VoxelEngine/src/logic/scripting/lua/libinventory.cpp
2024-05-10 12:34:05 +03:00

151 lines
4.9 KiB
C++

#include "lua_commons.hpp"
#include "api_lua.hpp"
#include "lua_util.hpp"
#include "../scripting.hpp"
#include "../../../content/Content.hpp"
#include "../../../world/Level.hpp"
#include "../../../items/ItemStack.hpp"
#include "../../../items/Inventories.hpp"
#include "../../../logic/BlocksController.hpp"
static void validate_itemid(lua_State* L, itemid_t id) {
if (id >= scripting::indices->countItemDefs()) {
luaL_error(L, "invalid item id");
}
}
static 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)]");
}
const ItemStack& item = inv->getSlot(slotid);
lua_pushinteger(L, item.getItemId());
lua_pushinteger(L, item.getCount());
return 2;
}
static 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;
}
static 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;
}
static 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;
}
static 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;
}
static 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;
}
static 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;
}
static int l_inventory_clone(lua_State* L) {
lua::luaint id = lua_tointeger(L, 1);
auto clone = scripting::level->inventories->clone(id);
if (clone == nullptr) {
lua_pushinteger(L, 0);
return 1;
}
lua_pushinteger(L, clone->getId());
return 1;
}
static int l_inventory_move(lua_State* L) {
lua::luaint invAid = lua_tointeger(L, 1);
lua::luaint slotAid = lua_tointeger(L, 2);
auto invA = scripting::level->inventories->get(invAid);
if (invA == nullptr) {
luaL_error(L, "inventory A does not exists in runtime: %d", invAid);
}
lua::luaint invBid = lua_tointeger(L, 3);
lua::luaint slotBid = lua_isnil(L, 4) ? -1 : lua_tointeger(L, 4);
auto invB = scripting::level->inventories->get(invBid);
if (invB == nullptr) {
luaL_error(L, "inventory B does not exists in runtime: %d", invBid);
}
auto& slot = invA->getSlot(slotAid);
if (slotBid == -1) {
invB->move(slot, scripting::content->getIndices());
} else {
invB->move(slot, scripting::content->getIndices(), slotBid, slotBid+1);
}
return 0;
}
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>},
{"move", lua_wrap_errors<l_inventory_move>},
{"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>},
{"clone", lua_wrap_errors<l_inventory_clone>},
{NULL, NULL}
};