#include #include "../../../lighting/Lighting.hpp" #include #include #include #include #include #include #include #include "api_lua.hpp" using namespace scripting; static const Block* require_block(lua::State* L) { auto indices = content->getIndices(); auto id = lua::tointeger(L, 1); return indices->blocks.get(id); } static int l_get_def(lua::State* L) { if (auto def = require_block(L)) { return lua::pushstring(L, def->name); } return 0; } static int l_material(lua::State* L) { if (auto def = require_block(L)) { return lua::pushstring(L, def->material); } return 0; } static int l_is_solid_at(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); return lua::pushboolean(L, level->chunks->isSolidBlock(x, y, z)); } static int l_count(lua::State* L) { return lua::pushinteger(L, indices->blocks.count()); } static int l_index(lua::State* L) { auto name = lua::require_string(L, 1); return lua::pushinteger(L, content->blocks.require(name).rt.id); } static int l_is_extended(lua::State* L) { if (auto def = require_block(L)) { return lua::pushboolean(L, def->rt.extended); } return 0; } static int l_get_size(lua::State* L) { if (auto def = require_block(L)) { return lua::pushivec3_stack(L, def->size.x, def->size.y, def->size.z); } return 0; } static int l_is_segment(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto vox = level->chunks->get(x, y, z); return lua::pushboolean(L, vox->state.segment); } static int l_seek_origin(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto vox = level->chunks->get(x, y, z); auto& def = indices->blocks.require(vox->id); return lua::pushivec3_stack( L, level->chunks->seekOrigin({x, y, z}, def, vox->state) ); } static int l_set(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto id = lua::tointeger(L, 4); auto state = lua::tointeger(L, 5); bool noupdate = lua::toboolean(L, 6); if (static_cast(id) >= indices->blocks.count()) { return 0; } if (!level->chunks->get(x, y, z)) { return 0; } level->chunks->set(x, y, z, id, int2blockstate(state)); level->lighting->onBlockSet(x, y, z, id); if (!noupdate) { blocks->updateSides(x, y, z); } return 0; } static int l_get(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto vox = level->chunks->get(x, y, z); int id = vox == nullptr ? -1 : vox->id; return lua::pushinteger(L, id); } static int l_get_x(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto vox = level->chunks->get(x, y, z); if (vox == nullptr) { return lua::pushivec3_stack(L, 1, 0, 0); } auto& def = level->content->getIndices()->blocks.require(vox->id); if (!def.rotatable) { return lua::pushivec3_stack(L, 1, 0, 0); } else { const CoordSystem& rot = def.rotations.variants[vox->state.rotation]; return lua::pushivec3_stack(L, rot.axisX.x, rot.axisX.y, rot.axisX.z); } } static int l_get_y(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto vox = level->chunks->get(x, y, z); if (vox == nullptr) { return lua::pushivec3_stack(L, 0, 1, 0); } auto& def = level->content->getIndices()->blocks.require(vox->id); if (!def.rotatable) { return lua::pushivec3_stack(L, 0, 1, 0); } else { const CoordSystem& rot = def.rotations.variants[vox->state.rotation]; return lua::pushivec3_stack(L, rot.axisY.x, rot.axisY.y, rot.axisY.z); } } static int l_get_z(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto vox = level->chunks->get(x, y, z); if (vox == nullptr) { return lua::pushivec3_stack(L, 0, 0, 1); } auto& def = level->content->getIndices()->blocks.require(vox->id); if (!def.rotatable) { return lua::pushivec3_stack(L, 0, 0, 1); } else { const CoordSystem& rot = def.rotations.variants[vox->state.rotation]; return lua::pushivec3_stack(L, rot.axisZ.x, rot.axisZ.y, rot.axisZ.z); } } static int l_get_rotation(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); voxel* vox = level->chunks->get(x, y, z); int rotation = vox == nullptr ? 0 : vox->state.rotation; return lua::pushinteger(L, rotation); } static int l_set_rotation(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto value = lua::tointeger(L, 4); level->chunks->setRotation(x, y, z, value); return 0; } static int l_get_states(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto vox = level->chunks->get(x, y, z); int states = vox == nullptr ? 0 : blockstate2int(vox->state); return lua::pushinteger(L, states); } static int l_set_states(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto states = lua::tointeger(L, 4); auto chunk = level->chunks->getChunkByVoxel(x, y, z); if (chunk == nullptr) { return 0; } auto vox = level->chunks->get(x, y, z); vox->state = int2blockstate(states); chunk->setModifiedAndUnsaved(); return 0; } static int l_get_user_bits(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto offset = lua::tointeger(L, 4) + VOXEL_USER_BITS_OFFSET; auto bits = lua::tointeger(L, 5); auto vox = level->chunks->get(x, y, z); if (vox == nullptr) { return lua::pushinteger(L, 0); } uint mask = ((1 << bits) - 1) << offset; uint data = (blockstate2int(vox->state) & mask) >> offset; return lua::pushinteger(L, data); } static int l_set_user_bits(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto offset = lua::tointeger(L, 4); auto bits = lua::tointeger(L, 