add player.get/set_entity
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@ -72,12 +72,13 @@ function on_fall()
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end
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end
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function on_trigger_enter(index, oid)
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function on_trigger_enter(index, oid)
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if ready and oid == 0 and index == 0 then
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local playerentity = player.get_entity(hud.get_player()):get_uid()
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if ready and oid == playerentity and index == 0 then
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entity:despawn()
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entity:despawn()
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inventory.add(player.get_inventory(oid), dropitem.id, dropitem.count)
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inventory.add(player.get_inventory(oid), dropitem.id, dropitem.count)
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audio.play_sound_2d("events/pickup", 0.5, 0.8+math.random()*0.4, "regular")
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audio.play_sound_2d("events/pickup", 0.5, 0.8+math.random()*0.4, "regular")
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end
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end
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if index == 1 and ready and oid == 0 then
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if index == 1 and ready and oid == playerentity then
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target = oid
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target = oid
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end
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end
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end
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end
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@ -104,7 +105,7 @@ end
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function on_update()
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function on_update()
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if target ~= -1 then
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if target ~= -1 then
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local dir = vec3.sub({player.get_pos(target)}, tsf:get_pos())
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local dir = vec3.sub(entities.get(target).transform:get_pos(), tsf:get_pos())
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vec3.normalize(dir, dir)
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vec3.normalize(dir, dir)
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vec3.mul(dir, 10.0, dir)
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vec3.mul(dir, 10.0, dir)
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body:set_vel(dir)
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body:set_vel(dir)
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@ -47,6 +47,8 @@ local Entity = {__index={
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despawn=function(self) return entities.despawn(self.eid) end,
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despawn=function(self) return entities.despawn(self.eid) end,
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set_rig=function(self, s) return entities.set_rig(self.eid, s) end,
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set_rig=function(self, s) return entities.set_rig(self.eid, s) end,
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get_component=function(self, name) return self.components[name] end,
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get_component=function(self, name) return self.components[name] end,
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has_component=function(self, name) return self.components[name] ~= nil end,
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get_uid=function(self) return self.eid end,
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}}
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}}
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local entities = {}
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local entities = {}
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@ -1,4 +1,4 @@
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#include "api_lua.hpp"
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#include "libentity.hpp"
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#include "../../../world/Level.hpp"
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#include "../../../world/Level.hpp"
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#include "../../../objects/Player.hpp"
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#include "../../../objects/Player.hpp"
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@ -155,7 +155,29 @@ static int l_player_set_spawnpoint(lua::State* L) {
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auto z = lua::tonumber(L, 4);
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auto z = lua::tonumber(L, 4);
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player->setSpawnPoint(glm::vec3(x, y, z));
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player->setSpawnPoint(glm::vec3(x, y, z));
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}
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}
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return 0;
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}
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static int l_player_get_entity(lua::State* L) {
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auto player = get_player(L, 1);
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if (player == nullptr) {
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return 0;
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}
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if (lua::get_from(L, "entities", "get")) {
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lua::pushinteger(L, player->getEntity());
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return lua::call(L, 1);
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}
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return 0;
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}
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static int l_player_set_entity(lua::State* L) {
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auto player = get_player(L, 1);
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if (player == nullptr) {
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return 0;
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}
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if (auto entity = get_entity(L, 2)) {
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player->setEntity(entity->getUID());
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}
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return 0;
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return 0;
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}
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}
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@ -175,5 +197,7 @@ const luaL_Reg playerlib [] = {
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{"get_selected_block", lua::wrap<l_player_get_selected_block>},
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{"get_selected_block", lua::wrap<l_player_get_selected_block>},
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{"set_spawnpoint", lua::wrap<l_player_set_spawnpoint>},
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{"set_spawnpoint", lua::wrap<l_player_set_spawnpoint>},
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{"get_spawnpoint", lua::wrap<l_player_get_spawnpoint>},
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{"get_spawnpoint", lua::wrap<l_player_get_spawnpoint>},
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{"get_entity", lua::wrap<l_player_get_entity>},
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{"set_entity", lua::wrap<l_player_set_entity>},
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{NULL, NULL}
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{NULL, NULL}
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};
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};
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@ -82,7 +82,8 @@ entityid_t Entities::spawn(
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id = uid;
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id = uid;
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}
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}
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registry.emplace<EntityId>(entity, static_cast<entityid_t>(id), def);
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registry.emplace<EntityId>(entity, static_cast<entityid_t>(id), def);
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auto& tsf = registry.emplace<Transform>(entity, position, glm::vec3(1.0f), glm::mat3(1.0f), glm::mat4(1.0f), true);
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const auto& tsf = registry.emplace<Transform>(
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entity, position, glm::vec3(1.0f), glm::mat3(1.0f), glm::mat4(1.0f), true);
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auto& body = registry.emplace<Rigidbody>(
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auto& body = registry.emplace<Rigidbody>(
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entity, true, Hitbox {position, def.hitbox}, std::vector<Trigger>{});
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entity, true, Hitbox {position, def.hitbox}, std::vector<Trigger>{});
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