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.vector = {}
dofile("builtin/common/vector.lua")
describe("vector", function()
describe("new()", function()
it("constructs", function()
assert.same({ x = 0, y = 0, z = 0 }, vector.new())
assert.same({ x = 1, y = 2, z = 3 }, vector.new(1, 2, 3))
assert.same({ x = 3, y = 2, z = 1 }, vector.new({ x = 3, y = 2, z = 1 }))
local input = vector.new({ x = 3, y = 2, z = 1 })
local output = vector.new(input)
assert.same(input, output)
assert.are_not.equal(input, output)
end)
it("throws on invalid input", function()
assert.has.errors(function()
vector.new({ x = 3 })
end)
assert.has.errors(function()
vector.new({ d = 3 })
end)
end)
end)
it("equal()", function()
local function assertE(a, b)
assert.is_true(vector.equals(a, b))
end
local function assertNE(a, b)
assert.is_false(vector.equals(a, b))
end
assertE({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
assertE({x = -1, y = 0, z = 1}, {x = -1, y = 0, z = 1})
local a = { x = 2, y = 4, z = -10 }
assertE(a, a)
assertNE({x = -1, y = 0, z = 1}, a)
end)
it("add()", function()
assert.same({ x = 2, y = 4, z = 6 }, vector.add(vector.new(1, 2, 3), { x = 1, y = 2, z = 3 }))
end)
it("offset()", function()
assert.same({ x = 41, y = 52, z = 63 }, vector.offset(vector.new(1, 2, 3), 40, 50, 60))
end)
-- This function is needed because of floating point imprecision.
local function almost_equal(a, b)
if type(a) == "number" then
return math.abs(a - b) < 0.00000000001
end
return vector.distance(a, b) < 0.000000000001
end
describe("rotate_around_axis()", function()
it("rotates", function()
assert.True(almost_equal({x = -1, y = 0, z = 0},
vector.rotate_around_axis({x = 1, y = 0, z = 0}, {x = 0, y = 1, z = 0}, math.pi)))
assert.True(almost_equal({x = 0, y = 1, z = 0},
vector.rotate_around_axis({x = 0, y = 0, z = 1}, {x = 1, y = 0, z = 0}, math.pi / 2)))
assert.True(almost_equal({x = 4, y = 1, z = 1},
vector.rotate_around_axis({x = 4, y = 1, z = 1}, {x = 4, y = 1, z = 1}, math.pi / 6)))
end)
it("keeps distance to axis", function()
local rotate1 = {x = 1, y = 3, z = 1}
local axis1 = {x = 1, y = 3, z = 2}
local rotated1 = vector.rotate_around_axis(rotate1, axis1, math.pi / 13)
assert.True(almost_equal(vector.distance(axis1, rotate1), vector.distance(axis1, rotated1)))
local rotate2 = {x = 1, y = 1, z = 3}
local axis2 = {x = 2, y = 6, z = 100}
local rotated2 = vector.rotate_around_axis(rotate2, axis2, math.pi / 23)
assert.True(almost_equal(vector.distance(axis2, rotate2), vector.distance(axis2, rotated2)))
local rotate3 = {x = 1, y = -1, z = 3}
local axis3 = {x = 2, y = 6, z = 100}
local rotated3 = vector.rotate_around_axis(rotate3, axis3, math.pi / 2)
assert.True(almost_equal(vector.distance(axis3, rotate3), vector.distance(axis3, rotated3)))
end)
it("rotates back", function()
local rotate1 = {x = 1, y = 3, z = 1}
local axis1 = {x = 1, y = 3, z = 2}
local rotated1 = vector.rotate_around_axis(rotate1, axis1, math.pi / 13)
rotated1 = vector.rotate_around_axis(rotated1, axis1, -math.pi / 13)
assert.True(almost_equal(rotate1, rotated1))
local rotate2 = {x = 1, y = 1, z = 3}
local axis2 = {x = 2, y = 6, z = 100}
local rotated2 = vector.rotate_around_axis(rotate2, axis2, math.pi / 23)
rotated2 = vector.rotate_around_axis(rotated2, axis2, -math.pi / 23)
assert.True(almost_equal(rotate2, rotated2))
local rotate3 = {x = 1, y = -1, z = 3}
local axis3 = {x = 2, y = 6, z = 100}
local rotated3 = vector.rotate_around_axis(rotate3, axis3, math.pi / 2)
rotated3 = vector.rotate_around_axis(rotated3, axis3, -math.pi / 2)
assert.True(almost_equal(rotate3, rotated3))
end)
it("is right handed", function()
