updated scripting api a bit

--HG--
rename : data/luaobjects/test/client.lua => data/scripts/objects/test/client.lua
rename : data/luaobjects/test/server.lua => data/scripts/objects/test/server.lua
This commit is contained in:
Perttu Ahola 2011-02-23 11:10:09 +02:00
parent 9778347c7f
commit be32adc872
8 changed files with 484 additions and 251 deletions

View File

@ -1,154 +0,0 @@
-- Server-side code of the test lua object
--
-- Some helper functions and classes
--
function vector_subtract(a, b)
return {X=a.X-b.X, Y=a.Y-b.Y, Z=a.Z-b.Z}
end
function vector_add(a, b)
return {X=a.X+b.X, Y=a.Y+b.Y, Z=a.Z+b.Z}
end
function vector_multiply(a, d)
return {X=a.X*d, Y=a.Y*d, Z=a.Z*d}
end
--
-- Actual code
--
counter = 0
counter2 = 0
counter3 = 0
counter4 = 0
death_counter = 0
-- This is got in initialization from object_get_base_position(self)
position = {X=0,Y=0,Z=0}
rotation = {X=0, Y=math.random(0,360), Z=0}
dir = 1
temp1 = 0
function on_step(self, dtime)
--[[if position.Y > 9.5 then
position.Y = 6
end
if position.Y < 5.5 then
position.Y = 9]]
-- Limit step to a sane value; it jumps a lot while the map generator
-- is in action
if dtime > 0.5 then
dtime = 0.5
end
-- Returned value has these fields:
-- * int content
-- * int param1
-- * int param2
p = {X=position.X, Y=position.Y-0.35, Z=position.Z}
n = object_get_node(self, p)
f = get_content_features(n.content)
if f.walkable then
dir = 1
else
dir = -1
end
-- Keep the object approximately at ground level
position.Y = position.Y + dtime * 2.0 * dir
-- Move the object around
position.X = position.X + math.cos(math.pi+rotation.Y/180*math.pi)
* dtime * 2.0
position.Z = position.Z + math.sin(math.pi+rotation.Y/180*math.pi)
* dtime * 2.0
-- This value has to be set; it determines to which player the
-- object is near to and such
object_set_base_position(self, position)
counter4 = counter4 - dtime
if counter4 < 0 then
counter4 = counter4 + math.random(0.5,8)
-- Mess around with the map
np = vector_add(position, {X=0,Y=0,Z=0})
object_place_node(self, np, {content=0})
-- A node could be digged out with this:
-- object_dig_node(self, np)
end
counter3 = counter3 - dtime
if counter3 < 0 then
counter3 = counter3 + math.random(1,4)
rotation.Y = rotation.Y + math.random(-180, 180)
end
-- Send some custom messages at a custom interval
counter = counter - dtime
if counter < 0 then
counter = counter + 0.25
if counter < 0 then
counter = 0
end
message = "pos " .. position.X .. " " .. position.Y .. " " .. position.Z
object_add_message(self, message)
message = "rot " .. rotation.X .. " " .. rotation.Y .. " " .. rotation.Z
object_add_message(self, message)
end
-- Mess around with the map
--[[counter2 = counter2 - dtime
if counter2 < 0 then
counter2 = counter2 + 3
if temp1 == 0 then
temp1 = 1
object_dig_node(self, {X=0,Y=1,Z=0})
else
temp1 = 0
n = {content=1}
object_place_node(self, {X=0,Y=5,Z=0}, n)
end
end]]
-- Remove the object after some time
death_counter = death_counter + dtime
if death_counter > 30 then
object_remove(self)
end
end
-- This stuff is passed to a newly created client-side counterpart of this object
function on_get_client_init_data(self)
-- Just return some data for testing
return "result of get_client_init_data"
end
-- This should return some data that mostly saves the state of this object
-- Not completely implemented yet
function on_get_server_init_data(self)
-- Just return some data for testing
return "result of get_server_init_data"
end
-- When the object is loaded from scratch, this is called before the first
-- on_step(). Data is an empty string or the output of an object spawner
-- hook, but such things are not yet implemented.
--
-- At reload time, the last output of get_server_init_data is passed as data.
--
-- This should initialize the position of the object to the value returned
-- by object_get_base_position(self)
--
-- Not completely implemented yet
--
function on_initialize(self, data)
print("server object got initialization: " .. data)
position = object_get_base_position(self)
end

