2021-01-06 15:10:21 -05:00
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#ifndef WORLD_HPP
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#define WORLD_HPP
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#include "luastack.hpp"
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2021-01-16 01:24:33 -05:00
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#include "planemap.hpp"
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#include "idalloc.hpp"
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#include "animqueue.hpp"
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#include "invocation.hpp"
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#include "streambuffer.hpp"
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#include "debugcollector.hpp"
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#include "printbuffer.hpp"
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#include "sched.hpp"
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#include "source.hpp"
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#include "gui.hpp"
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#include "luasnap.hpp"
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#include <set>
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#include <utility>
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#include <memory>
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#include <unordered_map>
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class World;
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class Tangible {
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private:
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friend class World;
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// Serialize and deserialize
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//
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// The tangible's ID is not serialized. When you serialize a tangible, you
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// should probably serialize the ID separately.
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//
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// The Lua portion of the tangible is not serialized here. Instead, the lua
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// portion is serialized when you serialize the lua state as a whole.
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//
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// PlaneItem is not serialized. The deserialize routine rebuilds the
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// PlaneItem from the AnimQueue.
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//
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// World pointer is not serialized.
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//
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void serialize(StreamBuffer *sb);
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void deserialize(StreamBuffer *sb);
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public:
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// Always points back to the world model.
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World *world_;
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// Animation queue.
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//
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AnimQueue anim_queue_;
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// Plane Item.
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//
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// The PlaneItem also contains this tangible's ID.
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// To move this PlaneItem, update the anim_queue first, then call
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// update_plane_item, which copies the data from the anim_queue.
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//
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PlaneItem plane_item_;
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// Player ID pool
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//
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// This is present in every tangible, whether a player or not.
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// However, the fifo is only enabled in logged-in players.
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//
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IdPlayerPool id_player_pool_;
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// Print Buffer
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//
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// Stores the console output for this actor until it can be
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// probed by the client. Most tangibles have empty printbuffers,
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// which are stored as just a null pointer internally.
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//
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PrintBuffer print_buffer_;
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// constructor.
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//
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Tangible(World *w, int64_t id);
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// Get the ID
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//
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int64_t id() const { return plane_item_.id(); }
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void update_plane_item();
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bool is_an_actor() { return (id_player_pool_.get_fifo_capacity() > 0); }
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void configure_id_pool_for_actor() { id_player_pool_.set_fifo_capacity(20); }
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};
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using UniqueTangible = std::unique_ptr<Tangible>;
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class World {
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public:
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using IdVector = util::IdVector;
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using TanVector = std::vector<const Tangible*>;
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using Redirects = std::map<int64_t, int64_t>;
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const float RadiusVisibility = 100.0;
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const float RadiusClose = 10.0;
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// Constructor.
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//
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// The constructor also calls 'lua_open' to create a new
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// lua interpreter for this world model.
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//
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World(util::WorldType wt);
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// Destructor.
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//
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// Not currently functional.
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//
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~World();
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// get_lua_state
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//
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// Get the lua interpreter associated with this world model.
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//
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lua_State *state() const { return lua_snap_.state(); }
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// get_near
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//
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// Get a list of the tangibles that are near the player. If 'exclude_nowhere' is
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// true, exclude any tangibles on the nowhere plane (but still include the player himself).
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// The unsorted version returns the tangibles in an unpredictable order.
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//
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IdVector get_near(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player) const;
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IdVector get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player) const;
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// Make a tangible.
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//
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// You must provide a valid previously-unused ID. If pushdb is true, pushes
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// the tangible's database onto the lua stack. Otherwise, leaves the lua
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// stack untouched.
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//
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Tangible *tangible_make(lua_State *L, int64_t id, const std::string &plane, bool pushdb);
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// Get a pointer to the specified tangible.
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//
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// If there's no such tangible, returns nullptr.
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//
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Tangible *tangible_get(int64_t id);
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const Tangible *tangible_get(int64_t id) const;
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// Get a pointer to the specified tangible.
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//
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// The value on the lua stack should be a valid lua tangible. If not,
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// a lua error is generated.
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//
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Tangible *tangible_get(const LuaStack &LS, LuaSlot slot);
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// Get pointers to many tangibles.
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//
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TanVector tangible_get_all(const IdVector &ids) const;
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// Delete the specified tangible.
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//
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// If there's no such tangible, this is a no-op.
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//
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void tangible_delete(int64_t id);
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// Create a login actor.
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//
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// Creates a tangible of class 'login' and returns its ID.
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// This is used to create a temporary actor which is used during
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// the login process.
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//
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int64_t create_login_actor();
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// Fetch all redirects and clear the redirects table.
