/usr/share/infon-server/api/state.lua is in infon-server 0~r198-8build2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright (c) 2006 Florian Wesch <fw@dividuum.de>. All Rights Reserved.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
]]--
global = {}
function setupCreature()
-- Internal Stuff -----------------
function _set_state(state, ...)
_GG.assert(_G[state], "cannot change from state '" .. _state_name .. "' to undefined state '" .. state .. "'")
if _debug_state_change then
print("creature " .. id .. " is changing from '" .. _state_name .. "' to '" .. state .. "'")
end
_state_name = state
_state_args = {...}
end
function _state_loop()
while true do
local function handle_state_change(state, ...)
if not state then
-- change to idle if not already there
if _state_name ~= "idle" then
_set_state("idle")
end
elseif state == true then
-- keep state (restart state handler)
else
-- change to new state
_set_state(state, ...)
end
end
if not _G[_state_name] then
print("state '" .. _state_name .. "' does not exist. changing to 'idle'")
_set_state("idle")
end
handle_state_change(_G[_state_name](_GG.unpack(_state_args)))
wait_for_next_round()
end
end
function _restart_thread()
thread = _GG.coroutine.create(_state_loop)
end
-- Utility functions ----------------
-- Enforces a switch to state 'state' and a restart
-- of the corresponding state handler.
and_start_state = function(state, ...)
_GG.assert(_G[state], "state '" .. state .. "' not defined")
return state, ...
end
-- Enforces being in state 'state'. If the creature
-- already is in state 'state', nothing happens. If
-- the creature is in any other state, the creature
-- switches to 'state'.
and_be_in_state = function(state, ...)
if _state_name == state then
return true
else
_GG.assert(_G[state], "state '" .. state .. "' not defined")
return state, ...
end
end
-- The creature stays in its current state
and_keep_state = false
-- The creature restarts its current state
and_restart_state = true
function reload()
if _GG.bot then
local ok, msg = _GG.epcall(_GG._TRACEBACK, _GG.setfenv(_GG.bot, _G))
if not ok then
_GG.print("cannot restart creature " .. id .. ": " .. msg)
end
end
end
function restart()
message = nil
reload()
_set_state("restarting")
_restart_thread()
end
function wait_for_next_round()
if _GG.can_yield then
_GG.coroutine.yield()
else
_GG.error("cannot wait")
end
end
function execute_event(event, ...)
if not _G[event] then return end
local function handle_state_change(ok, state, ...)
if not ok then
_GG.print("calling event '" .. event .. "' failed: " .. state)
else
if not state then
-- no change
elseif state == true then
-- keep state (restart state handler)
_restart_thread()
else
-- change to new state
_set_state(state, ...)
_restart_thread()
end
end
end
return handle_state_change(_GG.epcall(_GG._TRACEBACK, _G[event], ...))
end
-- States ---------------------------
function idle()
_GG.set_state(id, _GG.CREATURE_IDLE)
if onIdle then return onIdle() end
end
function restarting()
if onRestart then return onRestart() end
end
-- Functions ------------------------
time = _GG.game_time
koth_pos = _GG.get_koth_pos
world_size = _GG.world_size
function suicide()
_GG.suicide(id)
end
function nearest_enemy()
return _GG.get_nearest_enemy(id)
end
function set_path(x, y)
return _GG.set_path(id, x, y)
end
function set_target(c)
return _GG.set_target(id, c)
end
function set_conversion(t)
return _GG.set_convert(id, t)
end
function pos()
return _GG.get_pos(id)
end
function speed()
return _GG.get_speed(id)
end
function health()
return _GG.get_health(id)
end
function food()
return _GG.get_food(id)
end
function max_food()
return _GG.get_max_food(id)
end
function tile_food()
return _GG.get_tile_food(id)
end
function tile_type()
return _GG.get_tile_type(id)
end
function type()
return _GG.get_type(id)
end
function say(msg)
return _GG.set_message(id, msg)
end
function begin_idling()
return _GG.set_state(id, _GG.CREATURE_IDLE)
end
function begin_walk_path()
return _GG.set_state(id, _GG.CREATURE_WALK)
end
function begin_healing()
return _GG.set_state(id, _GG.CREATURE_HEAL)
end
function begin_eating()
return _GG.set_state(id, _GG.CREATURE_EAT)
end
function begin_attacking()
return _GG.set_state(id, _GG.CREATURE_ATTACK)
end
function begin_converting()
return _GG.set_state(id, _GG.CREATURE_CONVERT)
end
function begin_spawning()
return _GG.set_state(id, _GG.CREATURE_SPAWN)
end
function begin_feeding()
return _GG.set_state(id, _GG.CREATURE_FEED)
end
function is_idle()
return _GG.get_state(id) == _GG.CREATURE_IDLE
end
function is_healing()
return _GG.get_state(id) == _GG.CREATURE_HEAL
end
function is_walking()
return _GG.get_state(id) == _GG.CREATURE_WALK
end
function is_eating()
return _GG.get_state(id) == _GG.CREATURE_EAT
end
function is_attacking()
return _GG.get_state(id) == _GG.CREATURE_ATTACK
end
function is_converting()
return _GG.get_state(id) == _GG.CREATURE_CONVERT
end
function is_spawning()
return _GG.get_state(id) == _GG.CREATURE_SPAWN
end
function is_feeding()
return _GG.get_state(id) == _GG.CREATURE_FEED
end
function random_path()
local x1, y1, x2, y2 = world_size()