local v_before1 = {x = 0, y = 1, z = -1}
local v_after1 = vector.rotate_around_axis(v_before1, {x = 1, y = 0, z = 0}, math.pi / 4)
assert.True(almost_equal(vector.normalize(vector.cross(v_after1, v_before1)), {x = 1, y = 0, z = 0}))
local v_before2 = {x = 0, y = 3, z = 4}
local v_after2 = vector.rotate_around_axis(v_before2, {x = 1, y = 0, z = 0}, 2 * math.pi / 5)
&item = o->m_stack;
const std::string &value = item.metadata.getString("");
lua_pushlstring(L, value.c_str(), value.size());
return 1;
}
// DEPRECATED
// set_metadata(self, string)
int LuaItemStack::l_set_metadata(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
size_t len = 0;
const char *ptr = luaL_checklstring(L, 2, &len);
item.metadata.setString("", std::string(ptr, len));
lua_pushboolean(L, true);
return 1;
}
// clear(self) -> true
int LuaItemStack::l_clear(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
o->m_stack.clear();
lua_pushboolean(L, true);
return 1;
}
// replace(self, itemstack or itemstring or table or nil) -> true
int LuaItemStack::l_replace(lua_State *
local v_before5 = {x = 1, y = -1, z = 0}
local v_after5 = vector.rotate_around_axis(v_before5, {x = 0, y = 0, z = 1}, math.pi / 4)
assert.True(almost_equal(vector.normalize(vector.cross(v_after5, v_before5)), {x = 0, y = 0, z = 1}))
local v_before6 = {x = 3, y = 4, z = 0}
local v_after6 = vector.rotate_around_axis(v_before6, {x = 0, y = 0, z = 1}, 2 * math.pi / 5)
assert.True(almost_equal(vector.normalize(vector.cross(v_after6, v_before6)), {x = 0, y = 0, z = 1}))
end)
end)
describe("rotate()", function()
it("rotates", function()
assert.True(almost_equal({x = -1, y = 0, z = 0},
vector.rotate({x = 1, y = 0, z = 0}, {x = 0, y = math.pi, z = 0})))
assert.True(almost_equal({x = 0, y = -1, z = 0},
vector.rotate({x = 1, y = 0, z = 0}, {x = 0, y = 0, z = math.pi / 2})))
assert.True(almost_equal({x = 1, y = 0, z = 0},
vector.rotate({x = 1, y = 0, z = 0}, {x = math.pi / 123, y = 0, z = 0})))
end)
it("is counterclockwise", function()
lua_setfield(L, -2, "meta");
}
return 1;
}
// get_stack_max(self) -> number
int LuaItemStack::l_get_stack_max(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
lua_pushinteger(L, item.getStackMax(getGameDef(L)->idef()));
return 1;
}
// get_free_space(self) -> number
int LuaItemStack::l_get_free_space(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
lua_pushinteger(L, item.freeSpace(getGameDef(L)->idef()));
return 1;
}
// is_known(self) -> true/false
// Checks if the item is defined.
int LuaItemStack::l_is_known(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
bool is_known = item.isKnown(getGameDef(L)->idef());
lua_pushboolean(L, is_known);
return 1;
}
// get_definition(self) -> table
// Returns the item definition table from registered_items,
// or a fallback one (name="unknown")
int LuaItemStack::l_get_definition(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
// Ge
local v_after4 = vector.rotate(v_before4, {x = 0, y = 2 * math.pi / 5, z = 0})
assert.True(almost_equal(vector.normalize(vector
if(lua_isnil(L, -1))
{
lua_pop(L, 1);
lua_getfield(L, -1, "unknown");
}
return 1;
}
// get_tool_capabilities(self) -> table
// Returns the effective tool digging properties.
// Returns those of the hand ("") if this item has none associated.
int LuaItemStack::l_get_tool_capabilities(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
const ToolCapabilities &prop =
item.getToolCapabilities(getGameDef(L)->idef());
push_tool_capabilities(L, prop);
return 1;
}
// add_wear(self, amount) -> true/false
// The range for "amount" is [0,65535]. Wear is only added if the item
// is a tool. Adding wear might destroy the item.
