#ifndef LOGIC_SCRIPTING_API_LUA_H_ #define LOGIC_SCRIPTING_API_LUA_H_ #include "scripting.h" #include "lua_util.h" #include #include #include "../../files/files.h" #include "../../physics/Hitbox.h" #include "../../objects/Player.h" #include "../../world/Level.h" #include "../../world/World.h" #include "../../content/Content.h" #include "../../voxels/Block.h" #include "../../voxels/Chunks.h" #include "../../voxels/voxel.h" #include "../../lighting/Lighting.h" #include "../../logic/BlocksController.h" #include "../../window/Window.h" #include "../../engine.h" /* == file library == */ static int l_file_resolve(lua_State* L) { std::string path = lua_tostring(L, 1); fs::path resolved = scripting::engine->getPaths()->resolve(path); lua_pushstring(L, resolved.u8string().c_str()); return 1; } static int l_file_read(lua_State* L) { auto paths = scripting::engine->getPaths(); fs::path path = paths->resolve(lua_tostring(L, 1)); if (fs::is_regular_file(path)) { lua_pushstring(L, files::read_string(path).c_str()); return 1; } return luaL_error(L, "file does not exists '%s'", path.u8string().c_str()); } static int l_file_write(lua_State* L) { auto paths = scripting::engine->getPaths(); fs::path path = paths->resolve(lua_tostring(L, 1)); const char* text = lua_tostring(L, 2); files::write_string(path, text); return 1; } static int l_file_exists(lua_State* L) { auto paths = scripting::engine->getPaths(); fs::path path = paths->resolve(lua_tostring(L, 1)); lua_pushboolean(L, fs::exists(path)); return 1; } static int l_file_isfile(lua_State* L) { auto paths = scripting::engine->getPaths(); fs::path path = paths->resolve(lua_tostring(L, 1)); lua_pushboolean(L, fs::is_regular_file(path)); return 1; } static int l_file_isdir(lua_State* L) { auto paths = scripting::engine->getPaths(); fs::path path = paths->resolve(lua_tostring(L, 1)); lua_pushboolean(L, fs::is_directory(path)); return 1; } static int l_file_length(lua_State* L) { auto paths = scripting::engine->getPaths(); fs::path path = paths->resolve(lua_tostring(L, 1)); if (fs::exists(path)){ lua_pushinteger(L, fs::file_size(path)); } else { lua_pushinteger(L, -1); } return 1; } static int l_file_mkdir(lua_State* L) { auto paths = scripting::engine->getPaths(); fs::path path = paths->resolve(lua_tostring(L, 1)); lua_pushboolean(L, fs::create_directory(path)); return 1; } static const luaL_Reg filelib [] = { {"resolve", l_file_resolve}, {"read", l_file_read}, {"write", l_file_write}, {"exists", l_file_exists}, {"isfile", l_file_isfile}, {"isdir", l_file_isdir}, {"length", l_file_length}, {"mkdir", l_file_mkdir}, {NULL, NULL} }; /* == time library == */ static int l_time_uptime(lua_State* L) { lua_pushnumber(L, Window::time()); return 1; } static const luaL_Reg timelib [] = { {"uptime", l_time_uptime}, {NULL, NULL} }; /* == pack library == */ static int l_pack_get_folder(lua_State* L) { std::string packName = lua_tostring(L, 1); if (packName == "core") { auto folder = scripting::engine->getPaths() ->getResources().u8string()+"/"; lua_pushstring(L, folder.c_str()); return 1; } for (auto& pack : scripting::engine->getContentPacks()) { if (pack.id == packName) { lua_pushstring(L, (pack.folder.u8string()+"/").c_str()); return 1; } } lua_pushstring(L, ""); return 1; } static const luaL_Reg packlib [] = { {"get_folder", l_pack_get_folder}, {NULL, NULL} }; /* == world library == */ static int l_world_get_total_time(lua_State* L) { lua_pushnumber(L, scripting::level->world->totalTime); return 1; } static int l_world_get_day_time(lua_State* L) { lua_pushnumber(L, scripting::level->world->daytime); return 