inventory.bind_block, unbind_block

This commit is contained in:
MihailRis 2024-02-19 03:15:35 +03:00
parent 8162def157
commit 98a96a9c1b
10 changed files with 190 additions and 122 deletions

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@ -169,3 +169,26 @@ int64_t BlocksController::createBlockInventory(int x, int y, int z) {
}
return inv->getId();
}
void BlocksController::bindInventory(int64_t invid, int x, int y, int z) {
auto chunk = chunks->getChunkByVoxel(x, y, z);
if (chunk == nullptr) {
throw std::runtime_error("block does not exists");
}
if (invid <= 0) {
throw std::runtime_error("unable to bind virtual inventory");
}
int lx = x - chunk->x * CHUNK_W;
int lz = z - chunk->z * CHUNK_D;
chunk->addBlockInventory(level->inventories->get(invid), lx, y, lz);
}
void BlocksController::unbindInventory(int x, int y, int z) {
auto chunk = chunks->getChunkByVoxel(x, y, z);
if (chunk == nullptr) {
throw std::runtime_error("block does not exists");
}
int lx = x - chunk->x * CHUNK_W;
int lz = z - chunk->z * CHUNK_D;
chunk->removeBlockInventory(lx, y, lz);
}

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@ -48,6 +48,8 @@ public:
void randomTick(int tickid, int parts);
void onBlocksTick(int tickid, int parts);
int64_t createBlockInventory(int x, int y, int z);
void bindInventory(int64_t invid, int x, int y, int z);
void unbindInventory(int x, int y, int z);
};
#endif // LOGIC_BLOCKS_CONTROLLER_H_

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@ -4,6 +4,7 @@
#include "lua_util.h"
#include "api_lua.h"
#include "libgui.h"
#include "libinventory.h"
#include "../../../util/stringutil.h"
lua::luaerror::luaerror(const std::string& message) : std::runtime_error(message) {

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@ -1,7 +1,7 @@
#ifndef LOGIC_SCRIPTING_LUA_STATE_H_
#define LOGIC_SCRIPTING_LUA_STATE_H_
#include <lua.hpp>
#include "lua_commons.h"
#include <string>
#include <stdexcept>
@ -10,9 +10,6 @@
#endif
namespace lua {
using luaint = lua_Integer;
using luanumber = lua_Number;
class luaerror : public std::runtime_error {
public:
luaerror(const std::string& message);

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@ -17,7 +17,6 @@
#include "../../../voxels/voxel.h"
#include "../../../voxels/Chunk.h"
#include "../../../items/ItemDef.h"
#include "../../../items/ItemStack.h"
#include "../../../items/Inventory.h"
#include "../../../items/Inventories.h"
#include "../../../lighting/Lighting.h"
@ -198,83 +197,6 @@ int l_player_get_inv(lua_State* L) {
return 2;
}
static void validate_itemid(lua_State* L, itemid_t id) {
if (id >= scripting::indices->countItemDefs()) {
luaL_error(L, "invalid item id");
}
}
/* == inventory library == */
int l_inventory_get(lua_State* L) {
lua::luaint invid = lua_tointeger(L, 1);
lua::luaint slotid = lua_tointeger(L, 2);
auto inv = scripting::level->inventories->get(invid);
if (inv == nullptr) {
luaL_error(L, "inventory does not exists in runtime: %d", invid);
}
if (slotid < 0 || uint64_t(slotid) >= inv->size()) {
luaL_error(L, "slot index is out of range [0, inventory.size(invid)]");
}
ItemStack& item = inv->getSlot(slotid);
lua_pushinteger(L, item.getItemId());
lua_pushinteger(L, item.getCount());
return 2;
}
int l_inventory_set(lua_State* L) {
lua::luaint invid = lua_tointeger(L, 1);
lua::luaint slotid = lua_tointeger(L, 2);
lua::luaint itemid = lua_tointeger(L, 3);
lua::luaint count = lua_tointeger(L, 4);
validate_itemid(L, itemid);
auto inv = scripting::level->inventories->get(invid);
if (inv == nullptr) {
luaL_error(L, "inventory does not exists in runtime: %d", invid);
}
if (slotid < 0 || uint64_t(slotid) >= inv->size()) {
luaL_error(L, "slot index is out of range [0, inventory.size(invid)]");
}
ItemStack& item = inv->getSlot(slotid);
item.set(ItemStack(itemid, count));
return 0;
}
int l_inventory_size(lua_State* L) {
lua::luaint invid = lua_tointeger(L, 1);
auto inv = scripting::level->inventories->get(invid);
if (inv == nullptr) {
luaL_error(L, "inventory does not exists in runtime: %d", invid);
}
lua_pushinteger(L, inv->size());
return 1;
}
int l_inventory_add(lua_State* L) {
lua::luaint invid = lua_tointeger(L, 1);
lua::luaint itemid = lua_tointeger(L, 2);
lua::luaint count = lua_tointeger(L, 3);
validate_itemid(L, itemid);
auto inv = scripting::level->inventories->get(invid);
if (inv == nullptr) {
luaL_error(L, "inventory does not exists in runtime: %d", invid);
}
ItemStack item(itemid, count);
inv->move(item, scripting::indices);
lua_pushinteger(L, item.getCount());
return 1;
}
int l_inventory_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);
int64_t id = scripting::blocks->createBlockInventory(x, y, z);
lua_pushinteger(L, id);
return 1;
}
/* == item library == */
int l_item_name(lua_State* L) {
auto indices = scripting::content->getIndices();