View File

@ -84,6 +84,8 @@ function SmoothTranslator:translate(dtime)
if self.anim_time > 0.001 then
moveratio = self.anim_time_counter / self.anim_time
end
-- Move a bit less than should, to avoid oscillation
moveratio = moveratio * 0.8
if moveratio > 1.5 then
moveratio = 1.5
end
@ -124,10 +126,10 @@ function on_initialize(self, data)
print("client object got initialization: " .. data)
corners = {
{-1/2,-1/4, 0},
{ 1/2,-1/4, 0},
{ 1/2, 1/4, 0},
{-1/2, 1/4, 0},
{-1/2,-1/2, 0},
{ 1/2,-1/2, 0},
{ 1/2, 0, 0},
{-1/2, 0, 0},
}
object_add_to_mesh(self, "rat.png", corners, false)

View File

@ -0,0 +1,322 @@
-- Server-side code of the test lua object
--
-- Some helper functions and classes
--
-- For debugging
function dump(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. dump(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end
function table.copy(t)
local t2 = {}
for k,v in pairs(t) do
t2[k] = v
end
return t2
end
function vector_zero()
return {X=0,Y=0,Z=0}
end
function vector_subtract(a, b)
return {X=a.X-b.X, Y=a.Y-b.Y, Z=a.Z-b.Z}
end
function vector_add(a, b)
return {X=a.X+b.X, Y=a.Y+b.Y, Z=a.Z+b.Z}
end
function vector_multiply(a, d)
return {X=a.X*d, Y=a.Y*d, Z=a.Z*d}
end
function vector_copy(a)
return {X=a.X, Y=a.Y, Z=a.Z}
end
function vector_length(a)
return math.sqrt(a.X*a.X + a.Y*a.Y + a.Z*a.Z)
end
function vector_eq(a, b)
return (a.X==b.X and a.Y==b.Y and a.Z==b.Z)
end
function round(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
function vector_snap(a)
return {X=round(a.X, 0), Y=round(a.Y, 0), Z=round(a.Z, 0)}
end
--
-- Actual code
--
CONTENT_STONE = 0
is_digger = false
counter = 0
counter2 = 0
counter3 = 0
counter4 = 0
counter_move = 0
death_counter = 0
-- This is set in on_initialize()
position = {X=0,Y=0,Z=0}
starting_position = {X=0,Y=0,Z=0}
rotation = {X=0, Y=math.random(0,360), Z=0}
y_dir = 1
temp1 = 0
speed = 1.5
main_dir = {X=0,Y=0,Z=0}
function dir_goodness(env, pos, dir)
if vector_eq(dir, vector_zero()) then
return -1
end
p = vector_add(pos, dir)
n = env_get_node(env, p)
f = get_content_features(n.content)
if f.walkable then
p.Y = p.Y + 1
n = env_get_node(env, p)
f = get_content_features(n.content)
if f.walkable then
-- Too high
return -1
end
-- Hill
return 2
end
p.Y = p.Y - 1
n = env_get_node(env, p)
f = get_content_features(n.content)
if f.walkable then
-- Flat
return 1
end
-- Drop
return 0
end
function on_step(self, dtime)
-- Limit step to a sane value; it jumps a lot while the map generator
-- is in action
if dtime > 0.5 then
dtime = 0.5
end
env = object_get_environment(self)
--[[
-- Returned value has these fields:
-- * int content
-- * int param1
-- * int param2
p = {X=position.X, Y=position.Y-0.35, Z=position.Z}
n = env_get_node(env, p)
f = get_content_features(n.content)
if f.walkable then
y_dir = 1
else
y_dir = -1
end
-- Keep the object approximately at ground level
position.Y = position.Y + dtime * 2.0 * y_dir
-- Move the object around
position.X = position.X + math.cos(math.pi+rotation.Y/180*math.pi)
* dtime * speed
position.Z = position.Z + math.sin(math.pi+rotation.Y/180*math.pi)
* dtime * speed
-- Rotate the object if it is too far from the starting point
counter3 = counter3 - dtime
if counter3 < 0 then
counter3 = counter3 + 1
diff = vector_subtract(position, starting_position)
d = vector_length(diff)
--print("pos="..dump(position).." starting="..dump(starting_position))
--print("diff=" .. dump(diff))
--print("d=" .. d)
if d > 3 then
rotation.Y = rotation.Y + 90
--rotation.Y = rotation.Y + math.random(-180, 180)
end
end
-- This value has to be set; it determines to which player the
-- object is near to and such
object_set_base_position(self, position)
counter4 = counter4 - dtime
if counter4 < 0 then
--counter4 = counter4 + math.random(0.5,8)