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//
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Redirects fetch_redirects();
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// Probe an arbitrary lua expression.
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//
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// Any print-statements in the lua code are sent into
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// a stringstream. The return value of probe_lua is the string
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// from the stringstream. If the lua expression returns a
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// value, that is also printed to the stringstream.
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//
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std::string probe_lua(int64_t actor_id, const std::string &lua);
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// Probe the 'interface' function of the specified sprite.
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//
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void update_gui(int64_t actor_id, int64_t place_id, Gui *gui);
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// Invoke an Invocation object.
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//
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// This is the primary dispatcher for all operations that mutate a world model.
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// To mutate a world model, create an invocation, then invoke it.
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//
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void invoke(const Invocation &inv);
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// Get the PrintBuffer of the actor.
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//
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const PrintBuffer *get_printbuffer(int64_t actor_id);
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// Update the source database from disk.
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//
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// Special case: if the source pointer is nullptr, does not update.
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//
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void update_source(const util::LuaSourcePtr &source);
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// Run all unit tests.
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//
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void run_unittests();
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// fetch_global_pointer
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//
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// Given a lua state, fetch the world model associated with
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// that lua state.
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//
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static World *fetch_global_pointer(lua_State *L);
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// Serialize and deserialize.
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//
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void serialize(StreamBuffer *sb);
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void deserialize(StreamBuffer *sb);
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// Snapshot and rollback.
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//
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void snapshot();
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void rollback();
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bool snapshot_empty() { return snapshot_.empty(); }
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// Run any threads which according to the scheduler queue are ready.
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//
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void run_scheduled_threads();
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// Check that the main thread has nothing on the stack
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//
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bool stack_is_clear() const { return lua_gettop(state()) == 0; }
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// Set the lthread state.
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//
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// Whenever lua code is running, and ONLY when lua code is running,
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// we store the following information in the world model:
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//
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// * lthread_actor_id: current actor
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// * lthread_place_id: current place
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// * lthread_use_ppool: true if we should use the player ID pool.
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// * lthread_prints_: a stringstream which will collect 'print' statements.
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//
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// As soon as the lua code stops executing, these variables are
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// cleared.
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//
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void clear_lthread_state();
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void open_lthread_state(int64_t actor_id, int64_t place_id, bool ppool, bool prints);
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void close_lthread_state();
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std::ostream *lthread_print_stream() const;
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// Allocate a single ID.
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//
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// The rules are as follows:
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// * if lthread_use_ppool is false, uses the global pool.
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// * if lthread_actor_id is not a valid actor id, uses the global pool.
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// * otherwise, uses the player pool of lthread_actor_id.
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//
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int64_t alloc_id_predictable();
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2021-10-13 19:41:59 -04:00
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private:
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// Store a pointer to a world model into a lua registry.
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//
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static void store_global_pointer(lua_State *L, World *w);
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// Invoke a plan.
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//
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void invoke_plan(int64_t actor_id, int64_t place_id, const std::string &action, const InvocationData &data);
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// Invoke a lua string.
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//
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void invoke_lua(int64_t actor_id, int64_t place_id, const std::string &action, const InvocationData &data);
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// Invoke the flush-prints operation.
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//
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void invoke_flush_prints(int64_t actor_id, int64_t place_id, const std::string &action, const InvocationData &data);
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// Invoke the tick operation.
|
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|
//
|
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|
|
void invoke_tick(int64_t actor_id, int64_t place_id, const std::string &action, const InvocationData &data);
|
2021-10-25 14:47:37 -04:00
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|
2021-08-03 11:25:12 -04:00
|
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public:
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|
|
////////////////////////////////////////////////////////////////////////////
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//
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|
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|
|
// TESTING SUPPORT
|
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|
//
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|
// The following functions are not designed to be useful for production
|
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|
// code, they're designed to be helpful for unit testing.
|
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|
//
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|
////////////////////////////////////////////////////////////////////////////
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|
// Add a 'walkto' animation to the specified tangible.
|
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|
//
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|
void tangible_walkto(int64_t id, int64_t animid, float x, float y);
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|
2021-08-03 12:40:12 -04:00
|
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|
// Get the tangible's animation queue as a debug string.
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|
//
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|
|
std::string tangible_anim_debug_string(int64_t id) const;
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|
2021-08-03 11:25:12 -04:00
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|
// Get a list of all existing tangibles as a comma-separated string.
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//
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|
|
std::string tangible_ids_debug_string() const;
|
2021-08-13 17:02:35 -04:00
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|
2021-11-16 13:14:59 -05:00
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// Get a list of all tangibles near the target as a string.
