Lua tests: generation of each object
Test generation of every object, both via des.object and obj.new. Expose FIRST_OBJECT and LAST_OBJECT numbers to lua. Add lua nh.int_to_objname, a function to convert integer value to object base name and class. Allow creating new nethack lua object by specifying id and class.
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23
doc/lua.adoc
23
doc/lua.adoc
@@ -259,6 +259,17 @@ Example:
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local str = nh.ing_suffix("foo");
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=== int_to_objname
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Convert integer value to object name and class.
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Returns two strings, the object base name and the class character.
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The returned strings may be empty if an error occurred.
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Example:
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local oname, oclass = nh.int_to_objname(45);
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=== int_to_pmname
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Convert integer value to monster type name.
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@@ -850,7 +861,7 @@ Example:
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=== object
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Create an object. Returns the object as an <<Obj>> class.
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Create an object and place it somewhere on the map. Returns the object as an <<Obj>> class.
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The table parameter accepts the following:
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[options="header"]
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@@ -874,8 +885,8 @@ The table parameter accepts the following:
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| greased | boolean | Is the object greased?
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| broken | boolean | Is the object broken?
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| achievement | boolean | Is there an achievement attached to the object?
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| x, y | int | Coordinates on the level
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| coord | table | x,y coordinates in table format
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| x, y | int | Coordinates on the level; defaults to a random location.
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| coord | table | x,y coordinates in table format; defaults to a random location.
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| montype | string | Monster id or class
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| historic | boolean | Is statue historic?
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| male | boolean | Is statue male?
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@@ -1380,11 +1391,13 @@ Handling objects via obj-class.
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=== new
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Create a new object via wishing routine.
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Create a new object, either via wishing routine, or specifying object name and class.
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Unlike des.object, does not place the object anywhere.
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Example:
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local o = obj.new("rock");
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local o = obj.new({ id = "invisibility", class = "!" });
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=== isnull
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@@ -1576,6 +1589,8 @@ These constants are in the `nhc` table.
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| NUMMONS | Number of different monster types
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| LOW_PM | First monster type id. See <<_int_to_pmname>>.
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| HIGH_PM | Last monster type id. See <<_int_to_pmname>>.
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| FIRST_OBJECT | First object type id. See <<_int_to_objname>>.
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| LAST_OBJECT | Number of object type ids. See <<_int_to_objname>>.
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| DLB | 1 or 0, depending if NetHack is compiled with DLB
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|===
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