counter4 = counter4 + 0.6/speed
-- Mess around with the map
if is_digger == true then
np = vector_add(position, {X=0,Y=-0.6,Z=0})
env_dig_node(env, np)
else
np = vector_add(position, {X=0,Y=0,Z=0})
env_place_node(env, np, {content=0})
end
end
--]]
counter_move = counter_move - dtime
if counter_move < 0 then
counter_move = counter_move + 1/speed
if counter_move < 0 then counter_move = 0 end
old_position = vector_copy(position)
dirs = {
{X=1, Y=0, Z=0},
{X=-1, Y=0, Z=0},
{X=0, Y=0, Z=1},
{X=0, Y=0, Z=-1}
}
best_dir = main_dir
best_goodness = dir_goodness(env, position, main_dir)
for k,v in ipairs(dirs) do
-- Don't go directly backwards
if not vector_eq(vector_subtract(vector_zero(), v), main_dir) then
goodness = dir_goodness(env, position, v)
if goodness > best_goodness then
best_dir = v
goodness = best_goodness
end
end
end
-- Place stone block when dir changed
if not vector_eq(main_dir, best_dir) then
np = vector_add(position, {X=0,Y=0,Z=0})
env_place_node(env, np, {content=CONTENT_STONE})
end
main_dir = best_dir
position = vector_add(position, main_dir)
pos_diff = vector_subtract(position, old_position)
rotation.Y = math.atan2(pos_diff.Z, pos_diff.X)/math.pi*180-180
-- Returned value has these fields:
-- * int content
-- * int param1
-- * int param2
p = {X=position.X, Y=position.Y, Z=position.Z}
n = env_get_node(env, p)
f = get_content_features(n.content)
if f.walkable then
position.Y = position.Y + 1
end
p = {X=position.X, Y=position.Y-1, Z=position.Z}
n = env_get_node(env, p)
f = get_content_features(n.content)
if not f.walkable then
position.Y = position.Y - 1
end
-- Center in the middle of the node
position = vector_snap(position)
end
-- This value has to be set; it determines to which player the
-- object is near to and such
object_set_base_position(self, position)
--[[
counter4 = counter4 - dtime
if counter4 < 0 then
--counter4 = counter4 + math.random(0.5,8)
counter4 = counter4 + 0.6/speed
-- Mess around with the map
if is_digger == true then
np = vector_add(position, {X=0,Y=-0.6,Z=0})
env_dig_node(env, np)
else
np = vector_add(position, {X=0,Y=0,Z=0})
env_place_node(env, np, {content=0})
end
end
--]]
---[[
-- Send some custom messages at a custom interval
counter = counter - dtime
if counter < 0 then
counter = counter + 0.25
if counter < 0 then
counter = 0
end
message = "pos " .. position.X .. " " .. position.Y .. " " .. position.Z
object_add_message(self, message)
message = "rot " .. rotation.X .. " " .. rotation.Y .. " " .. rotation.Z
object_add_message(self, message)
end
--]]
-- Remove the object after some time
death_counter = death_counter + dtime
if death_counter > 40 then
object_remove(self)
end
end
-- This stuff is passed to a newly created client-side counterpart of this object
function on_get_client_init_data(self)
-- Just return some data for testing
return "result of get_client_init_data"
end
-- This should return some data that mostly saves the state of this object
-- Not completely implemented yet
function on_get_server_init_data(self)
-- Just return some data for testing
return "result of get_server_init_data"
end
-- When the object is loaded from scratch, this is called before the first
-- on_step(). Data is an empty string or the output of an object spawner
-- hook, but such things are not yet implemented.
--
-- At reload time, the last output of get_server_init_data is passed as data.
--
-- This should initialize the position of the object to the value returned
-- by object_get_base_position(self)
--
-- Not completely implemented yet
--
function on_initialize(self, data)
print("server object got initialization: " .. data)
position = object_get_base_position(self)
starting_position = vector_copy(position);
if math.random() < 0.5 then
is_digger = true
end
end