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|
//
|
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|
|
std::string tangibles_near_debug_string(int64_t actor, int64_t distance);
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|
2021-08-13 17:02:35 -04:00
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|
// Shows the TID (table ID) of the tables that were numbered.
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|
// TIDs are in alphabetical order. Any table without a TID
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// shows up as "unknown"
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//
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|
std::string numbered_tables_debug_string() const;
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// Paired tables debug string. Shows TID=TID pairs, sorted alphabetically.
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//
|
2021-08-23 23:34:30 -04:00
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|
std::string paired_tables_debug_string(lua_State *master) const;
|
2021-08-13 17:02:35 -04:00
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// Store a string in the tangible's database.
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//
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|
void tangible_set_string(int64_t id, const std::string &path, const std::string &value);
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// Copy a lua global variable into the tangible's database.
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//
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|
void tangible_copy_global(int64_t id, const std::string &path, const std::string &global);
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|
2021-09-09 18:23:17 -04:00
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|
// Pretty-print the entire tangible database and return it as a string.
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|
|
//
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|
|
std::string tangible_pprint(int64_t id) const;
|
2021-07-25 19:22:39 -04:00
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|
2021-09-10 17:06:07 -04:00
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// Set the tangible's lua class.
|
2021-07-25 19:22:39 -04:00
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|
|
//
|
2021-09-10 17:06:07 -04:00
|
|
|
void tangible_set_class(int64_t id, const std::string &c) const;
|
2021-07-25 19:22:39 -04:00
|
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|
2021-09-10 17:06:07 -04:00
|
|
|
// Get the tangible's lua class (returns empty string if none).
|
2021-07-25 19:22:39 -04:00
|
|
|
//
|
2021-09-10 17:06:07 -04:00
|
|
|
std::string tangible_get_class(int64_t id) const;
|
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|
2021-07-25 19:22:39 -04:00
|
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|
2021-09-10 17:06:07 -04:00
|
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|
public:
|
|
|
|
|
///////////////////////////////////////////////////////////
|
2021-07-25 19:22:39 -04:00
|
|
|
//
|
2021-09-10 17:06:07 -04:00
|
|
|
// world-difftab: Nonrecursive table comparison
|
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|
|
//
|
|
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|
|
// These routines compare tables in the master lua to the corresponding
|
|
|
|
|
// tables in the synchronous lua. This is a nonrecursive process, because
|
|
|
|
|
// the recursion has already been done during the table enumeration process.
|
|
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|
|
//
|
|
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|
|
///////////////////////////////////////////////////////////
|
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|
|
2021-11-21 13:35:39 -05:00
|
|
|
void patch_numbered_tables(StreamBuffer *sb, DebugCollector *dbc);
|
2021-09-10 17:06:07 -04:00
|
|
|
void diff_numbered_tables(lua_State *master, StreamBuffer *sb);
|
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|
2021-11-21 13:35:39 -05:00
|
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|
void patch_tangible_databases(StreamBuffer *sb, DebugCollector *dbc);
|
2021-09-10 17:06:07 -04:00
|
|
|
void diff_tangible_databases(const IdVector &basis, lua_State *master, StreamBuffer *sb);
|
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|
|
2021-11-21 13:35:39 -05:00
|
|
|
void patch_tangible_classes(StreamBuffer *sb, DebugCollector *dbc);
|
2021-09-10 17:06:07 -04:00
|
|
|
void diff_tangible_classes(const IdVector &basis, lua_State *master, StreamBuffer *sb);
|
2021-07-25 19:22:39 -04:00
|
|
|
|
2021-09-09 18:23:17 -04:00
|
|
|
public:
|
|
|
|
|
///////////////////////////////////////////////////////////
|
2021-07-25 19:22:39 -04:00
|
|
|
//
|
2021-09-09 18:23:17 -04:00
|
|
|
// Difference transmission
|
2021-07-25 19:22:39 -04:00
|
|
|
//
|
2021-09-09 18:23:17 -04:00
|
|
|
///////////////////////////////////////////////////////////
|
2021-07-25 19:22:39 -04:00
|
|
|
|
2021-09-10 17:06:07 -04:00
|
|
|
util::IdVector get_visible_union(int64_t actor_id, World *master);
|
|
|
|
|
|
2021-11-21 13:35:39 -05:00
|
|
|
int64_t patch_actor(StreamBuffer *sb, DebugCollector *dbc);
|
2021-09-09 18:23:17 -04:00
|
|
|
void diff_actor(int64_t actor_id, World *master, StreamBuffer *sb);
|
|
|
|
|
|
2021-11-21 13:35:39 -05:00
|
|
|
void patch_visible(StreamBuffer *sb, DebugCollector *dbc);
|
2021-09-09 18:23:17 -04:00
|
|
|
void diff_visible(const util::IdVector &ids, World *master, StreamBuffer *sb);
|
|
|
|
|
|
2021-11-21 13:35:39 -05:00
|
|
|
void patch_luatabs(StreamBuffer *sb, DebugCollector *dbc);
|
2021-09-09 18:23:17 -04:00
|
|
|
void diff_luatabs(int64_t actor_id, World *master, StreamBuffer *sb);
|
|
|
|
|
|
2021-11-21 13:35:39 -05:00
|
|
|
void patch_tanclass(StreamBuffer *sb, DebugCollector *dbc);
|
2021-09-10 17:06:07 -04:00
|
|
|
void diff_tanclass(int64_t actor_id, World *master, StreamBuffer *sb);
|
|
|
|
|
|
2021-11-21 13:35:39 -05:00
|
|
|
void patch_source(StreamBuffer *sb, DebugCollector *dbc);
|
2021-09-23 12:40:21 -04:00
|
|
|
void diff_source(World *master, StreamBuffer *sb);
|
|
|
|
|
|
2021-09-09 18:23:17 -04:00
|
|
|
// This is the main entry point for difference transmission.
