add new players finding functions
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2210ba8218
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9cb9b095e8
@ -322,6 +322,38 @@ static int l_set_suspended(lua::State* L) {
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return 0;
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}
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static int l_get_all_in_radius(lua::State* L) {
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auto center = lua::tovec3(L, 1);
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auto radius = static_cast<float>(lua::tonumber(L, 2));
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auto players = level->players->getAllInRadius(center, radius);
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lua::createtable(L, players.size(), 0);
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for (size_t i = 0; i < players.size(); i++) {
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lua::pushinteger(L, players[i]->getId());
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lua::rawseti(L, i + 1);
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}
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return 1;
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}
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static int l_get_all(lua::State* L) {
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auto players = level->players->getAll();
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lua::createtable(L, players.size(), 0);
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for (size_t i = 0; i < players.size(); i++) {
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lua::pushinteger(L, players[i]->getId());
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lua::rawseti(L, i + 1);
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}
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return 1;
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}
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static int l_get_nearest(lua::State* L) {
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auto position = lua::tovec3(L, 1);
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if (auto player = level->players->getNearest(position)) {
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lua::pushinteger(L, player->getId());
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return 1;
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}
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return 0;
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}
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const luaL_Reg playerlib[] = {
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{"get_pos", lua::wrap<l_get_pos>},
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{"set_pos", lua::wrap<l_set_pos>},
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@ -358,5 +390,8 @@ const luaL_Reg playerlib[] = {
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{"set_name", lua::wrap<l_set_name>},
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{"create", lua::wrap<l_create>},
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{"delete", lua::wrap<l_delete>},
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{"get_all_in_radius", lua::wrap<l_get_all_in_radius>},
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{"get_all", lua::wrap<l_get_all>},
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{"get_nearest", lua::wrap<l_get_nearest>},
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{nullptr, nullptr}
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};
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@ -1,5 +1,8 @@
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#include "Players.hpp"
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/norm.hpp>
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#include "Player.hpp"
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#include "items/Inventories.hpp"
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#include "world/Level.hpp"
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@ -20,6 +23,48 @@ Player* Players::get(int64_t id) const {
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return found->second.get();
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}
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std::vector<Player*> Players::getAllInRadius(
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const glm::vec3& center, float radius
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) const {
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std::vector<Player*> foundPlayers;
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for (const auto& pair : players) {
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auto player = pair.second.get();
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auto relativePos = player->getPosition() - center;
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if (!player->isSuspended() && glm::length2(relativePos) <= radius) {
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foundPlayers.emplace_back(player);
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}
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}
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return foundPlayers;
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}
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std::vector<Player*> Players::getAll() const {
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std::vector<Player*> allPlayers;
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allPlayers.reserve(players.size());
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for (const auto& pair : players) {
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allPlayers.emplace_back(pair.second.get());
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}
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return allPlayers;
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}
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Player* Players::getNearest(const glm::vec3& position) const {
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Player* nearest = nullptr;
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float nearestDist2 = std::numeric_limits<float>::max();
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for (const auto& pair : players) {
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auto player = pair.second.get();
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if (player->isSuspended()) {
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continue;
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}
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auto relativePos = player->getPosition() - position;
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auto dist2 = glm::length2(relativePos);
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if (dist2 < nearestDist2) {
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nearestDist2 = dist2;
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nearest = player;
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}
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}
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return nearest;
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}
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Player* Players::create(int64_t id) {
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int64_t& nextPlayerID = level.getWorld()->getInfo().nextPlayerId;
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if (id == NONE) {
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@ -1,7 +1,9 @@
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#pragma once
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#include <memory>
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#include <vector>
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#include <unordered_map>
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#include <glm/vec3.hpp>
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#include "typedefs.hpp"
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#include "interfaces/Serializable.hpp"
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@ -34,6 +36,10 @@ public:
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void remove(int64_t id);
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std::vector<Player*> getAllInRadius(const glm::vec3& center, float radius) const;
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std::vector<Player*> getAll() const;
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Player* getNearest(const glm::vec3& position) const;
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dv::value serialize() const override;
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void deserialize(const dv::value& src) override;
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