View File

@ -649,7 +649,7 @@ void LuaCAO::updateNodePos()
return;
m_node->setPosition(m_position);
m_node->setRotation(-m_rotation);
m_node->setRotation(m_rotation);
}
void LuaCAO::setPosition(v3f pos)

View File

@ -115,6 +115,26 @@ Player * Environment::getRandomConnectedPlayer()
return NULL;
}
Player * Environment::getNearestConnectedPlayer(v3f pos)
{
core::list<Player*> connected_players = getPlayers(true);
f32 nearest_d = 0;
Player *nearest_player = NULL;
for(core::list<Player*>::Iterator
i = connected_players.begin();
i != connected_players.end(); i++)
{
Player *player = *i;
f32 d = player->getPosition().getDistanceFrom(pos);
if(d < nearest_d || nearest_player == NULL)
{
nearest_d = d;
nearest_player = player;
}
}
return nearest_player;
}
core::list<Player*> Environment::getPlayers()
{
return m_players;
@ -480,9 +500,9 @@ void ServerEnvironment::step(float dtime)
if(player)
pos = player->getPosition();
pos += v3f(
myrand_range(-5,5)*BS,
myrand_range(-3,3)*BS,
0,
myrand_range(-5,5)*BS
myrand_range(-3,3)*BS
);
/*
@ -494,7 +514,7 @@ void ServerEnvironment::step(float dtime)
/*
Select a random type for it
*/
std::string objectdir = porting::getDataPath("luaobjects");
std::string objectdir = porting::getDataPath("scripts/objects");
std::vector<fs::DirListNode> dirlist = fs::GetDirListing(objectdir);
if(dirlist.size() > 0)
{

View File

@ -58,6 +58,7 @@ public:
Player * getPlayer(u16 peer_id);
Player * getPlayer(const char *name);
Player * getRandomConnectedPlayer();
Player * getNearestConnectedPlayer(v3f pos);
core::list<Player*> getPlayers();
core::list<Player*> getPlayers(bool ignore_disconnected);
void printPlayers(std::ostream &o);

View File

@ -3080,8 +3080,6 @@ void Server::BroadcastChatMessage(const std::wstring &message)
void Server::sendRemoveNode(v3s16 p, u16 ignore_id)
{
JMutexAutoLock conlock(m_con_mutex);
// Create packet
u32 replysize = 8;
SharedBuffer<u8> reply(replysize);