|
2021-07-25 19:22:39 -04:00
|
|
|
//
|
2021-11-21 13:35:39 -05:00
|
|
|
int64_t patch_everything(StreamBuffer *sb, DebugCollector *dbc);
|
2021-09-09 18:23:17 -04:00
|
|
|
void diff_everything(int64_t actor, World *master, StreamBuffer *sb);
|
2021-07-25 19:22:39 -04:00
|
|
|
|
2021-08-13 17:02:35 -04:00
|
|
|
public:
|
2021-08-24 10:59:19 -04:00
|
|
|
///////////////////////////////////////////////////////////
|
|
|
|
|
//
|
2021-09-07 14:38:46 -04:00
|
|
|
// world-pairtab: Numbering and pairing of lua tables.
|
2021-08-13 17:02:35 -04:00
|
|
|
//
|
2021-08-31 20:03:33 -04:00
|
|
|
// The following routines pair up tables in the synchronous
|
|
|
|
|
// model with tables in the master model, by assigning matching
|
|
|
|
|
// table numbers. This is not one subroutine but several, because
|
|
|
|
|
// some of the steps happen on the server, some on the client,
|
|
|
|
|
// and so forth.
|
|
|
|
|
//
|
|
|
|
|
// The goal of these routines is to build these data structures:
|
|
|
|
|
//
|
2021-08-13 17:02:35 -04:00
|
|
|
// Table-to-number mapping is stored in registry.tnmap
|
|
|
|
|
// Number-to-table mapping is stored in registry.ntmap
|
2021-08-24 10:59:19 -04:00
|
|
|
//
|
|
|
|
|
///////////////////////////////////////////////////////////
|
|
|
|
|
|
2021-08-31 20:03:33 -04:00
|
|
|
// In the synchronous models, number tables recursively.
|
2021-08-24 10:59:19 -04:00
|
|
|
//
|
2021-08-31 20:03:33 -04:00
|
|
|
// This is a simple recursive traversal, which numbers tables.
|
|
|
|
|
// This creates the initial ntmap in the synchronous models.
|
2021-08-13 17:02:35 -04:00
|
|
|
//
|
|
|
|
|
int number_lua_tables(const IdVector &basis);
|
|
|
|
|
|
2021-08-31 20:03:33 -04:00
|
|
|
// Pair tables in the master model to tables in the synch model.
|
2021-08-13 17:02:35 -04:00
|
|
|
//
|
2021-08-31 20:03:33 -04:00
|
|
|
// Recursively walk the master and synchronous model in parallel,
|
|
|
|
|
// copying table numbers from the synchronous ntmap into the master's ntmap.
|
2021-08-13 17:02:35 -04:00
|
|
|
//
|
2021-08-23 23:34:30 -04:00
|
|
|
void pair_lua_tables(const IdVector &basis, lua_State *master);
|
2021-08-13 17:02:35 -04:00
|
|
|
|
2021-08-31 20:03:33 -04:00
|
|
|
// Number previously unpaired tables in the master model.
|
2021-08-13 17:02:35 -04:00
|
|
|
//
|
2021-08-31 20:03:33 -04:00
|
|
|
// This finds every not-yet-numbered table in the master model,
|
|
|
|
|
// and appends these tables to the master's ntmap. Once they're
|
|
|
|
|
// in the ntmap, they can be paired by simply creating new tables
|
|
|
|
|
// in the synchronous model.
