297 lines
7.8 KiB
C++
297 lines
7.8 KiB
C++
#include "scripting.hpp"
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#include "lua/lua_engine.hpp"
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#include "objects/Entities.hpp"
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#include "objects/EntityDef.hpp"
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#include "objects/Entity.hpp"
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#include "objects/Player.hpp"
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#include "util/stringutil.hpp"
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using namespace scripting;
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static inline const std::string STDCOMP = "stdcomp";
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[[nodiscard]] static scriptenv create_component_environment(
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const scriptenv& parent, int entityIdx, const std::string& name
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) {
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auto L = lua::get_main_state();
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int id = lua::create_environment(L, *parent);
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lua::pushvalue(L, entityIdx);
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lua::pushenv(L, id);
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lua::pushvalue(L, -1);
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lua::setfield(L, "this");
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lua::pushvalue(L, -2);
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lua::setfield(L, "entity");
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lua::pop(L);
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if (lua::getfield(L, "components")) {
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lua::pushenv(L, id);
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lua::setfield(L, name);
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lua::pop(L);
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}
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lua::pop(L);
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return std::shared_ptr<int>(new int(id), [=](int* id) { //-V508
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lua::remove_environment(L, *id);
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delete id;
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});
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}
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dv::value scripting::get_component_value(
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const scriptenv& env, const std::string& name
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) {
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auto L = lua::get_main_state();
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lua::pushenv(L, *env);
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if (lua::getfield(L, name)) {
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return lua::tovalue(L, -1);
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}
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return nullptr;
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}
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static void create_component(
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lua::State* L,
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int entityIdx,
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UserComponent& component,
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const dv::value& args,
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const dv::value& saved
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) {
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lua::pushvalue(L, entityIdx);
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auto compenv = create_component_environment(
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get_root_environment(), -1, component.name
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);
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lua::get_from(L, lua::CHUNKS_TABLE, component.name, true);
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lua::pushenv(L, *compenv);
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if (args != nullptr) {
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std::string compfieldname = component.name;
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util::replaceAll(compfieldname, ":", "__");
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if (args.has(compfieldname)) {
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lua::pushvalue(L, args[compfieldname]);
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} else {
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lua::createtable(L, 0, 0);
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}
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} else if (component.params != nullptr) {
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lua::pushvalue(L, component.params);
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} else {
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lua::createtable(L, 0, 0);
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}
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lua::setfield(L, "ARGS");
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if (saved == nullptr) {
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lua::createtable(L, 0, 0);
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} else {
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if (saved.has(component.name)) {
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lua::pushvalue(L, saved[component.name]);
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} else {
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lua::createtable(L, 0, 0);
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}
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}
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lua::setfield(L, "SAVED_DATA");
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lua::setfenv(L);
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lua::call_nothrow(L, 0, 0);
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lua::pushenv(L, *compenv);
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auto& funcsset = component.funcsset;
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funcsset.on_grounded = lua::hasfield(L, "on_grounded");
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funcsset.on_fall = lua::hasfield(L, "on_fall");
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funcsset.on_despawn = lua::hasfield(L, "on_despawn");
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funcsset.on_sensor_enter = lua::hasfield(L, "on_sensor_enter");
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funcsset.on_sensor_exit = lua::hasfield(L, "on_sensor_exit");
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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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}
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void scripting::on_entity_spawn(
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const EntityDef&,
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entityid_t eid,
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const std::vector<std::unique_ptr<UserComponent>>& components,
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const dv::value& args,
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const dv::value& saved
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) {
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auto L = lua::get_main_state();
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lua::stackguard guard(L);
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lua::requireglobal(L, STDCOMP);
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if (lua::getfield(L, "new_Entity")) {
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lua::pushinteger(L, eid);
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lua::call(L, 1);
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}
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for (auto& component : components) {
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create_component(L, -1, *component, args, saved);
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}
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}
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static void process_entity_callback(
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const scriptenv& env,
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const std::string& name,
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std::function<int(lua::State*)> args
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) {
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auto L = lua::get_main_state();
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lua::pushenv(L, *env);
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if (lua::hasfield(L, "__disabled")) {
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lua::pop(L);
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return;
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}
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if (lua::getfield(L, name)) {
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if (args) {
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lua::call_nothrow(L, args(L), 0);
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} else {
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lua::call_nothrow(L, 0, 0);
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}
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}
