User:Xyz/stress

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_()!

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 (like minetest.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)