Difference between revisions of "User:Xyz/stress"
ROllerozxa (talk | contribs) |
|||
(12 intermediate revisions by one other user not shown) | |||
Line 8: | Line 8: | ||
All functions are prefixed with <code>:</code>. All properties are prefixed with <code>.</code>. | All functions are prefixed with <code>:</code>. All properties are prefixed with <code>.</code>. | ||
− | <code> | + | What do we want: |
+ | * Consistent API | ||
+ | * Good docs (with examples) | ||
+ | |||
+ | * Chaining (<source enclose=none>_("default:dirt"):on("punch", func):on("something", func):on("wtf", func):craft({"default:grass"})</source>) | ||
+ | * Events (<source enclose=none>:on("wtf", function(e) doSomething end)</source>) | ||
+ | * Nice assignments (<source enclose=none>e.stack = "mybrand:newstack 99"</source>) instead of ugly function calls (<source enclose=none>player:set_wielded_wtf_am_i_doing(ItemStack("asd"))</source>). This is probably not a good idea though because it won't work in all places, making people confused. | ||
+ | |||
+ | <code>stressedNode → Stress.Node</code> | ||
+ | |||
+ | Same for others. | ||
== Types == | == Types == | ||
All <code>stressed*</code> members should have <code>__type</code> property containing their type as a string. | All <code>stressed*</code> members should have <code>__type</code> property containing their type as a string. | ||
− | === | + | <u>Underlined</u> functions return <code>self</code>, this should be used for method chaining. |
− | Same as | + | <source> |
+ | _({0, 0, 0}):meta("first", "value"):name("default:dirt") | ||
+ | </source> | ||
+ | |||
+ | === Stress.Position === | ||
+ | Same as position. Can be created from either <code>{x = …, y = …, z = …}</code> or <code>{…, …, …}</code> | ||
Supports -(unary), +, -, *. | Supports -(unary), +, -, *. | ||
Line 20: | Line 35: | ||
Do use it as vector. | Do use it as vector. | ||
<source> | <source> | ||
− | + | Stress.Position(A) === _:p(A) -- shortcut for convenience | |
− | + | -- you won't use it much anyway as we provide Stress.Position everywhere | |
− | + | -- preferred code style: | |
− | + | -- _:p(A) — good | |
+ | -- _:p{1, 2, 3} — good | ||
+ | -- _:p{x=1, y=2, z=3} — good | ||
+ | -- _:p({1, 2, 3}) — not as good | ||
+ | |||
+ | Stress.Position{1, 2, 3} + {4, 5, 6} | ||
+ | Stress.Position{0, 0, 0} - Stress.Position{1, 2, 3} | ||
+ | Stress.Position{1, 2, 3} * 5 -- {5, 10, 15} | ||
+ | Stress.Position{1, 2, 3} * {y = 5} --- {1, 10, 3} | ||
… | … | ||
</source> | </source> | ||
Line 33: | Line 56: | ||
* <code>:each(function(node))</code> — <code>node</code> is stressedNode | * <code>:each(function(node))</code> — <code>node</code> is stressedNode | ||
− | === | + | === Stress.Node === |
Created via <code>_(position)</code> | Created via <code>_(position)</code> | ||
Implements: | Implements: | ||
* <code>:name()</code> — get node name | * <code>:name()</code> — get node name | ||
− | * <code>:name("string")</code> — set node name (like <source enclose="none">minetest.env:set_node()</source>) | + | * <u><code>:name("string")</code></u> — set node name (like <source enclose="none">minetest.env:set_node()</source>) |
− | * <code>:meta("name")</code> — get meta | + | * <u><code>:set("string")</code></u> — same as <code>:name("string")</code> |
− | * <code>:meta("name", "value")</code> — set meta | + | * <code>:meta()</code> — returns all meta as a table |
− | * <code>:inventory("name")</code> — | + | * <u><code>:meta(table)</code></u> — overwrites meta with the table (or should it rather update values instead of deleting all that are not present in the table?) |
+ | * <code>:meta("name")</code> — get single meta value | ||
+ | * <u><code>:meta("name", "value")</code></u> — set meta | ||
+ | * <code>:inventory("name")</code> — returns Stress.Inventory (name is actually listname) | ||
+ | |||
+ | === Stress.NodeDef === | ||
+ | (needs better name) | ||
− | |||
Created via <code>_("name")</code>, i.e. <code>_("default:dirt")</code> | Created via <code>_("name")</code>, i.e. <code>_("default:dirt")</code> | ||
− | * <code>:on("event", function())</code> — registers event | + | * <u><code>:on("event", function())</code></u> — registers event: |
** <code>dig</code> | ** <code>dig</code> | ||
** <code>place</code> | ** <code>place</code> | ||
Line 56: | Line 84: | ||
** ?? | ** ?? | ||
− | === | + | === Stress.Inventory === |
* <code>:empty()</code> — returns true if inventory is empty | * <code>:empty()</code> — returns true if inventory is empty | ||
− | * <code>:clear()</code> — remove everything from inventory | + | * <u><code>:clear()</code></u> — remove everything from inventory |
* <code>:size()</code> — get size of an inventory | * <code>:size()</code> — get size of an inventory | ||
− | * <code>:size(N)</code> — set size of an inventory | + | * <u><code>:size(N)</code></u> — set size of an inventory |
* <code>:width()</code> | * <code>:width()</code> | ||
− | * <code>:width(N)</code> | + | * <u><code>:width(N)</code></u> |
* <code>:stack(X)</code> — get the Xth stack from inventory, modifiable | * <code>:stack(X)</code> — get the Xth stack from inventory, modifiable | ||
− | === | + | === Stress.Stack === |
− | + | Stress.Stack points to the specific slot in inventory. | |
+ | * <u><code>:set(value)</code></u> | ||
* <code>:name()</code> | * <code>:name()</code> | ||
− | * <code>:name(S)</code> | + | * <u><code>:name(S)</code></u> |
* <code>:count()</code> | * <code>:count()</code> | ||
− | * <code>:count(N)</code> | + | * <u><code>:count(N)</code></u> |
* <code>:wear()</code> | * <code>:wear()</code> | ||
− | * <code>:wear(N)</code> | + | * <u><code>:wear(N)</code></u> |
− | * <code>: | + | * <u><code>:pop([N])</code></u> — takes N items (or 1 if N is not provided) |
− | * <code>: | + | * <u><code>:push([N])</code></u> — adds N items (or 1 if N is not provided) |
== Global functions == | == Global functions == |
Latest revision as of 19:44, 25 January 2023
_()
!