local i = 0
while true do
for i = 1, 300 do
local x, y = math.random(x1, x2), math.random(y1, y2)
if set_path(x, y) then
return x, y
end
end
wait_for_next_round()
end
end
function in_state(state)
if _GG.type(state) == "function" then
return _G[_state_name] == state
elseif _GG.type(state) == "string" then
return _state_name == state
else
return false
end
end
-- Blocking Actions -----------------
function sleep(msec)
local now = time()
while now + msec < time() do
wait_for_next_round()
end
end
function random_move()
return move_to(random_path())
end
function move_to(tx, ty)
local x, y = pos()
if x == tx and y == ty then
return true
end
if not _GG.set_path(id, tx, ty) then
return false
end
return move_path(tx, ty)
end
function move_path(tx, ty)
if not _GG.set_state(id, _GG.CREATURE_WALK) then
return false
end
while _GG.get_state(id) == _GG.CREATURE_WALK do
wait_for_next_round()
end
local x, y = pos()
return x == tx and y == ty
end
function can_eat()
return food() < max_food()
end
function heal()
if not begin_healing() then
return false
end
while is_healing() do
wait_for_next_round()
end
return true
end
function eat()
if not begin_eating() then
return false
end
while is_eating() do
wait_for_next_round()
end
return true
end
function feed(target)
if not set_target(target) then
return false
end
if not begin_feeding() then
return false
end
while is_feeding() do
wait_for_next_round()
end
return true
end
function attack(target)
if not set_target(target) then
return false
end
if not begin_attacking() then
return false
end
while is_attacking() do
wait_for_next_round()
end
return true
end
function convert(to_type)
if not set_conversion(to_type) then
return false
end
if not begin_converting() then
return false
end
while is_converting() do
wait_for_next_round()
end
return type() == to_type
end
function spawn()
if not begin_spawning() then
return false
end
while is_spawning() do
wait_for_next_round()
end
return true
end
end
function createCreature(id, parent)
local creature = {
id = id;
parent = parent;
global = global;
print = print;
error = error;
math = math;
table = table;
string = string;
_GG = _G; -- Reference to the global environment
_state_name = 'none'
}
creature._G = creature
setmetatable(creature, {
__tostring = function(self)
local x, y = get_pos(self.id)
local states = { [0]="idle", [1]="walk", [2]="heal", [3]="eat",
[4]="attack", [5]="convert", [6]="spawn", [7]="feed"}
return "<creature " .. self.id .." [" .. x .. "," .. y .."] " ..
"type " .. get_type(self.id) ..", health " .. get_health(self.id) .. ", " ..
"food " .. get_food(self.id) .. ", state " .. states[get_state(self.id)] .. ", handler " .. self._state_name .. ">"
end,
__concat = function (op1, op2)
return tostring(op1) .. tostring(op2)
end
})
setfenv(setupCreature, creature)()
return creature
end
------------------------------------------------------------------------
-- Callbacks von C
------------------------------------------------------------------------
function this_function_call_fails_if_cpu_limit_exceeded() end
-- global table containing all your creatures
creatures = creatures or {}
function player_think(events)
can_yield = false
-- Handle the events since the last round.
for n, event in ipairs(events) do
if event.type == CREATURE_SPAWNED then
local id = event.id
local parent = event.parent ~= -1 and event.parent or nil
local creature = createCreature(id, parent)
creatures[id] = creature
creature.restart()
creatures[id].execute_event("onSpawned", parent)
elseif event.type == CREATURE_KILLED then
local id = event.id
local killer = event.killer ~= -1 and event.killer or nil
assert(creatures[id])
creatures[id].execute_event("onKilled", killer)
creatures[id] = nil
elseif event.type == CREATURE_ATTACKED then
local id = event.id
local attacker = event.attacker
creatures[id].execute_event("onAttacked", attacker)
elseif event.type == PLAYER_CREATED then
-- TODO
else
error("invalid event " .. event.type)
end
end
can_yield = true
-- Iterate all creatures and execute their code by resuming the creatures coroutine
for id, creature in pairs(creatures) do
if type(creature.thread) ~= 'thread' then
creature.message = 'uuh. self.thread is not a coroutine.'
elseif coroutine.status(creature.thread) == 'dead' then
if not creature.message then
creature.message = 'main() terminated (maybe it was killed for using too much cpu/memory?)'
end
else
creature.execute_event("onTick")
if get_tile_food(creature.id) > 0 then
creature.execute_event("onTileFood")
end
if get_health(creature.id) < 5 then
creature.execute_event("onLowHealth")
end
local ok, msg = coroutine.resume(creature.thread)
if not ok then
creature.message = msg
-- If the coroutine was interrupted for using too much
-- CPU, the following function call will abort the
-- player_think function (since no more function calls
-- are possible at this point). The code that caused
-- too much CPU can be seen by inspecting the traceback
-- that was saved in creature.message. Use 'i' in the client.
this_function_call_fails_if_cpu_limit_exceeded()
end
end
end
can_yield = false
end
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