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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)
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--[[
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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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counter4 = counter4 + 0.6/speed
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-- Mess around with the map
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if is_digger == true then
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np = vector_add(position, {X=0,Y=-0.6,Z=0})
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env_dig_node(env, np)
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else
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np = vector_add(position, {X=0,Y=0,Z=0})
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env_place_node(env, np, {content=0})
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end
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end
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--]]
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---[[
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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 + 0.25
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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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message = "rot " .. rotation.X .. " " .. rotation.Y .. " " .. rotation.Z
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object_add_message(self, message)
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end
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--]]
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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 > 40 then
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object_remove(self)
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end
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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 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 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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-- 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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starting_position = vector_copy(position);
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if math.random() < 0.5 then
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is_digger = true
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end
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end
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