http://irc.minetest.ru/minetest/2013-02-17#i_2877771
Experimental implementation: https://github.com/xyzz/minetest-stress
Core concepts
All functions are prefixed with :
. All properties are prefixed with .
.
What do we want:
- Consistent API
- Good docs (with examples)
- Chaining (
_("default:dirt"):on("punch", func):on("something", func):on("wtf", func):craft({"default:grass"})
) - Events (
:on("wtf", function(e) doSomething end)
) - Nice assignments (
e.stack = "mybrand:newstack 99"
) instead of ugly function calls (player:set_wielded_wtf_am_i_doing(ItemStack("asd"))
). This is probably not a good idea though because it won't work in all places, making people confused.
stressedNode → Stress.Node
Same for others.
Types
All stressed*
members should have __type
property containing their type as a string.
Underlined functions return self
, this should be used for method chaining.
_({0, 0, 0}):meta("first", "value"):name("default:dirt")
Stress.Position
Same as position. Can be created from either {x = …, y = …, z = …}
or {…, …, …}
Supports -(unary), +, -, *.
Do use it as vector.
Stress.Position(A) === _:p(A) -- shortcut for convenience
-- you won't use it much anyway as we provide Stress.Position everywhere
-- preferred code style:
-- _:p(A) — good
-- _:p{1, 2, 3} — good
-- _:p{x=1, y=2, z=3} — good
-- _:p({1, 2, 3}) — not as good
Stress.Position{1, 2, 3} + {4, 5, 6}
Stress.Position{0, 0, 0} - Stress.Position{1, 2, 3}
Stress.Position{1, 2, 3} * 5 -- {5, 10, 15}
Stress.Position{1, 2, 3} * {y = 5} --- {1, 10, 3}
…
stressedArea
_(pos1, pos2)
, pos1
, pos2
are stressedPositions
:name("string")
:meta("name", "value")
:each(function(node))
—node
is stressedNode
Stress.Node
Created via _(position)
Implements:
:name()
— get node name:name("string")
— set node name (likeminetest.env:set_node()
):set("string")
— same as:name("string")
:meta()
— returns all meta as a table:meta(table)
— overwrites meta with the table (or should it rather update values instead of deleting all that are not present in the table?):meta("name")
— get single meta value:meta("name", "value")
— set meta:inventory("name")
— returns Stress.Inventory (name is actually listname)
Stress.NodeDef
(needs better name)
Created via _("name")
, i.e. _("default:dirt")
:on("event", function())
— registers event:dig
place
punch
rightclick
:every
— registers ABM- every(time, function)
- every(time, chance, function)
- ??
Stress.Inventory
:empty()
— returns true if inventory is empty:clear()
— remove everything from inventory:size()
— get size of an inventory:size(N)
— set size of an inventory:width()
:width(N)
:stack(X)
— get the Xth stack from inventory, modifiable
Stress.Stack
Stress.Stack points to the specific slot in inventory.
:set(value)
:name()
:name(S)
:count()
:count(N)
:wear()
:wear(N)
:pop([N])
— takes N items (or 1 if N is not provided):push([N])
— adds N items (or 1 if N is not provided)
Global functions
_:on("event", function())
generated
shutdown
- …
_:iterate(pos1, pos2)
for pos in _:iterate({0, 0, 0}, {1, 1, 1}) do
_(pos):name("air")
end
-- same as _({0, 0, 0}, {1, 1, 1}):name("air")
Something
An example of code in stress:
_("default:dirt"):on("place", function(me)
me:name("default:dirt_with_grass")
end)
same without stress
minetest.register_on_placenode(function(pos, newnode)
if newnode.name == "default:dirt" then
minetest.env:set_node(pos, {name="default:dirt_with_grass"})
end
end)
Something more?
dirttograss = nil
_:on("chat", function(message)
if message == "/dirttograss" and not dirttograss then
dirttograss = _("default:dirt"):on("place", function(me)
me:name("default:dirt_with_grass")
end)
elseif message == "/nodirttograss" and dirttograss then
_(dirttograss):clear()
end
end)