VoxelEngine/src/logic/scripting/scripting.cpp
Vyacheslav Ivanov 26ff0f133a fix: optimization: PVS-Studio warning V821
Creating variables in a more localized scope can enhance performance and make the code easier to understand.

Reported by: PVS-Studio
Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
2024-08-03 17:50:04 +03:00

616 lines
20 KiB
C++

#include "scripting.hpp"
#include "lua/lua_engine.hpp"
#include "../../content/Content.hpp"
#include "../../content/ContentPack.hpp"
#include "../../debug/Logger.hpp"
#include "../../engine.hpp"
#include "../../files/engine_paths.hpp"
#include "../../files/files.hpp"
#include "../../frontend/UiDocument.hpp"
#include "../../items/Inventory.hpp"
#include "../../items/ItemDef.hpp"
#include "../../logic/BlocksController.hpp"
#include "../../logic/LevelController.hpp"
#include "../../objects/Player.hpp"
#include "../../objects/EntityDef.hpp"
#include "../../objects/Entities.hpp"
#include "../../util/stringutil.hpp"
#include "../../util/timeutil.hpp"
#include "../../util/timeutil.hpp"
#include "../../voxels/Block.hpp"
#include "../../world/Level.hpp"
#include <iostream>
#include <stdexcept>
using namespace scripting;
static debug::Logger logger("scripting");
static inline const std::string STDCOMP = "stdcomp";
Engine* scripting::engine = nullptr;
Level* scripting::level = nullptr;
const Content* scripting::content = nullptr;
const ContentIndices* scripting::indices = nullptr;
BlocksController* scripting::blocks = nullptr;
LevelController* scripting::controller = nullptr;
static void load_script(const fs::path& name, bool throwable) {
auto paths = scripting::engine->getPaths();
fs::path file = paths->getResources()/fs::path("scripts")/name;
std::string src = files::read_string(file);
auto L = lua::get_main_thread();
lua::loadbuffer(L, 0, src, file.u8string());
if (throwable) {
lua::call(L, 0, 0);
} else {
lua::call_nothrow(L, 0, 0);
}
}
void scripting::initialize(Engine* engine) {
scripting::engine = engine;
lua::initialize();
load_script(fs::path("stdlib.lua"), true);
load_script(fs::path("stdcmd.lua"), true);
load_script(fs::path("classes.lua"), true);
}
[[nodiscard]]
scriptenv scripting::get_root_environment() {
return std::make_shared<int>(0);
}
[[nodiscard]]
scriptenv scripting::create_pack_environment(const ContentPack& pack) {
auto L = lua::get_main_thread();
int id = lua::create_environment(L, 0);
lua::pushenv(L, id);
lua::pushvalue(L, -1);
lua::setfield(L, "PACK_ENV");
lua::pushstring(L, pack.id);
lua::setfield(L, "PACK_ID");
lua::pop(L);
return std::shared_ptr<int>(new int(id), [=](int* id) {
lua::removeEnvironment(L, *id);
delete id;
});
}
[[nodiscard]]
scriptenv scripting::create_doc_environment(const scriptenv& parent, const std::string& name) {
auto L = lua::get_main_thread();
int id = lua::create_environment(L, *parent);
lua::pushenv(L, id);
lua::pushvalue(L, -1);
lua::setfield(L, "DOC_ENV");
lua::pushstring(L, name);
lua::setfield(L, "DOC_NAME");
if (lua::getglobal(L, "Document")) {
if (lua::getfield(L, "new")) {
lua::pushstring(L, name);
if (lua::call_nothrow(L, 1)) {
lua::setfield(L, "document", -3);
}
}
lua::pop(L);
}
lua::pop(L);
return std::shared_ptr<int>(new int(id), [=](int* id) {
lua::removeEnvironment(L, *id);
delete id;
});
}
[[nodiscard]]
static scriptenv create_component_environment(const scriptenv& parent,
int entityIdx,
const std::string& name) {
auto L = lua::get_main_thread();
int id = lua::create_environment(L, *parent);
lua::pushvalue(L, entityIdx);
lua::pushenv(L, id);
lua::pushvalue(L, -1);
lua::setfield(L, "this");
lua::pushvalue(L, -2);
lua::setfield(L, "entity");
lua::pop(L);
if (lua::getfield(L, "components")) {
lua::pushenv(L, id);
