#include "api_lua.hpp" #include "../../../assets/Assets.hpp" #include "../../../assets/AssetsLoader.hpp" #include "../../../files/engine_paths.hpp" #include "../../../world/Level.hpp" #include "../../../world/World.hpp" #include "../../../engine.hpp" #include #include using namespace scripting; namespace fs = std::filesystem; static int l_world_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_world_get_total_time(lua::State* L) { return lua::pushnumber(L, level->getWorld()->totalTime); } static int l_world_get_day_time(lua::State* L) { return lua::pushnumber(L, level->getWorld()->daytime); } static int l_world_set_day_time(lua::State* L) { auto value = lua::tonumber(L, 1); level->getWorld()->daytime = fmod(value, 1.0); return 0; } static int l_world_set_day_time_speed(lua::State* L) { auto value = lua::tonumber(L, 1); level->getWorld()->daytimeSpeed = std::abs(value); return 0; } static int l_world_get_day_time_speed(lua::State* L) { return lua::pushnumber(L, level->getWorld()->daytimeSpeed); } static int l_world_get_seed(lua::State* L) { return lua::pushinteger(L, level->getWorld()->getSeed()); } static int l_world_exists(lua::State* L) { auto name = lua::require_string(L, 1); auto worldsDir = engine->getPaths()->getWorldFolder(name); return lua::pushboolean(L, fs::is_directory(worldsDir)); } static int l_world_is_day(lua::State* L) { auto daytime = level->getWorld()->daytime; return lua::pushboolean(L, daytime >= 0.2 && daytime <= 0.8); } static int l_world_is_night(lua::State* L) { auto daytime = level->getWorld()->daytime; return lua::pushboolean(L, daytime < 0.2 || daytime > 0.8); } 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}, {"is_day", lua::wrap}, {"is_night", lua::wrap}, {"exists", lua::wrap}, {NULL, NULL} };