add player.set_selected_slot, inventory.find_by_item

This commit is contained in:
MihailRis 2024-12-23 12:24:29 +03:00
parent 1149d5869c
commit 22d207ba28
6 changed files with 115 additions and 55 deletions

View File

@ -32,6 +32,21 @@ inventory.size(invid: int) -> int
-- Returns remaining count if could not to add fully.
inventory.add(invid: int, itemid: int, count: int) -> int
-- Returns the index of the first matching slot in the given range.
-- If no matching slot was found, returns nil
inventory.find_by_item(
-- inventory id
invid: int,
-- item id
itemid: int,
-- [optional] index of the slot range start (from 0)
range_begin: int,
-- [optional] index of the slot range end (from 0)
range_end: int,
-- [optional] minimum item count in the slot
min_count: int = 1
) -> int
-- Returns block inventory ID or 0.
inventory.get_block(x: int, y: int, z: int) -> int

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@ -84,6 +84,12 @@ player.get_name(playerid: int) -> str
Player name setter and getter
```lua
player.set_selected_slot(playerid: int, slotid: int)
```
Sets the selected slot index
```lua
player.get_selected_block(playerid: int) -> x,y,z
```

View File

@ -38,6 +38,21 @@ inventory.add(
count: int
) -> int
-- Возвращает индекс первого подходящего под критерии слота в заданном диапазоне.
-- Если подходящий слот не был найден, возвращает nil
inventory.find_by_item(
-- id инвентаря
invid: int,
-- id предмета
itemid: int,
-- [опционально] индекс начала диапазона слотов (c 0)
range_begin: int,
-- [опционально] индекс конца диапазона слотов (c 0)
range_end: int,
-- [опционально] минимальное количество предмета в слоте
min_count: int = 1
) -> int
-- Функция возвращает id инвентаря блока.
-- Если блок не может иметь инвентарь - возвращает 0.
inventory.get_block(x: int, y: int, z: int) -> int

View File

@ -84,6 +84,12 @@ player.get_name(playerid: int) -> str
Сеттер и геттер имени игрока
```lua
player.set_selected_slot(playerid: int, slotid: int)
```
Устанавливает индекс выбранного слота
```lua
player.get_selected_block(playerid: int) -> x,y,z
```