lua::setfield(L, name);
lua::pop(L);
}
lua::pop(L);
return std::shared_ptr<int>(new int(id), [=](int* id) {
lua::removeEnvironment(L, *id);
delete id;
});
}
void scripting::process_post_runnables() {
auto L = lua::get_main_thread();
if (lua::getglobal(L, "__process_post_runnables")) {
lua::call_nothrow(L, 0);
}
}
void scripting::on_world_load(LevelController* controller) {
scripting::level = controller->getLevel();
scripting::content = level->content;
scripting::indices = level->content->getIndices();
scripting::blocks = controller->getBlocksController();
scripting::controller = controller;
load_script("world.lua", false);
auto L = lua::get_main_thread();
for (auto& pack : scripting::engine->getContentPacks()) {
lua::emit_event(L, pack.id + ".worldopen");
}
}
void scripting::on_world_tick() {
auto L = lua::get_main_thread();
for (auto& pack : scripting::engine->getContentPacks()) {
lua::emit_event(L, pack.id + ".worldtick");
}
}
void scripting::on_world_save() {
auto L = lua::get_main_thread();
for (auto& pack : scripting::engine->getContentPacks()) {
lua::emit_event(L, pack.id + ".worldsave");
}
}
void scripting::on_world_quit() {
auto L = lua::get_main_thread();
for (auto& pack : scripting::engine->getContentPacks()) {
lua::emit_event(L, pack.id + ".worldquit");
}
lua::getglobal(L, "pack");
for (auto& pack : scripting::engine->getContentPacks()) {
lua::getfield(L, "unload");
lua::pushstring(L, pack.id);
lua::call_nothrow(L, 1);
}
lua::pop(L);
if (lua::getglobal(L, "__scripts_cleanup")) {
lua::call_nothrow(L, 0);
}
scripting::level = nullptr;
scripting::content = nullptr;
scripting::indices = nullptr;
scripting::blocks = nullptr;
scripting::controller = nullptr;
}
void scripting::on_blocks_tick(const Block* block, int tps) {
std::string name = block->name + ".blockstick";
lua::emit_event(lua::get_main_thread(), name, [tps] (auto L) {
return lua::pushinteger(L, tps);
});
}
void scripting::update_block(const Block* block, int x, int y, int z) {
std::string name = block->name + ".update";
lua::emit_event(lua::get_main_thread(), name, [x, y, z] (auto L) {
return lua::pushivec3_stack(L, x, y, z);
});
}
void scripting::random_update_block(const Block* block, int x, int y, int z) {
std::string name = block->name + ".randupdate";
lua::emit_event(lua::get_main_thread(), name, [x, y, z] (auto L) {
return lua::pushivec3_stack(L, x, y, z);
});
}
void scripting::on_block_placed(Player* player, const Block* block, int x, int y, int z) {
std::string name = block->name + ".placed";
lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
lua::pushivec3_stack(L, x, y, z);
lua::pushinteger(L, player ? player->getId() : -1);
return 4;
});
auto world_event_args = [block, x, y, z, player] (lua::State* L) {
lua::pushinteger(L, block->rt.id);
lua::pushivec3_stack(L, x, y, z);
lua::pushinteger(L, player ? player->getId() : -1);
return 5;
};
for (auto& [packid, pack] : content->getPacks()) {
if (pack->worldfuncsset.onblockplaced) {
lua::emit_event(lua::get_main_thread(), packid + ".blockplaced", world_event_args);
}
}
}
void scripting::on_block_broken(Player* player, const Block* block, int x, int y, int z) {
if (block->rt.funcsset.onbroken) {
std::string name = block->name + ".broken";
lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
lua::pushivec3_stack(L, x, y, z);
lua::pushinteger(L, player ? player->getId() : -1);
return 4;
});
}
auto world_event_args = [block, x, y, z, player] (lua::State* L) {
lua::pushinteger(L, block->rt.id);
lua::pushivec3_stack(L, x, y, z);
lua::pushinteger(L, player ? player->getId() : -1);
return 5;
};
for (auto& [packid, pack] : content->getPacks()) {
if (pack->worldfuncsset.onblockbroken) {