View File

@ -96,6 +96,37 @@ extern "C"{
on_initialize(self, data)
*/
/*
object_remove(x,y,z)
*/
static int lf_object_remove(lua_State *L)
{
// 1: self
LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
lua_pop(L, 1);
assert(self);
self->m_removed = true;
return 0;
}
/*
ServerEnvironment object_get_environment(self)
*/
static int lf_object_get_environment(lua_State *L)
{
// 1: self
LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
lua_pop(L, 1);
assert(self);
lua_pushlightuserdata(L, self->getEnv());
return 1;
}
/*
object_set_base_position(self, {X=,Y=,Z=})
*/
@ -187,9 +218,9 @@ static int lf_object_add_message(lua_State *L)
}
/*
object_get_node(self, {X=,Y=,Z=})
env_get_node(env, {X=,Y=,Z=})
*/
static int lf_object_get_node(lua_State *L)
static int lf_env_get_node(lua_State *L)
{
// 2: position
assert(lua_istable(L, -1));
@ -206,11 +237,11 @@ static int lf_object_get_node(lua_State *L)
lua_Number z = lua_tonumber(L, -1);
lua_pop(L, 1);
lua_pop(L, 1);
// 1: self
LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
// 1: env
ServerEnvironment *env = (ServerEnvironment*)lua_touserdata(L, -1);
lua_pop(L, 1);
assert(self);
assert(env);
v3s16 pos = floatToInt(v3f(x,y,z), 1.0);
@ -219,7 +250,7 @@ static int lf_object_get_node(lua_State *L)
// Get the node
MapNode n(CONTENT_IGNORE);
n = self->getEnv()->getMap().getNodeNoEx(pos);
n = env->getMap().getNodeNoEx(pos);
// Create a table with some data about the node
lua_newtable(L);
@ -237,36 +268,6 @@ static int lf_object_get_node(lua_State *L)
return 1;
}
#if 0
/*
get_node_features(node)
node = {content=,param1=,param2=}
*/
static int lf_get_node_features(lua_State *L)
{
MapNode n;
// 1: node
assert(lua_istable(L, -1));
lua_pushstring(L, "content");
lua_gettable(L, -2);
n.d = lua_tointeger(L, -1);
lua_pop(L, 1);
lua_pushstring(L, "param1");
lua_gettable(L, -2);
n.param = lua_tointeger(L, -1);
lua_pop(L, 1);
lua_pushstring(L, "param2");
lua_gettable(L, -2);
n.param2 = lua_tointeger(L, -1);
lua_pop(L, 1);
lua_pop(L, 1);
ContentFeatures &f = content_features(n.d);
}
#endif
/*
get_content_features(content)
*/
@ -296,10 +297,10 @@ static int lf_get_content_features(lua_State *L)
}
/*
bool object_dig_node(self, {X=,Y=,Z=})
bool env_dig_node(env, {X=,Y=,Z=})
Return true on success
*/
static int lf_object_dig_node(lua_State *L)
static int lf_env_dig_node(lua_State *L)
{
// 2: position
assert(lua_istable(L, -1));
@ -316,11 +317,10 @@ static int lf_object_dig_node(lua_State *L)
lua_Number z = lua_tonumber(L, -1);
lua_pop(L, 1);
lua_pop(L, 1);
// 1: self
LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
// 1: env
ServerEnvironment *env = (ServerEnvironment*)lua_touserdata(L, -1);
lua_pop(L, 1);
assert(self);
assert(env);
v3s16 pos = floatToInt(v3f(x,y,z), 1.0);
@ -329,19 +329,19 @@ static int lf_object_dig_node(lua_State *L)
This gets sent to the server by the map through the edit
event system.
*/
bool succeeded = self->getEnv()->getMap().removeNodeWithEvent(pos);
bool succeeded = env->getMap().removeNodeWithEvent(pos);
lua_pushboolean(L, succeeded);
return 1;
}
/*
bool object_place_node(self, {X=,Y=,Z=}, node)
bool env_place_node(env, {X=,Y=,Z=}, node)
node={content=,param1=,param2=}
param1 and param2 are optional
Return true on success
*/
static int lf_object_place_node(lua_State *L)
static int lf_env_place_node(lua_State *L)
{
// 3: node
MapNode n(CONTENT_STONE);
@ -379,11 +379,10 @@ static int lf_object_place_node(lua_State *L)
lua_Number z = lua_tonumber(L, -1);
lua_pop(L, 1);
lua_pop(L, 1);
// 1: self
LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
// 1: env
ServerEnvironment *env = (ServerEnvironment*)lua_touserdata(L, -1);
lua_pop(L, 1);
assert(self);
assert(env);
v3s16 pos = floatToInt(v3f(x,y,z), 1.0);
@ -392,59 +391,100 @@ static int lf_object_place_node(lua_State *L)
This gets sent to the server by the map through the edit
event system.
*/
bool succeeded = self->getEnv()->getMap().addNodeWithEvent(pos, n);
bool succeeded = env->getMap().addNodeWithEvent(pos, n);
lua_pushboolean(L, succeeded);
return 1;
}
/*
object_remove(x,y,z)
string env_get_nearest_player_name(env, {X=,Y=,Z=})
*/
static int lf_object_remove(lua_State *L)