View File

@ -13,15 +13,15 @@ static void validate_itemid(itemid_t id) {
}
}
static std::shared_ptr<Inventory> get_inventory(int64_t id) {
static Inventory& get_inventory(int64_t id) {
auto inv = level->inventories->get(id);
if (inv == nullptr) {
throw std::runtime_error("inventory not found: " + std::to_string(id));
}
return inv;
return *inv;
}
static std::shared_ptr<Inventory> get_inventory(int64_t id, int arg) {
static Inventory& get_inventory(int64_t id, int arg) {
auto inv = level->inventories->get(id);
if (inv == nullptr) {
throw std::runtime_error(
@ -29,62 +29,62 @@ static std::shared_ptr<Inventory> get_inventory(int64_t id, int arg) {
std::to_string(arg)
);
}
return inv;
return *inv;
}
static void validate_slotid(int slotid, Inventory* inv) {
if (static_cast<size_t>(slotid) >= inv->size()) {
static void validate_slotid(int slotid, const Inventory& inv) {
if (static_cast<size_t>(slotid) >= inv.size()) {
throw std::runtime_error(
"slot index is out of range [0..inventory.size(invid)]"
);
}
}
static int l_inventory_get(lua::State* L) {
static int l_get(lua::State* L) {
auto invid = lua::tointeger(L, 1);
auto slotid = lua::tointeger(L, 2);
auto inv = get_inventory(invid);
validate_slotid(slotid, inv.get());
const ItemStack& item = inv->getSlot(slotid);
validate_slotid(slotid, inv);
const ItemStack& item = inv.getSlot(slotid);
lua::pushinteger(L, item.getItemId());
lua::pushinteger(L, item.getCount());
return 2;
}
static int l_inventory_set(lua::State* L) {
static int l_set(lua::State* L) {
auto invid = lua::tointeger(L, 1);
auto slotid = lua::tointeger(L, 2);
auto itemid = lua::tointeger(L, 3);
auto count = lua::tointeger(L, 4);
validate_itemid(itemid);
auto inv = get_inventory(invid);
auto& inv = get_inventory(invid);
validate_slotid(slotid, inv.get());
ItemStack& item = inv->getSlot(slotid);
validate_slotid(slotid, inv);
ItemStack& item = inv.getSlot(slotid);
item.set(ItemStack(itemid, count));
return 0;
}
static int l_inventory_size(lua::State* L) {
static int l_size(lua::State* L) {
auto invid = lua::tointeger(L, 1);
auto inv = get_inventory(invid);
return lua::pushinteger(L, inv->size());
auto& inv = get_inventory(invid);
return lua::pushinteger(L, inv.size());
}
static int l_inventory_add(lua::State* L) {
static int l_add(lua::State* L) {
auto invid = lua::tointeger(L, 1);
auto itemid = lua::tointeger(L, 2);
auto count = lua::tointeger(L, 3);
validate_itemid(itemid);
auto inv = get_inventory(invid);
auto& inv = get_inventory(invid);
ItemStack item(itemid, count);
inv->move(item, indices);
inv.move(item, indices);
return lua::pushinteger(L, item.getCount());
}
static int l_inventory_get_block(lua::State* L) {
static int l_get_block(lua::State* L) {
auto x = lua::tointeger(L, 1);
auto y = lua::tointeger(L, 2);
auto z = lua::tointeger(L, 3);
@ -92,7 +92,7 @@ static int l_inventory_get_block(lua::State* L) {
return lua::pushinteger(L, id);
}
static int l_inventory_bind_block(lua::State* L) {
static int l_bind_block(lua::State* L) {
auto id = lua::tointeger(L, 1);
auto x = lua::tointeger(L, 2);
auto y = lua::tointeger(L, 3);
@ -101,7 +101,7 @@ static int l_inventory_bind_block(lua::State* L) {
return 0;
}
static int l_inventory_unbind_block(lua::State* L) {
static int l_unbind_block(lua::State* L) {
auto x = lua::tointeger(L, 1);
auto y = lua::tointeger(L, 2);
auto z = lua::tointeger(L, 3);
@ -109,7 +109,7 @@ static int l_inventory_unbind_block(lua::State* L) {
return 0;
}
static int l_inventory_create(lua::State* L) {
static int l_create(lua::State* L) {
auto invsize = lua::tointeger(L, 1);
auto inv = level->inventories->create(invsize);
if (inv == nullptr) {
@ -118,18 +118,13 @@ static int l_inventory_create(lua::State* L) {
return lua::pushinteger(L, inv->getId());
}
static int l_inventory_remove(lua::State* L) {
static int l_remove(lua::State* L) {
auto invid = lua::tointeger(L, 1);
auto inv = get_inventory(invid);
if (inv == nullptr) {
return 0;
}
level->inventories->remove(invid);
return 0;
}
static int l_inventory_clone(lua::State* L) {
static int l_clone(lua::State* L) {
auto id = lua::tointeger(L, 1);
auto clone = level->inventories->clone(id);