lua::emit_event(lua::get_main_thread(), packid + ".blockbroken", world_event_args);
}
}
}
bool scripting::on_block_interact(Player* player, const Block* block, glm::ivec3 pos) {
std::string name = block->name + ".interact";
return lua::emit_event(lua::get_main_thread(), name, [pos, player] (auto L) {
lua::pushivec3_stack(L, pos.x, pos.y, pos.z);
lua::pushinteger(L, player->getId());
return 4;
});
}
bool scripting::on_item_use(Player* player, const ItemDef* item) {
std::string name = item->name + ".use";
return lua::emit_event(lua::get_main_thread(), name, [player] (lua::State* L) {
return lua::pushinteger(L, player->getId());
});
}
bool scripting::on_item_use_on_block(Player* player, const ItemDef* item, glm::ivec3 ipos, glm::ivec3 normal) {
std::string name = item->name + ".useon";
return lua::emit_event(lua::get_main_thread(), name, [ipos, normal, player] (auto L) {
lua::pushivec3_stack(L, ipos.x, ipos.y, ipos.z);
lua::pushinteger(L, player->getId());
lua::pushivec(L, normal);
return 5;
});
}
bool scripting::on_item_break_block(Player* player, const ItemDef* item, int x, int y, int z) {
std::string name = item->name + ".blockbreakby";
return lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
lua::pushivec3_stack(L, x, y, z);
lua::pushinteger(L, player->getId());
return 4;
});
}
dynamic::Value scripting::get_component_value(const scriptenv& env, const std::string& name) {
auto L = lua::get_main_thread();
lua::pushenv(L, *env);
if (lua::getfield(L, name)) {
return lua::tovalue(L, -1);
}
return dynamic::NONE;
}
void scripting::on_entity_spawn(
const EntityDef&,
entityid_t eid,
const std::vector<std::unique_ptr<UserComponent>>& components,
dynamic::Map_sptr args,
dynamic::Map_sptr saved
) {
auto L = lua::get_main_thread();
lua::requireglobal(L, STDCOMP);
if (lua::getfield(L, "new_Entity")) {
lua::pushinteger(L, eid);
lua::call(L, 1);
}
if (components.size() > 1) {
for (size_t i = 0; i < components.size()-1; i++) {
lua::pushvalue(L, -1);
}
}
for (auto& component : components) {
auto compenv = create_component_environment(get_root_environment(), -1,
component->name);
lua::get_from(L, lua::CHUNKS_TABLE, component->name, true);
lua::pushenv(L, *compenv);
if (args != nullptr) {
std::string compfieldname = component->name;
util::replaceAll(compfieldname, ":", "__");
if (auto datamap = args->map(compfieldname)) {
lua::pushvalue(L, datamap);
} else {
lua::createtable(L, 0, 0);
}
} else {
lua::createtable(L, 0, 0);
}
lua::setfield(L, "ARGS");
if (saved == nullptr) {
lua::createtable(L, 0, 0);
} else {
if (auto datamap = saved->map(component->name)) {
lua::pushvalue(L, datamap);
} else {
lua::createtable(L, 0, 0);
}
}
lua::setfield(L, "SAVED_DATA");
lua::setfenv(L);
lua::call_nothrow(L, 0, 0);
lua::pushenv(L, *compenv);
auto& funcsset = component->funcsset;
funcsset.on_grounded = lua::hasfield(L, "on_grounded");
funcsset.on_fall = lua::hasfield(L, "on_fall");
funcsset.on_despawn = lua::hasfield(L, "on_despawn");
funcsset.on_sensor_enter = lua::hasfield(L, "on_sensor_enter");
funcsset.on_sensor_exit = lua::hasfield(L, "on_sensor_exit");
funcsset.on_save = lua::hasfield(L, "on_save");
funcsset.on_aim_on = lua::hasfield(L, "on_aim_on");
funcsset.on_aim_off = lua::hasfield(L, "on_aim_off");
funcsset.on_attacked = lua::hasfield(L, "on_attacked");
funcsset.on_used = lua::hasfield(L, "on_used");
lua::pop(L, 2);
component->env = compenv;
}
}
static void process_entity_callback(
const scriptenv& env,
const std::string& name,
std::function<int(lua::State*)> args
) {
auto L = lua::get_main_thread();
lua::pushenv(L, *env);
if (lua::getfield(L, name)) {
if (args) {
lua::call_nothrow(L, args(L), 0);
} else {
lua::call_nothrow(L, 0, 0);
}
}
lua::pop(L);