|
2021-08-13 17:02:35 -04:00
|
|
|
//
|
2021-08-31 20:03:33 -04:00
|
|
|
int number_remaining_tables(const IdVector &basis, lua_State *master);
|
2021-08-13 17:02:35 -04:00
|
|
|
|
2021-08-31 20:03:33 -04:00
|
|
|
// Create new tables in the synchronous models.
|
|
|
|
|
//
|
|
|
|
|
// Creates new tables in the synchronous model and appends these
|
|
|
|
|
// new tables to the synchronous model's ntmap.
|
2021-08-13 17:02:35 -04:00
|
|
|
//
|
|
|
|
|
void create_new_tables(int n);
|
|
|
|
|
|
2021-08-31 20:03:33 -04:00
|
|
|
// Delete the table numbering.
|
|
|
|
|
//
|
|
|
|
|
// This simply removes registry.tnmap and registry.ntmap
|
|
|
|
|
//
|
|
|
|
|
void unnumber_lua_tables();
|
|
|
|
|
|
2021-07-25 19:22:39 -04:00
|
|
|
private:
|
|
|
|
|
// Type of model
|
|
|
|
|
util::WorldType world_type_;
|
|
|
|
|
|
|
|
|
|
// A lua intepreter with snapshot function.
|
|
|
|
|
//
|
|
|
|
|
LuaSnap lua_snap_;
|
|
|
|
|
|
|
|
|
|
// The Global ID Pool.
|
|
|
|
|
//
|
|
|
|
|
IdGlobalPool id_global_pool_;
|
|
|
|
|
|
|
|
|
|
// Source Database.
|
|
|
|
|
//
|
|
|
|
|
SourceDB source_db_;
|
|
|
|
|
PlaneMap plane_map_;
|
|
|
|
|
|
|
|
|
|
// Tangibles table.
|
|
|
|
|
//
|
2021-10-15 13:51:32 -04:00
|
|
|
std::unordered_map<int64_t, UniqueTangible> tangibles_;
|
2021-07-25 19:22:39 -04:00
|
|
|
|
2021-11-26 15:45:36 -05:00
|
|
|
// Current time.
|
|
|
|
|
int64_t clock_;
|
|
|
|
|
|
2021-07-25 19:22:39 -04:00
|
|
|
// Thread schedule: must include every thread, except
|
|
|
|
|
// for the one currently-executing thread.
|
|
|
|
|
//
|
|
|
|
|
Schedule thread_sched_;
|
|
|
|
|
|
|
|
|
|
// Serialized snapshot of world model.
|
|
|
|
|
StreamBuffer snapshot_;
|
|
|
|
|
|
|
|
|
|
// Redirects.
|
|
|
|
|
//
|
|
|
|
|
Redirects redirects_;
|
|
|
|
|
|
2021-10-14 11:43:16 -04:00
|
|
|
// lthread variables: see set_lthread_state for explanation.
|
|
|
|
|
//
|
|
|
|
|
int64_t lthread_actor_id_;
|
|
|
|
|
int64_t lthread_place_id_;
|
|
|
|
|
int64_t lthread_use_ppool_;
|
2021-10-21 13:15:04 -04:00
|
|
|
std::unique_ptr<std::ostringstream> lthread_prints_;
|
2021-10-14 11:43:16 -04:00
|
|
|
|
2021-07-25 19:22:39 -04:00
|
|
|
friend class Tangible;
|
2021-09-07 17:37:23 -04:00
|
|
|
friend int lfn_tangible_animate(lua_State *L);
|
|
|
|
|
friend int lfn_tangible_build(lua_State *L);
|
|
|
|
|
friend int lfn_tangible_redirect(lua_State *L);
|
2021-10-14 11:43:16 -04:00
|
|
|
friend int lfn_tangible_actor(lua_State *L);
|
|
|
|
|
friend int lfn_tangible_place(lua_State *L);
|
2021-11-21 13:35:39 -05:00
|
|
|
friend int lfn_tangible_nopredict(lua_State *L);
|
2021-11-23 16:10:48 -05:00
|
|
|
friend int lfn_tangible_near(lua_State *L);
|
|
|
|
|
friend int lfn_tangible_scan(lua_State *L);
|
2021-01-06 15:10:21 -05:00
|
|
|
};
|
|
|
|
|
|
2021-10-15 13:51:32 -04:00
|
|
|
using UniqueWorld = std::unique_ptr<World>;
|
|
|
|
|
|
|
|
|
|
|
2021-01-06 15:10:21 -05:00
|
|
|
#endif // WORLD_HPP
|