#include #include #include #include "assets/Assets.hpp" #include "assets/AssetsLoader.hpp" #include "engine.hpp" #include "files/engine_paths.hpp" #include "world/Level.hpp" #include "world/World.hpp" #include "api_lua.hpp" using namespace scripting; namespace fs = std::filesystem; static WorldInfo& require_world_info() { if (level == nullptr) { throw std::runtime_error("no world open"); } return level->getWorld()->getInfo(); } static int l_get_list(lua::State* L) { auto paths = engine->getPaths(); auto worlds = paths->scanForWorlds(); lua::createtable(L, worlds.size(), 0); for (size_t i = 0; i < worlds.size(); i++) { lua::createtable(L, 0, 1); auto name = worlds[i].filename().u8string(); lua::pushstring(L, name); lua::setfield(L, "name"); auto assets = engine->getAssets(); std::string icon = "world#" + name + ".icon"; if (!AssetsLoader::loadExternalTexture( assets, icon, {worlds[i] / fs::path("icon.png"), worlds[i] / fs::path("preview.png")} )) { icon = "gui/no_world_icon"; } lua::pushstring(L, icon); lua::setfield(L, "icon"); lua::rawseti(L, i + 1); } return 1; } static int l_get_total_time(lua::State* L) { return lua::pushnumber(L, require_world_info().totalTime); } static int l_get_day_time(lua::State* L) { return lua::pushnumber(L, require_world_info().daytime); } static int l_set_day_time(lua::State* L) { auto value = lua::tonumber(L, 1); require_world_info().daytime = std::fmod(value, 1.0); return 0; } static int l_set_day_time_speed(lua::State* L) { auto value = lua::tonumber(L, 1); require_world_info().daytimeSpeed = std::abs(value); return 0; } static int l_get_day_time_speed(lua::State* L) { return lua::pushnumber(L, require_world_info().daytimeSpeed); } static int l_get_seed(lua::State* L) { return lua::pushinteger(L, require_world_info().seed); } static int l_exists(lua::State* L) { auto name = lua::require_string(L, 1); auto worldsDir = engine->getPaths()->getWorldFolderByName(name); return lua::pushboolean(L, fs::is_directory(worldsDir)); } static int l_is_day(lua::State* L) { auto daytime = require_world_info().daytime; return lua::pushboolean(L, daytime >= 0.333 && daytime <= 0.833); } static int l_is_night(lua::State* L) { auto daytime = require_world_info().daytime; return lua::pushboolean(L, daytime < 0.333 || daytime > 0.833); } static int l_get_generator(lua::State* L) { return lua::pushstring(L, require_world_info().generator); } const luaL_Reg worldlib[] = { {"get_list", lua::wrap}, {"get_total_time", lua::wrap}, {"get_day_time", lua::wrap}, {"set_day_time", lua::wrap}, {"set_day_time_speed", lua::wrap}, {"get_day_time_speed", lua::wrap}, {"get_seed", lua::wrap}, {"get_generator", lua::wrap}, {"is_day", lua::wrap}, {"is_night", lua::wrap}, {"exists", lua::wrap}, {NULL, NULL}};