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lua::pop(L);
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}
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static void process_entity_callback(
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const Entity& entity,
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const std::string& name,
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bool EntityFuncsSet::*flag,
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std::function<int(lua::State*)> args
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) {
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const auto& script = entity.getScripting();
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for (auto& component : script.components) {
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if (component->funcsset.*flag) {
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process_entity_callback(component->env, name, args);
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}
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}
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}
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void scripting::on_entity_despawn(const Entity& entity) {
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process_entity_callback(
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entity, "on_despawn", &EntityFuncsSet::on_despawn, nullptr
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);
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auto L = lua::get_main_state();
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lua::get_from(L, "stdcomp", "remove_Entity", true);
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lua::pushinteger(L, entity.getUID());
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lua::call(L, 1, 0);
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}
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void scripting::on_entity_grounded(const Entity& entity, float force) {
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process_entity_callback(
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entity,
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"on_grounded",
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&EntityFuncsSet::on_grounded,
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[force](auto L) { return lua::pushnumber(L, force); }
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);
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}
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void scripting::on_entity_fall(const Entity& entity) {
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process_entity_callback(
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entity, "on_fall", &EntityFuncsSet::on_fall, nullptr
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);
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}
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void scripting::on_entity_save(const Entity& entity) {
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process_entity_callback(
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entity, "on_save", &EntityFuncsSet::on_save, nullptr
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);
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}
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void scripting::on_sensor_enter(
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const Entity& entity, size_t index, entityid_t oid
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) {
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process_entity_callback(
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entity,
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"on_sensor_enter",
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&EntityFuncsSet::on_sensor_enter,
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[index, oid](auto L) {
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lua::pushinteger(L, index);
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lua::pushinteger(L, oid);
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return 2;
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}
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);
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}
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void scripting::on_sensor_exit(
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const Entity& entity, size_t index, entityid_t oid
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) {
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process_entity_callback(
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entity,
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"on_sensor_exit",
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&EntityFuncsSet::on_sensor_exit,
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[index, oid](auto L) {
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lua::pushinteger(L, index);
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lua::pushinteger(L, oid);
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return 2;
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}
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);
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}
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void scripting::on_aim_on(const Entity& entity, Player* player) {
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process_entity_callback(
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entity,
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"on_aim_on",
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&EntityFuncsSet::on_aim_on,
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[player](auto L) { return lua::pushinteger(L, player->getId()); }
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);
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}
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void scripting::on_aim_off(const Entity& entity, Player* player) {
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process_entity_callback(
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entity,
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"on_aim_off",
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&EntityFuncsSet::on_aim_off,
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[player](auto L) { return lua::pushinteger(L, player->getId()); }
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);
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}
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void scripting::on_attacked(
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const Entity& entity, Player* player, entityid_t attacker
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) {
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process_entity_callback(
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entity,
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"on_attacked",
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&EntityFuncsSet::on_attacked,
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[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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}
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void scripting::on_entity_used(const Entity& entity, Player* player) {
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process_entity_callback(
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entity,
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"on_used",
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&EntityFuncsSet::on_used,
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[player](auto L) { return lua::pushinteger(L, player->getId()); }
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);
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}
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void scripting::on_entities_update(int tps, int parts, int part) {
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auto L = lua::get_main_state();
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lua::get_from(L, STDCOMP, "update", true);
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lua::pushinteger(L, tps);
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lua::pushinteger(L, parts);
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lua::pushinteger(L, part);
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lua::call_nothrow(L, 3, 0);
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lua::pop(L);
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}
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void scripting::on_entities_physics_update(float delta) {
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auto L = lua::get_main_state();
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lua::get_from(L, STDCOMP, "physics_update", true);
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lua::pushnumber(L, delta);
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lua::call_nothrow(L, 1, 0);
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lua::pop(L);
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}
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void scripting::on_entities_render(float delta) {
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auto L = lua::get_main_state();
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lua::get_from(L, STDCOMP, "render", true);
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lua::pushnumber(L, delta);
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lua::call_nothrow(L, 1, 0);
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lua::pop(L);
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}
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