static int lf_env_get_nearest_player_name(lua_State *L)
{
// 1: self
LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
// 2: position
assert(lua_istable(L, -1));
lua_pushstring(L, "X");
lua_gettable(L, -2);
lua_Number x = lua_tonumber(L, -1);
lua_pop(L, 1);
lua_pushstring(L, "Y");
lua_gettable(L, -2);
lua_Number y = lua_tonumber(L, -1);
lua_pop(L, 1);
lua_pushstring(L, "Z");
lua_gettable(L, -2);
lua_Number z = lua_tonumber(L, -1);
lua_pop(L, 1);
lua_pop(L, 1);
// 1: env
ServerEnvironment *env = (ServerEnvironment*)lua_touserdata(L, -1);
lua_pop(L, 1);
assert(env);
assert(self);
self->m_removed = true;
return 0;
v3f pos_f = v3f(x,y,z)*BS;
Player *player = env->getNearestConnectedPlayer(pos_f);
if(player)
lua_pushstring(L, player->getName());
else
lua_pushstring(L, "");
return 1; // Number of return values
}
/*
{X=,Y=,Z=} object_get_nearest_player_position(self)
{exists=, pos={X=,Y=,Z=}, connected=} env_get_player_info(env, name)
*/
/*static int lf_object_get_nearest_player_position(lua_State *L)
static int lf_env_get_player_info(lua_State *L)
{
// 1: self
LuaSAO *self = (LuaSAO*)lua_touserdata(L, -1);
// 2: name
const char *name = lua_tostring(L, -1);
lua_pop(L, 1);
// 1: env
ServerEnvironment *env = (ServerEnvironment*)lua_touserdata(L, -1);
lua_pop(L, 1);
assert(env);
assert(self);
ServerEnvironment *env = self->getEnv();
env->
v3f pos = ;
Player *player = env->getPlayer(name);
v3f pos(0,0,0);
if(player)
pos = player->getPosition();
lua_newtable(L);
lua_pushstring(L, "X");
lua_pushnumber(L, pos.X/BS);
lua_pushstring(L, "exists");
lua_pushboolean(L, (player != NULL));
lua_settable(L, -3);
if(player != NULL)
{
lua_pushstring(L, "pos");
{
lua_newtable(L);
lua_pushstring(L, "X");
lua_pushnumber(L, pos.X/BS);
lua_settable(L, -3);
lua_pushstring(L, "Y");
lua_pushnumber(L, pos.Y/BS);
lua_settable(L, -3);
lua_pushstring(L, "Y");
lua_pushnumber(L, pos.Y/BS);
lua_settable(L, -3);
lua_pushstring(L, "Z");
lua_pushnumber(L, pos.Z/BS);
lua_settable(L, -3);
lua_pushstring(L, "Z");
lua_pushnumber(L, pos.Z/BS);
lua_settable(L, -3);
}
lua_settable(L, -3);
lua_pushstring(L, "connected");
lua_pushboolean(L, (player->peer_id != 0));
lua_settable(L, -3);
}
return 1; // Number of return values
}*/
}
LuaSAO::LuaSAO(ServerEnvironment *env, u16 id, v3f pos):
ServerActiveObject(env, id, pos),
@ -465,14 +505,18 @@ LuaSAO::LuaSAO(ServerEnvironment *env, u16 id, v3f pos):
//lua_setglobal(L, "self");
// Register functions
lua_register(L, "object_set_base_position", lf_object_set_base_position);
lua_register(L, "object_get_base_position", lf_object_get_base_position);
lua_register(L, "object_add_message", lf_object_add_message);
lua_register(L, "object_get_node", lf_object_get_node);
lua_register(L, "get_content_features", lf_get_content_features);
lua_register(L, "object_dig_node", lf_object_dig_node);
lua_register(L, "object_place_node", lf_object_place_node);
lua_register(L, "object_remove", lf_object_remove);
#define LUA_REGISTER_FUNC(L, x) lua_register(L, #x, lf_ ## x)
LUA_REGISTER_FUNC(L, object_remove);
LUA_REGISTER_FUNC(L, object_get_environment);
LUA_REGISTER_FUNC(L, object_set_base_position);
LUA_REGISTER_FUNC(L, object_get_base_position);
LUA_REGISTER_FUNC(L, object_add_message);
LUA_REGISTER_FUNC(L, env_get_node);
LUA_REGISTER_FUNC(L, get_content_features);
LUA_REGISTER_FUNC(L, env_dig_node);
LUA_REGISTER_FUNC(L, env_place_node);
LUA_REGISTER_FUNC(L, env_get_nearest_player_name);
LUA_REGISTER_FUNC(L, env_get_player_info);
}
LuaSAO::~LuaSAO()
@ -487,7 +531,7 @@ std::string LuaSAO::getClientInitializationData()
*/
std::string relative_path;
relative_path += "luaobjects/";
relative_path += "scripts/objects/";
relative_path += m_script_name;
relative_path += "/client.lua";
std::string full_path = porting::getDataPath(relative_path.c_str());
@ -694,7 +738,7 @@ void LuaSAO::loadScripts(const std::string &script_name)
m_script_name = script_name;
std::string relative_path;
relative_path += "luaobjects/";
relative_path += "scripts/objects/";
relative_path += script_name;
std::string server_file = relative_path + "/server.lua";
std::string server_path = porting::getDataPath(server_file.c_str());