if (clone == nullptr) {
@ -138,54 +133,69 @@ static int l_inventory_clone(lua::State* L) {
return lua::pushinteger(L, clone->getId());
}
static int l_inventory_move(lua::State* L) {
static int l_move(lua::State* L) {
auto invAid = lua::tointeger(L, 1);
auto slotAid = lua::tointeger(L, 2);
auto invA = get_inventory(invAid, 1);
validate_slotid(slotAid, invA.get());
auto& invA = get_inventory(invAid, 1);
validate_slotid(slotAid, invA);
auto invBid = lua::tointeger(L, 3);
auto slotBid = lua::isnil(L, 4) ? -1 : lua::tointeger(L, 4);
auto invB = get_inventory(invBid, 3);
auto& slot = invA->getSlot(slotAid);
auto& invB = get_inventory(invBid, 3);
auto& slot = invA.getSlot(slotAid);
if (slotBid == -1) {
invB->move(slot, content->getIndices());
invB.move(slot, content->getIndices());
} else {
invB->move(slot, content->getIndices(), slotBid, slotBid + 1);
invB.move(slot, content->getIndices(), slotBid, slotBid + 1);
}
return 0;
}
static int l_inventory_move_range(lua::State* L) {
static int l_move_range(lua::State* L) {
auto invAid = lua::tointeger(L, 1);
auto slotAid = lua::tointeger(L, 2);
auto invA = get_inventory(invAid, 1);
validate_slotid(slotAid, invA.get());
auto& invA = get_inventory(invAid, 1);
validate_slotid(slotAid, invA);
auto invBid = lua::tointeger(L, 3);
auto slotBegin = lua::isnoneornil(L, 4) ? -1 : lua::tointeger(L, 4);
auto slotEnd = lua::isnoneornil(L, 5) ? -1 : lua::tointeger(L, 5) + 1;
auto invB = get_inventory(invBid, 3);
auto& slot = invA->getSlot(slotAid);
auto& slot = invA.getSlot(slotAid);
if (slotBegin == -1) {
invB->move(slot, content->getIndices());
invB.move(slot, content->getIndices());
} else {
invB->move(slot, content->getIndices(), slotBegin, slotEnd);
invB.move(slot, content->getIndices(), slotBegin, slotEnd);
}
return 0;
}
static int l_find_by_item(lua::State* L) {
auto invId = lua::tointeger(L, 1);
auto& inv = get_inventory(invId, 1);
integer_t blockid = lua::tointeger(L, 2);
integer_t begin = lua::isnumber(L, 3) ? lua::tointeger(L, 3) : 0;
integer_t end = lua::isnumber(L, 4) ? lua::tointeger(L, 4) : -1;
integer_t minCount = lua::isnumber(L, 5) ? lua::tointeger(L, 5) : blockid != 0;
size_t index = inv.findSlotByItem(blockid, begin, end, minCount);
if (index == Inventory::npos) {
return 0;
}
return lua::pushinteger(L, index);
}
const luaL_Reg inventorylib[] = {
{"get", lua::wrap<l_inventory_get>},
{"set", lua::wrap<l_inventory_set>},
{"size", lua::wrap<l_inventory_size>},
{"add", lua::wrap<l_inventory_add>},
{"move", lua::wrap<l_inventory_move>},
{"move_range", lua::wrap<l_inventory_move_range>},
{"get_block", lua::wrap<l_inventory_get_block>},
{"bind_block", lua::wrap<l_inventory_bind_block>},
{"unbind_block", lua::wrap<l_inventory_unbind_block>},
{"create", lua::wrap<l_inventory_create>},
{"remove", lua::wrap<l_inventory_remove>},
{"clone", lua::wrap<l_inventory_clone>},
{"get", lua::wrap<l_get>},
{"set", lua::wrap<l_set>},
{"size", lua::wrap<l_size>},
{"add", lua::wrap<l_add>},
{"move", lua::wrap<l_move>},
{"move_range", lua::wrap<l_move_range>},
{"find_by_item", lua::wrap<l_find_by_item>},
{"get_block", lua::wrap<l_get_block>},
{"bind_block", lua::wrap<l_bind_block>},
{"unbind_block", lua::wrap<l_unbind_block>},
{"create", lua::wrap<l_create>},
{"remove", lua::wrap<l_remove>},
{"clone", lua::wrap<l_clone>},
{NULL, NULL}};

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@ -101,6 +101,13 @@ static int l_get_inv(lua::State* L) {
return 2;
}
static int l_set_selected_slot(lua::State* L) {
if (auto player = get_player(L, 1)) {
player->setChosenSlot(lua::tointeger(L, 2) % 10);
}
return 0;
}
static int l_is_flight(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushboolean(L, player->isFlight());
@ -275,6 +282,7 @@ const luaL_Reg playerlib[] = {
{"set_infinite_items", lua::wrap<l_set_infinite_items>},
{"is_instant_destruction", lua::wrap<l_is_instant_destruction>},
{"set_instant_destruction", lua::wrap<l_set_instant_destruction>},
{"set_selected_slot", lua::wrap<l_set_selected_slot>},
{"get_selected_block", lua::wrap<l_get_selected_block>},
{"get_selected_entity", lua::wrap<l_get_selected_entity>},
{"set_spawnpoint", lua::wrap<l_set_spawnpoint>},