35 explicit filter(lua_State* L,
int data_index,
int res_index = 0);
72 std::string register_metatables(lua_State *L);
filter(const filter &)=delete
std::unique_ptr< filter_impl > impl_
filter & operator=(const filter &)=delete
bool matches(const gamemap_base &m, map_location l) const
filter(filter &&) noexcept=default
std::map< std::string, std::set< map_location > > known_sets_
int intf_mg_get_tiles_radius(lua_State *L)
lua_mapgen::filter * luaW_to_mgfilter(lua_State *L, int index)
int intf_terrainfilter_create(lua_State *L)
Create a filter.
int intf_mg_get_locations(lua_State *L)
void lua_mgfilter_setmetatable(lua_State *L)
lua_mapgen::filter_ptr luaW_check_mgfilter(lua_State *L, int index, bool allow_compile)
bool luaW_is_mgfilter(lua_State *L, int index)
std::string register_filter_metatables(lua_State *L)
std::unique_ptr< filter, std::function< void(filter *)> > filter_ptr
Encapsulates the map of the game.