1; } static int l_world_set_day_time(lua_State* L) { double value = lua_tonumber(L, 1); scripting::level->world->daytime = fmod(value, 1.0); return 0; } static int l_world_get_seed(lua_State* L) { lua_pushinteger(L, scripting::level->world->getSeed()); return 1; } static const luaL_Reg worldlib [] = { {"get_total_time", l_world_get_total_time}, {"get_day_time", l_world_get_day_time}, {"set_day_time", l_world_set_day_time}, {"get_seed", l_world_get_seed}, {NULL, NULL} }; /* == player library ==*/ static int l_player_get_pos(lua_State* L) { int playerid = lua_tointeger(L, 1); if (playerid != 1) return 0; glm::vec3 pos = scripting::level->player->hitbox->position; lua_pushnumber(L, pos.x); lua_pushnumber(L, pos.y); lua_pushnumber(L, pos.z); return 3; } static int l_player_get_rot(lua_State* L) { int playerid = lua_tointeger(L, 1); if (playerid != 1) return 0; glm::vec2 rot = scripting::level->player->cam; lua_pushnumber(L, rot.x); lua_pushnumber(L, rot.y); return 2; } static int l_player_set_rot(lua_State* L) { int playerid = lua_tointeger(L, 1); if (playerid != 1) return 0; double x = lua_tonumber(L, 2); double y = lua_tonumber(L, 3); glm::vec2& cam = scripting::level->player->cam; cam.x = x; cam.y = y; return 0; } static int l_player_set_pos(lua_State* L) { int playerid = lua_tointeger(L, 1); if (playerid != 1) return 0; double x = lua_tonumber(L, 2); double y = lua_tonumber(L, 3); double z = lua_tonumber(L, 4); scripting::level->player->hitbox->position = glm::vec3(x, y, z); return 0; } static const luaL_Reg playerlib [] = { {"get_pos", l_player_get_pos}, {"set_pos", l_player_set_pos}, {"get_rot", l_player_get_rot}, {"set_rot", l_player_set_rot}, {NULL, NULL} }; /* == blocks-related functions == */ static int l_block_name(lua_State* L) { auto indices = scripting::content->getIndices(); lua::luaint id = lua_tointeger(L, 1); if (id < 0 || size_t(id) >= indices->countBlockDefs()) { lua_pushnil(L); return 1; } auto def = indices->getBlockDef(id); lua_pushstring(L, def->name.c_str()); return 1; } static int l_is_solid_at(lua_State* L) { lua::luaint x = lua_tointeger(L, 1); lua::luaint y = lua_tointeger(L, 2); lua::luaint z = lua_tointeger(L, 3); lua_pushboolean(L, scripting::level->chunks->isSolidBlock(x, y, z)); return 1; } static int l_blocks_count(lua_State* L) { lua_pushinteger(L, scripting::indices->countBlockDefs()); return 1; } static int l_block_index(lua_State* L) { auto name = lua_tostring(L, 1); lua_pushinteger(L, scripting::content->requireBlock(name).rt.id); return 1; } static int l_set_block(lua_State* L) { lua::luaint x = lua_tointeger(L, 1); lua::luaint y = lua_tointeger(L, 2); lua::luaint z = lua_tointeger(L, 3); lua::luaint id = lua_tointeger(L, 4); lua::luaint states = lua_tointeger(L, 5); bool noupdate = lua_toboolean(L, 6); if (id < 0 || size_t(id) >= scripting::indices->countBlockDefs()) { return 0; } scripting::level->chunks->set(x, y, z, id, states); scripting::level->lighting->onBlockSet(x,y,z, id); if (!noupdate) scripting::blocks->updateSides(x, y, z); return 0; } static int l_get_block(lua_State* L) { lua::luaint x = lua_tointeger(L, 1); lua::luaint y = lua_tointeger(L, 2); lua::luaint z = lua_tointeger(L, 3); voxel* vox = scripting::level->chunks->get(x, y, z); int id = vox == nullptr ? -1 : vox->id; lua_pushinteger(L, id); return 1; } static int l_get_block_x(lua_State* L) { lua::luaint x = lua_tointeger(L, 1); lua::luaint y = lua_tointeger(L, 2); lua::luaint z = lua_tointeger(L, 3); voxel* vox = scripting::level->chunks->get(x, y, z); if (vox == nullptr) { return lua::pushivec3(L, 1, 0, 0); } auto def = scripting::level->content->getIndices()->getBlockDef(vox->id); if (!def->rotatable) { return lua::pushivec3(L, 1, 0, 0); } else { const CoordSystem& rot = def->rotations.variants[vox->rotation()]; return lua::pushivec3(L, rot.axisX.x, rot.axisX.y, rot.axisX.z); } } static int l_get_block_y(lua_State* L) { lua::luaint x = lua_tointeger(L, 1); lua::luaint y = lua_tointeger(L, 2); lua::luaint z = lua_tointeger(L, 3); voxel* vox = scripting::level->chunks->get(x, y, z); if (vox == nullptr) { return lua::pushivec3(L, 0, 1, 0); } auto def = scripting::level->content->getIndices()->getBlockDef(vox->id); if (!def->rotatable) { return lua::pushivec3(L, 0, 1, 0); } else { const CoordSystem& rot = def->rotations.variants[vox->rotation()]; return lua::pushivec3(L, rot.axisY.x, rot.axisY.y, rot.axisY.z); } } static int l_get_block_z(lua_State* L) { lua::luaint x = lua_tointeger(L, 1); lua::luaint y = lua_tointeger(L, 2); lua::luaint z = lua_tointeger(L, 3); voxel* vox = scripting::level->chunks->get(x, y, z); if (vox == nullptr) { return lua::pushivec3(L, 0, 0, 1); } auto def = scripting::level->content->getIndices()->getBlockDef(vox->id); if (!def->rotatable) { return lua::pushivec3(L, 0, 0, 1); } else { const CoordSystem& rot = def->rotations.variants[vox->rotation()]; return lua::pushivec3(L, rot.axisZ.x, rot.axisZ.y, rot.axisZ.z); } } static int l_get_block_states(lua_State* L) { lua::luaint x = lua_tointeger(L, 1); lua::luaint y = lua_tointeger(L, 2); lua::luaint z = lua_tointeger(L, 3); voxel* vox = scripting::level->chunks->get(x, y, z); int states = vox == nullptr ? 0 : vox->states; lua_pushinteger(L, states); return 1; } static int l_get_block_user_bits(lua_State* L) { lua::luaint x = lua_tointeger(L, 1); lua::luaint y = lua_tointeger(L, 2); lua::luaint z = lua_tointeger(L, 3); lua::luaint offset = lua_tointeger(L, 4) + VOXEL_USER_BITS_OFFSET; lua::luaint bits = lua_tointeger(L, 5); voxel* vox = scripting::level->chunks->get(x, y, z); if (vox == nullptr) { lua_pushinteger(L, 0); return 1; } uint mask = ((1 << bits) - 1) << offset; uint data = (vox->states & mask) >> offset; lua_pushinteger(L, data); return 1; } static int l_set_block_user_bits(lua_State* L) { lua::luaint x = lua_tointeger(L, 1); lua::luaint y = lua_tointeger(L, 2); lua::luaint z = lua_tointeger(L, 3); lua::luaint offset = lua_tointeger(L, 4) + VOXEL_USER_BITS_OFFSET; lua::luaint bits = lua_tointeger(L, 5); uint mask = ((1 << bits) - 1) << offset; lua::luaint value = (lua_tointeger(L, 6) << offset) & mask; voxel* vox = scripting::level->chunks->get(x, y, z); if (vox == nullptr) { return 0; } vox->states = (vox->states & (~mask)) | value; return 0; } static int l_is_replaceable_at(lua_State* L) { int x = lua_tointeger(L, 1); int y = lua_tointeger(L, 2); int z = lua_tointeger(L, 3); lua_pushboolean(L, scripting::level->chunks->isReplaceableBlock(x, y, z)); return 1; } // Modified version of luaB_print from lbaselib.c static int l_print(lua_State* L) { int n = lua_gettop(L); /* number of arguments */ lua_getglobal(L, "tostring"); for (int i=1; i<=n; i++) { lua_pushvalue(L, -1); /* function to be called */ lua_pushvalue(L, i); /* value to print */ lua_call(L, 1, 1); const char* s = lua_tostring(L, -1); /* get result */ if (s == NULL) return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("print")); if (i > 1) std::cout << "\t"; std::cout << s; lua_pop(L, 1); /* pop result */ } std::cout << std::endl; return 0; } #endif // LOGIC_SCRIPTING_API_LUA_H_