}
static void process_entity_callback(
const Entity& entity,
const std::string& name,
bool entity_funcs_set::*flag,
std::function<int(lua::State*)> args
) {
const auto& script = entity.getScripting();
for (auto& component : script.components) {
if (component->funcsset.*flag) {
process_entity_callback(component->env, name, args);
}
}
}
void scripting::on_entity_despawn(const Entity& entity) {
process_entity_callback(entity, "on_despawn", &entity_funcs_set::on_despawn, nullptr);
auto L = lua::get_main_thread();
lua::get_from(L, "stdcomp", "remove_Entity", true);
lua::pushinteger(L, entity.getUID());
lua::call(L, 1, 0);
}
void scripting::on_entity_grounded(const Entity& entity, float force) {
process_entity_callback(entity, "on_grounded", &entity_funcs_set::on_grounded, [force](auto L){
return lua::pushnumber(L, force);
});
}
void scripting::on_entity_fall(const Entity& entity) {
process_entity_callback(entity, "on_fall", &entity_funcs_set::on_fall, nullptr);
}
void scripting::on_entity_save(const Entity& entity) {
process_entity_callback(entity, "on_save", &entity_funcs_set::on_save, nullptr);
}
void scripting::on_sensor_enter(const Entity& entity, size_t index, entityid_t oid) {
process_entity_callback(entity, "on_sensor_enter",
&entity_funcs_set::on_sensor_enter, [index, oid](auto L) {
lua::pushinteger(L, index);
lua::pushinteger(L, oid);
return 2;
});
}
void scripting::on_sensor_exit(const Entity& entity, size_t index, entityid_t oid) {
process_entity_callback(entity, "on_sensor_exit",
&entity_funcs_set::on_sensor_exit, [index, oid](auto L) {
lua::pushinteger(L, index);
lua::pushinteger(L, oid);
return 2;
});
}
void scripting::on_aim_on(const Entity& entity, Player* player) {
process_entity_callback(entity, "on_aim_on",
&entity_funcs_set::on_aim_on, [player](auto L) {
return lua::pushinteger(L, player->getId());
});
}
void scripting::on_aim_off(const Entity& entity, Player* player) {
process_entity_callback(entity, "on_aim_off",
&entity_funcs_set::on_aim_off, [player](auto L) {
return lua::pushinteger(L, player->getId());
});
}
void scripting::on_attacked(const Entity& entity, Player* player, entityid_t attacker) {
process_entity_callback(entity, "on_attacked",
&entity_funcs_set::on_attacked, [player, attacker](auto L) {
lua::pushinteger(L, attacker);
lua::pushinteger(L, player->getId());
return 2;
});
}
void scripting::on_entity_used(const Entity& entity, Player* player) {
process_entity_callback(entity, "on_used",
&entity_funcs_set::on_used, [player](auto L) {
return lua::pushinteger(L, player->getId());
});
}
void scripting::on_entities_update(int tps, int parts, int part) {
auto L = lua::get_main_thread();
lua::get_from(L, STDCOMP, "update", true);
lua::pushinteger(L, tps);
lua::pushinteger(L, parts);
lua::pushinteger(L, part);
lua::call_nothrow(L, 3, 0);
lua::pop(L);
}
void scripting::on_entities_render(float delta) {
auto L = lua::get_main_thread();
lua::get_from(L, STDCOMP, "render", true);
lua::pushnumber(L, delta);
lua::call_nothrow(L, 1, 0);
lua::pop(L);
}
void scripting::on_ui_open(
UiDocument* layout,
std::vector<dynamic::Value> args
) {
auto argsptr = std::make_shared<std::vector<dynamic::Value>>(std::move(args));
std::string name = layout->getId() + ".open";
lua::emit_event(lua::get_main_thread(), name, [=] (auto L) {
for (const auto& value : *argsptr) {
lua::pushvalue(L, value);
}
return argsptr->size();
});
}
void scripting::on_ui_progress(UiDocument* layout, int workDone, int workTotal) {
std::string name = layout->getId() + ".progress";
lua::emit_event(lua::get_main_thread(), name, [=] (auto L) {
lua::pushinteger(L, workDone);
lua::pushinteger(L, workTotal);
return 2;
});
}