// Returns true if the item is (or was) a tool.
int LuaItemStack::l_add_wear(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
int amount = lua_tointeger(L, 2);
bool result = item.addWear(amount, getGameDef(L)->idef());
lua_pushboolean(L, result);
return 1;
}
// add_item(self, itemstack or itemstring or table or nil) -> itemstack
// Returns leftover item stack
int LuaItemStack::l_add_item(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
ItemStack newitem = read_item(L, -1, getGameDef(L)->idef());
ItemStack leftover = item.addItem(newitem, getGameDef(L)->idef());
create(L, leftover);
return 1;
}
// item_fits(self, itemstack or itemstring or table or nil) -> true/false, itemstack
// First return value is true iff the new item fits fully into the stack
// Second return value is the would-be-left-over item stack
int LuaItemStack::l_item_fits(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
ItemStack newitem = read_item(L, 2, getGameDef(L)->idef());
ItemStack restitem;
bool fits = item.itemFits(newitem, &restitem, getGameDef(L)->idef());
lua_pushboolean(L, fits); // first return value
create(L, restitem); // second return value
return 2;
}
// take_item(self, takecount=1) -> itemstack
int LuaItemStack::l_take_item(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
u32 takecount = 1;
if(!lua_isnone(L, 2))
takecount = luaL_checkinteger(L, 2);
ItemStack taken = item.takeItem(takecount);
create(L, taken);
return 1;
}
// peek_item(self, peekcount=1) -> itemstack
int LuaItemStack::l_peek_item(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
u32 peekcount = 1;
if(!lua_isnone(L, 2))
peekcount = lua_tointeger(L, 2);
ItemStack peekaboo = item.peekItem(peekcount);
create(L, peekaboo);
return 1;
}
LuaItemStack::LuaItemStack(const ItemStack &item):
m_stack(item)
{
}
const ItemStack& LuaItemStack::getItem() const
{
return m_stack;
}
ItemStack& LuaItemStack::getItem()
{
return m_stack;
}
// LuaItemStack(itemstack or itemstring or table or nil)
// Creates an LuaItemStack and leaves it on top of stack
int LuaItemStack::create_object(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ItemStack item = read_item(L, 1, getGameDef(L)->idef());
LuaItemStack *o = new LuaItemStack(item);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
return 1;
}
// Not callable from Lua
int LuaItemStack::create(lua_State *L, const ItemStack &item)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = new LuaItemStack(item);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
return 1;
}
LuaItemStack* LuaItemStack::checkobject(lua_State *L, int narg)
{
luaL_checktype(L, narg, LUA_TUSERDATA);
void *ud = luaL_checkudata(L, narg, className);
if(!ud) luaL_typerror(L, narg, className);
return *(LuaItemStack**)ud; // unbox pointer
}
void LuaItemStack::Register(lua_State *L)
{
lua_newtable(L);
int methodtable = lua_gettop(L);
luaL_newmetatable(L, className);
int metatable = lua_gettop(L);
lua_pushliteral(L, "__metatable");
lua_pushvalue(L, methodtable);
lua_settable(L, metatable); // hide metatable from Lua getmetatable()
lua_pushliteral(L, "__index");
lua_pushvalue(L, methodtable);
lua_settable(L, metatable);
lua_pushliteral(L, "__gc");
lua_pushcfunction(L, gc_object);
lua_settable(L, metatable);
lua_pop(L, 1); // drop metatable
luaL_openlib(L, 0, methods, 0); // fill methodtable
lua_pop(L, 1); // drop methodtable
// Can be created from Lua (LuaItemStack(itemstack or itemstring or table or nil))
lua_register(L, className, create_object);
}
const char LuaItemStack::className[] = "ItemStack";
const luaL_Reg LuaItemStack::methods[] = {
luamethod(LuaItemStack, is_empty),
luamethod(LuaItemStack, get_name),
luamethod(LuaItemStack, set_name),
luamethod(LuaItemStack, get_count),
luamethod(LuaItemStack, set_count),
luamethod(LuaItemStack, get_wear),
luamethod(LuaItemStack, set_wear),
luamethod(LuaItemStack, get_meta),
luamethod(LuaItemStack, get_metadata),
luamethod(LuaItemStack, set_metadata),