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@ -2,24 +2,7 @@
#define LOGIC_SCRIPTING_API_LUA_H_
#include <exception>
#include <lua.hpp>
template <lua_CFunction func> int lua_wrap_errors(lua_State *L) {
int result = 0;
try {
result = func(L);
}
// transform exception with description into lua_error
catch (std::exception &e) {
luaL_error(L, e.what());
}
// Rethrow any other exception (lua error for example)
catch (...) {
throw;
}
return result;
}
#include "lua_commons.h"
/* == file library == */
extern int l_file_resolve(lua_State* L);
@ -91,22 +74,6 @@ static const luaL_Reg playerlib [] = {
{NULL, NULL}
};
/* == inventory library == */
extern int l_inventory_get(lua_State* L);
extern int l_inventory_set(lua_State* L);
extern int l_inventory_size(lua_State* L);
extern int l_inventory_add(lua_State* L);
extern int l_inventory_get_block(lua_State* L);
static const luaL_Reg inventorylib [] = {
{"get", lua_wrap_errors<l_inventory_get>},
{"set", lua_wrap_errors<l_inventory_set>},
{"size", lua_wrap_errors<l_inventory_size>},
{"add", lua_wrap_errors<l_inventory_add>},
{"get_block", lua_wrap_errors<l_inventory_get_block>},
{NULL, NULL}
};
/* == item library == */
extern int l_item_name(lua_State* L);
extern int l_item_index(lua_State* L);

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@ -1,7 +1,7 @@
#ifndef LOGIC_SCRIPTING_API_LIBHUD_H_
#define LOGIC_SCRIPTING_API_LIBHUD_H_
#include <lua.hpp>
#include "lua_commons.h"
extern int l_hud_open_inventory(lua_State* L);
extern int l_hud_close_inventory(lua_State* L);
@ -10,11 +10,11 @@ extern int l_hud_open_permanent(lua_State* L);
extern int l_hud_close(lua_State* L);
static const luaL_Reg hudlib [] = {
{"open_inventory", l_hud_open_inventory},
{"close_inventory", l_hud_close_inventory},
{"open_block", l_hud_open_block},
{"open_permanent", l_hud_open_permanent},
{"close", l_hud_close},
{"open_inventory", lua_wrap_errors<l_hud_open_inventory>},
{"close_inventory", lua_wrap_errors<l_hud_close_inventory>},
{"open_block", lua_wrap_errors<l_hud_open_block>},
{"open_permanent", lua_wrap_errors<l_hud_open_permanent>},
{"close", lua_wrap_errors<l_hud_close>},
{NULL, NULL}
};

