add entity events: on_attacked, on_used
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a36ffaacd9
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@ -111,3 +111,7 @@ function on_update()
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body:set_vel(dir)
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end
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end
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function on_attacked(attacker, pid)
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body:set_vel({0, 10, 0})
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end
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@ -449,6 +449,20 @@ void PlayerController::processRightClick(Block* def, Block* target) {
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}
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}
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void PlayerController::updateEntityInteraction(entityid_t eid, bool lclick, bool rclick) {
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auto entityOpt = level->entities->get(eid);
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if (!entityOpt.has_value()) {
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return;
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}
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auto entity = entityOpt.value();
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if (lclick) {
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scripting::on_attacked(entity, player.get(), player->getEntity());
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}
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if (rclick) {
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scripting::on_entity_used(entity, player.get());
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}
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}
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void PlayerController::updateInteraction() {
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auto indices = level->content->getIndices();
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auto chunks = level->chunks.get();
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@ -468,6 +482,9 @@ void PlayerController::updateInteraction() {
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if (rclick && item->rt.funcsset.on_use) {
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scripting::on_item_use(player.get(), item);
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}
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if (selection.entity) {
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updateEntityInteraction(selection.entity, lclick, rclick);
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}
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return;
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}
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@ -55,6 +55,7 @@ class PlayerController {
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void updateKeyboard();
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void resetKeyboard();
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void updatePlayer(float delta);
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void updateEntityInteraction(entityid_t eid, bool lclick, bool rclick);
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void updateInteraction();
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float stepsTimer = 0.0f;
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@ -348,6 +348,8 @@ void scripting::on_entity_spawn(
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funcsset.on_save = lua::hasfield(L, "on_save");
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funcsset.on_aim_on = lua::hasfield(L, "on_aim_on");
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funcsset.on_aim_off = lua::hasfield(L, "on_aim_off");
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funcsset.on_attacked = lua::hasfield(L, "on_attacked");
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funcsset.on_used = lua::hasfield(L, "on_used");
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lua::pop(L, 2);
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component->env = compenv;
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@ -439,6 +441,22 @@ void scripting::on_aim_off(const Entity& entity, Player* player) {
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});
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}
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void scripting::on_attacked(const Entity& entity, Player* player, entityid_t attacker) {
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process_entity_callback(entity, "on_attacked",
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&entity_funcs_set::on_attacked, [player, attacker](auto L) {
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lua::pushinteger(L, attacker);
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lua::pushinteger(L, player->getId());
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return 2;
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});
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}
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void scripting::on_entity_used(const Entity& entity, Player* player) {
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process_entity_callback(entity, "on_used",
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&entity_funcs_set::on_used, [player](auto L) {
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return lua::pushinteger(L, player->getId());
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});
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}
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void scripting::on_entities_update() {
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auto L = lua::get_main_thread();
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lua::get_from(L, STDCOMP, "update", true);
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@ -95,6 +95,8 @@ namespace scripting {
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void on_sensor_exit(const Entity& entity, size_t index, entityid_t oid);
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void on_aim_on(const Entity& entity, Player* player);
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void on_aim_off(const Entity& entity, Player* player);
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void on_attacked(const Entity& entity, Player* player, entityid_t attacker);
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void on_entity_used(const Entity& entity, Player* player);
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/// @brief Called on UI view show
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void on_ui_open(
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@ -24,6 +24,8 @@ struct entity_funcs_set {
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bool on_save;
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bool on_aim_on;
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bool on_aim_off;
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bool on_attacked;
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bool on_used;
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};
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struct EntityDef;
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