luamethod(LuaItemStack, clear),
luamethod(LuaItemStack, replace),
luamethod(LuaItemStack, to_string),
luamethod(LuaItemStack, to_table),
luamethod(LuaItemStack, get_stack_max),
luamethod(LuaItemStack, get_free_space),
luamethod(LuaItemStack, is_known),
luamethod(LuaItemStack, get_definition),
luamethod(LuaItemStack, get_tool_capabilities),
luamethod(LuaItemStack, add_wear),
luamethod(LuaItemStack, add_item),
luamethod(LuaItemStack, item_fits),
luamethod(LuaItemStack, take_item),
luamethod(LuaItemStack, peek_item),
{0,0}
};
/*
ItemDefinition
*/
// register_item_raw({lots of stuff})
int ModApiItemMod::l_register_item_raw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
luaL_checktype(L, 1, LUA_TTABLE);
int table = 1;
// Get the writable item and node definition managers from the server
IWritableItemDefManager *idef =
getServer(L)->getWritableItemDefManager();
NodeDefManager *ndef =
getServer(L)->getWritableNodeDefManager();
// Check if name is defined
std::string name;
lua_getfield(L, table, "name");
if(lua_isstring(L, -1)){
name = lua_tostring(L, -1);
verbosestream<<"register_item_raw: "<<name<<std::endl;
} else {
throw LuaError("register_item_raw: name is not defined or not a string");
}
// Check if on_use is defined
ItemDefinition def;
// Set a distinctive default value to check if this is set
def.node_placement_prediction = "__default";
// Read the item definition
read_item_definition(L, table, def, def);
// Default to having client-side placement prediction for nodes
// ("" in item definition sets it off)
if(def.node_placement_prediction == "__default"){
if(def.type == ITEM_NODE)
def.node_placement_prediction = name;
else
def.node_placement_prediction = "";
}
// Register item definition
idef->registerItem(def);
// Read the node definition (content features) and register it
if(def.type == ITEM_NODE){
ContentFeatures f = read_content_features(L, table);
content_t id = ndef->set(f.name, f);
if(id > MAX_REGISTERED_CONTENT){
throw LuaError("Number of registerable nodes ("
+ itos(MAX_REGISTERED_CONTENT+1)
+ ") exceeded (" + name + ")");
}
}
return 0; /* number of results */
}
// unregister_item(name)
int ModApiItemMod::l_unregister_item_raw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
std::string name = luaL_checkstring(L, 1);
IWritableItemDefManager *idef =
getServer(L)->getWritableItemDefManager();
// Unregister the node
if (idef->get(name).type == ITEM_NODE) {
NodeDefManager *ndef =
getServer(L)->getWritableNodeDefManager();
ndef->removeNode(name);
}
idef->unregisterItem(name);
return 0; /* number of results */
}
// register_alias_raw(name, convert_to_name)
int ModApiItemMod::l_register_alias_raw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
std::string name = luaL_checkstring(L, 1);
std::string convert_to = luaL_checkstring(L, 2);
// Get the writable item definition manager from the server
IWritableItemDefManager *idef =
getServer(L)->getWritableItemDefManager();
idef->registerAlias(name, convert_to);
return 0; /* number of results */
}
// get_content_id(name)
int ModApiItemMod::l_get_content_id(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
std::string name = luaL_checkstring(L, 1);
const NodeDefManager *ndef = getGameDef(L)->getNodeDefManager();
content_t c = ndef->getId(name);
lua_pushinteger(L, c);
return 1; /* number of results */
}
// get_name_from_content_id(name)
int ModApiItemMod::l_get_name_from_content_id(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
content_t c = luaL_checkint(L, 1);
const NodeDefManager *ndef = getGameDef(L)->getNodeDefManager();
const char *name = ndef->get(c).name.c_str();
lua_pushstring(L, name);
return 1; /* number of results */
}
void ModApiItemMod::Initialize(lua_State *L, int top)
{
API_FCT(register_item_raw);
API_FCT(unregister_item_raw);
API_FCT(register_alias_raw);
API_FCT(get_content_id);
API_FCT(get_name_from_content_id);
}
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