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@ -0,0 +1,103 @@
#include "libinventory.h"
#include "lua_util.h"
#include "../scripting.h"
#include "../../../content/Content.h"
#include "../../../world/Level.h"
#include "../../../items/ItemStack.h"
#include "../../../items/Inventories.h"
#include "../../../logic/BlocksController.h"
static void validate_itemid(lua_State* L, itemid_t id) {
if (id >= scripting::indices->countItemDefs()) {
luaL_error(L, "invalid item id");
}
}
/* == inventory library == */
int l_inventory_get(lua_State* L) {
lua::luaint invid = lua_tointeger(L, 1);
lua::luaint slotid = lua_tointeger(L, 2);
auto inv = scripting::level->inventories->get(invid);
if (inv == nullptr) {
luaL_error(L, "inventory does not exists in runtime: %d", invid);
}
if (slotid < 0 || uint64_t(slotid) >= inv->size()) {
luaL_error(L, "slot index is out of range [0, inventory.size(invid)]");
}
ItemStack& item = inv->getSlot(slotid);
lua_pushinteger(L, item.getItemId());
lua_pushinteger(L, item.getCount());
return 2;
}
int l_inventory_set(lua_State* L) {
lua::luaint invid = lua_tointeger(L, 1);
lua::luaint slotid = lua_tointeger(L, 2);
lua::luaint itemid = lua_tointeger(L, 3);
lua::luaint count = lua_tointeger(L, 4);
validate_itemid(L, itemid);
auto inv = scripting::level->inventories->get(invid);
if (inv == nullptr) {
luaL_error(L, "inventory does not exists in runtime: %d", invid);
}
if (slotid < 0 || uint64_t(slotid) >= inv->size()) {
luaL_error(L, "slot index is out of range [0, inventory.size(invid)]");
}
ItemStack& item = inv->getSlot(slotid);
item.set(ItemStack(itemid, count));
return 0;
}
int l_inventory_size(lua_State* L) {
lua::luaint invid = lua_tointeger(L, 1);
auto inv = scripting::level->inventories->get(invid);
if (inv == nullptr) {
luaL_error(L, "inventory does not exists in runtime: %d", invid);
}
lua_pushinteger(L, inv->size());
return 1;
}
int l_inventory_add(lua_State* L) {
lua::luaint invid = lua_tointeger(L, 1);
lua::luaint itemid = lua_tointeger(L, 2);
lua::luaint count = lua_tointeger(L, 3);
validate_itemid(L, itemid);
auto inv = scripting::level->inventories->get(invid);
if (inv == nullptr) {
luaL_error(L, "inventory does not exists in runtime: %d", invid);
}
ItemStack item(itemid, count);
inv->move(item, scripting::indices);
lua_pushinteger(L, item.getCount());
return 1;
}
int l_inventory_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);
int64_t id = scripting::blocks->createBlockInventory(x, y, z);
lua_pushinteger(L, id);
return 1;
}
int l_inventory_bind_block(lua_State* L) {
lua::luaint id = lua_tointeger(L, 1);
lua::luaint x = lua_tointeger(L, 2);
lua::luaint y = lua_tointeger(L, 3);
lua::luaint z = lua_tointeger(L, 4);
scripting::blocks->bindInventory(id, x, y, z);
return 0;
}
int l_inventory_unbind_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);
scripting::blocks->unbindInventory(x, y, z);
return 0;
}

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@ -0,0 +1,25 @@
#ifndef LOGIC_SCRIPTING_API_LIBINVENTORY_H_
#define LOGIC_SCRIPTING_API_LIBINVENTORY_H_
#include "lua_commons.h"
extern int l_inventory_get(lua_State* L);
extern int l_inventory_set(lua_State* L);
extern int l_inventory_size(lua_State* L);
extern int l_inventory_add(lua_State* L);
extern int l_inventory_get_block(lua_State* L);
extern int l_inventory_bind_block(lua_State* L);
extern int l_inventory_unbind_block(lua_State* L);
static const luaL_Reg inventorylib [] = {
{"get", lua_wrap_errors<l_inventory_get>},
{"set", lua_wrap_errors<l_inventory_set>},
{"size", lua_wrap_errors<l_inventory_size>},
{"add", lua_wrap_errors<l_inventory_add>},
{"get_block", lua_wrap_errors<l_inventory_get_block>},
{"bind_block", lua_wrap_errors<l_inventory_bind_block>},
{"unbind_block", lua_wrap_errors<l_inventory_unbind_block>},
{NULL, NULL}
};
#endif // LOGIC_SCRIPTING_API_LIBINVENTORY_H_

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@ -0,0 +1,28 @@
#ifndef LOGIC_SCRIPTING_LUA_H_
#define LOGIC_SCRIPTING_LUA_H_
#include <lua.hpp>
#include <exception>
namespace lua {
using luaint = lua_Integer;
using luanumber = lua_Number;
}
template <lua_CFunction func> int lua_wrap_errors(lua_State *L) {
int result = 0;
try {
result = func(L);
}
// transform exception with description into lua_error
catch (std::exception &e) {
luaL_error(L, e.what());
}
// Rethrow any other exception (lua error for example)
catch (...) {
throw;
}
return result;
}
#endif // LOGIC_SCRIPTING_LUA_H_