5); size_t mask = ((1 << bits) - 1) << offset; auto value = (lua::tointeger(L, 6) << offset) & mask; auto chunk = level->chunks->getChunkByVoxel(x, y, z); if (chunk == nullptr) { return 0; } auto vox = level->chunks->get(x, y, z); if (vox == nullptr) { return 0; } vox->state.userbits = (vox->state.userbits & (~mask)) | value; chunk->setModifiedAndUnsaved(); return 0; } static int l_is_replaceable_at(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); return lua::pushboolean(L, level->chunks->isReplaceableBlock(x, y, z)); } static int l_caption(lua::State* L) { if (auto def = require_block(L)) { return lua::pushstring(L, def->caption); } return 0; } static int l_get_textures(lua::State* L) { if (auto def = require_block(L)) { lua::createtable(L, 6, 0); for (size_t i = 0; i < 6; i++) { lua::pushstring(L, def->textureFaces[i]); lua::rawseti(L, i + 1); } return 1; } return 0; } static int l_get_model(lua::State* L) { if (auto def = require_block(L)) { return lua::pushstring(L, to_string(def->model)); } return 0; } static int l_get_hitbox(lua::State* L) { if (auto def = require_block(L)) { auto& hitbox = def->rt.hitboxes[lua::tointeger(L, 2)].at(0); lua::createtable(L, 2, 0); lua::pushvec3(L, hitbox.min()); lua::rawseti(L, 1); lua::pushvec3(L, hitbox.size()); lua::rawseti(L, 2); return 1; } return 0; } static int l_get_rotation_profile(lua::State* L) { if (auto def = require_block(L)) { return lua::pushstring(L, def->rotations.name); } return 0; } static int l_get_picking_item(lua::State* L) { if (auto def = require_block(L)) { return lua::pushinteger(L, def->rt.pickingItem); } return 0; } static int l_place(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto id = lua::tointeger(L, 4); auto state = lua::tointeger(L, 5); auto playerid = lua::gettop(L) >= 6 ? lua::tointeger(L, 6) : -1; if (static_cast(id) >= indices->blocks.count()) { return 0; } if (!level->chunks->get(x, y, z)) { return 0; } const auto def = level->content->getIndices()->blocks.get(id); if (def == nullptr) { throw std::runtime_error( "there is no block with index " + std::to_string(id) ); } auto player = level->getObject(playerid); controller->getBlocksController()->placeBlock( player ? player.get() : nullptr, *def, int2blockstate(state), x, y, z ); return 0; } static int l_destruct(lua::State* L) { auto x = lua::tointeger(L, 1); auto y = lua::tointeger(L, 2); auto z = lua::tointeger(L, 3); auto playerid = lua::gettop(L) >= 4 ? lua::tointeger(L, 4) : -1; auto voxel = level->chunks->get(x, y, z); if (voxel == nullptr) { return 0; } auto& def = level->content->getIndices()->blocks.require(voxel->id); auto player = level->getObject(playerid); controller->getBlocksController()->breakBlock( player ? player.get() : nullptr, def, x, y, z ); return 0; } static int l_raycast(lua::State* L) { auto start = lua::tovec<3>(L, 1); auto dir = lua::tovec<3>(L, 2); auto maxDistance = lua::tonumber(L, 3); glm::vec3 end; glm::ivec3 normal; glm::ivec3 iend; if (auto voxel = level->chunks->rayCast( start, dir, maxDistance, end, normal, iend )) { if (lua::gettop(L) >= 4) { lua::pushvalue(L, 4); } else { lua::createtable(L, 0, 5); } lua::pushvec3(L, end); lua::setfield(L, "endpoint"); lua::pushvec3(L, normal); lua::setfield(L, "normal"); lua::pushnumber(L, glm::distance(start, end)); lua::setfield(L, "length"); lua::pushvec3(L, iend); lua::setfield(L, "iendpoint"); lua::pushinteger(L, voxel->id); lua::setfield(L, "block"); return 1; } return 0; } static int l_compose_state(lua::State* L) { if (lua::istable(L, 1) || lua::objlen(L, 1) < 3) { throw std::runtime_error("expected array of 3 integers"); } blockstate state {}; lua::rawgeti(L, 1, 1); state.rotation = lua::tointeger(L, -1); lua::pop(L); lua::rawgeti(L, 2, 1); state.segment = lua::tointeger(L, -1); lua::pop(L); lua::rawgeti(L, 3, 1); state.userbits = lua::tointeger(L, -1); lua::pop(L); return lua::pushinteger(L, blockstate2int(state)); } static int l_decompose_state(lua::State* L) { auto stateInt = static_cast(lua::tointeger(L, 1)); auto state = int2blockstate(stateInt); lua::createtable(L, 3, 0); lua::pushinteger(L, state.rotation); lua::rawseti(L, 1); lua::pushinteger(L, state.segment); lua::rawseti(L, 2); lua::pushinteger(L, state.userbits); lua::rawseti(L, 3); return 1; } const luaL_Reg blocklib[] = { {"index", lua::wrap}, {"name", lua::wrap}, {"material", lua::wrap}, {"caption", lua::wrap}, {"defs_count", lua::wrap}, {"is_solid_at", lua::wrap}, {"is_replaceable_at", lua::wrap}, {"set", lua::wrap}, {"get", lua::wrap}, {"get_X", lua::wrap}, {"get_Y", lua::wrap}, {"get_Z", lua::wrap}, {"get_states", lua::wrap}, {"set_states", lua::wrap}, {"get_rotation", lua::wrap}, {"set_rotation", lua::wrap}, {"get_user_bits", lua::wrap}, {"set_user_bits", lua::wrap}, {"is_extended", lua::wrap}, {"get_size", lua::wrap}, {"is_segment", lua::wrap}, {"seek_origin", lua::wrap}, {"get_textures", lua::wrap}, {"get_model", lua::wrap}, {"get_hitbox", lua::wrap}, {"get_rotation_profile", lua::wrap}, {"get_picking_item", lua::wrap}, {"place", lua::wrap}, {"destruct", lua::wrap}, {"raycast", lua::wrap}, {"compose_state", lua::wrap}, {"decompose_state", lua::wrap}, {NULL, NULL}};