void scripting::on_ui_close(UiDocument* layout, Inventory* inventory) {
std::string name = layout->getId() + ".close";
lua::emit_event(lua::get_main_thread(), name, [inventory] (auto L) {
return lua::pushinteger(L, inventory ? inventory->getId() : 0);
});
}
bool scripting::register_event(int env, const std::string& name, const std::string& id) {
auto L = lua::get_main_thread();
if (lua::pushenv(L, env) == 0) {
lua::pushglobals(L);
}
if (lua::getfield(L, name)) {
lua::pop(L);
lua::getglobal(L, "events");
lua::getfield(L, "on");
lua::pushstring(L, id);
lua::getfield(L, name, -4);
lua::call_nothrow(L, 2);
lua::pop(L);
// remove previous name
lua::pushnil(L);
lua::setfield(L, name);
return true;
}
return false;
}
int scripting::get_values_on_stack() {
return lua::gettop(lua::get_main_thread());
}
static void load_script(int env, const std::string& type, const fs::path& file) {
std::string src = files::read_string(file);
logger.info() << "script (" << type << ") " << file.u8string();
lua::execute(lua::get_main_thread(), env, src, file.u8string());
}
void scripting::load_block_script(const scriptenv& senv, const std::string& prefix, const fs::path& file, block_funcs_set& funcsset) {
int env = *senv;
load_script(env, "block", file);
funcsset.init = register_event(env, "init", prefix+".init");
funcsset.update = register_event(env, "on_update", prefix+".update");
funcsset.randupdate = register_event(env, "on_random_update", prefix+".randupdate");
funcsset.onbroken = register_event(env, "on_broken", prefix+".broken");
funcsset.onplaced = register_event(env, "on_placed", prefix+".placed");
funcsset.oninteract = register_event(env, "on_interact", prefix+".interact");
funcsset.onblockstick = register_event(env, "on_blocks_tick", prefix+".blockstick");
}
void scripting::load_item_script(const scriptenv& senv, const std::string& prefix, const fs::path& file, item_funcs_set& funcsset) {
int env = *senv;
load_script(env, "item", file);
funcsset.init = register_event(env, "init", prefix+".init");
funcsset.on_use = register_event(env, "on_use", prefix+".use");
funcsset.on_use_on_block = register_event(env, "on_use_on_block", prefix+".useon");
funcsset.on_block_break_by = register_event(env, "on_block_break_by", prefix+".blockbreakby");
}
void scripting::load_entity_component(const std::string& name, const fs::path& file) {
auto L = lua::get_main_thread();
std::string src = files::read_string(file);
logger.info() << "script (component) " << file.u8string();
lua::loadbuffer(L, 0, src, "C!"+name);
lua::store_in(L, lua::CHUNKS_TABLE, name);
}
void scripting::load_world_script(const scriptenv& senv,
const std::string& prefix,
const fs::path& file,
world_funcs_set& funcsset) {
int env = *senv;
load_script(env, "world", file);
register_event(env, "init", prefix+".init");
register_event(env, "on_world_open", prefix+".worldopen");
register_event(env, "on_world_tick", prefix+".worldtick");
register_event(env, "on_world_save", prefix+".worldsave");
register_event(env, "on_world_quit", prefix+".worldquit");
funcsset.onblockplaced = register_event(env, "on_block_placed", prefix+".blockplaced");
funcsset.onblockbroken = register_event(env, "on_block_broken", prefix+".blockbroken");
}
void scripting::load_layout_script(const scriptenv& senv, const std::string& prefix, const fs::path& file, uidocscript& script) {
int env = *senv;
load_script(env, "layout", file);
script.onopen = register_event(env, "on_open", prefix+".open");
script.onprogress = register_event(env, "on_progress", prefix+".progress");
script.onclose = register_event(env, "on_close", prefix+".close");
}
void scripting::close() {
lua::finalize();
content = nullptr;
indices = nullptr;
level = nullptr;
}