2024-05-12 11:00:11 +03:00

136 lines
4.2 KiB
C++

#include "lua_commons.hpp"
#include "api_lua.hpp"
#include "LuaState.hpp"
#include "../../../assets/Assets.hpp"
#include "../../../content/Content.hpp"
#include "../../../engine.hpp"
#include "../../../frontend/hud.hpp"
#include "../../../frontend/UiDocument.hpp"
#include "../../../graphics/ui/elements/InventoryView.hpp"
#include "../../../items/Inventories.hpp"
#include "../../../logic/BlocksController.hpp"
#include "../../../util/stringutil.hpp"
#include "../../../voxels/Block.hpp"
#include "../../../voxels/Chunks.hpp"
#include "../../../voxels/voxel.hpp"
#include "../../../world/Level.hpp"
#include "../scripting.hpp"
#include <iostream>
#include <glm/glm.hpp>
namespace scripting {
extern Hud* hud;
}
static int l_hud_open_inventory(lua_State*) {
if (!scripting::hud->isInventoryOpen()) {
scripting::hud->openInventory();
}
return 0;
}
static int l_hud_close_inventory(lua_State*) {
if (scripting::hud->isInventoryOpen()) {
scripting::hud->closeInventory();
}
return 0;
}
static int l_hud_open_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);
bool playerInventory = !lua_toboolean(L, 4);
voxel* vox = scripting::level->chunks->get(x, y, z);
if (vox == nullptr) {
throw std::runtime_error("block does not exists at "+
std::to_string(x) + " " + std::to_string(y) + " " + std::to_string(z)
);
}
auto def = scripting::content->getIndices()->getBlockDef(vox->id);
auto assets = scripting::engine->getAssets();
auto layout = assets->getLayout(def->uiLayout);
if (layout == nullptr) {
throw std::runtime_error("block '"+def->name+"' has no ui layout");
}
auto id = scripting::blocks->createBlockInventory(x, y, z);
scripting::hud->openInventory(
glm::ivec3(x, y, z), layout, scripting::level->inventories->get(id), playerInventory
);
lua_pushinteger(L, id);
lua_pushstring(L, def->uiLayout.c_str());
return 2;
}
static int l_hud_show_overlay(lua_State* L) {
const char* name = lua_tostring(L, 1);
bool playerInventory = lua_toboolean(L, 2);
auto assets = scripting::engine->getAssets();
auto layout = assets->getLayout(name);
if (layout == nullptr) {
throw std::runtime_error("there is no ui layout "+util::quote(name));
}
scripting::hud->showOverlay(layout, playerInventory);
return 0;
}
static UiDocument* require_layout(lua_State* L, const char* name) {
auto assets = scripting::engine->getAssets();
auto layout = assets->getLayout(name);
if (layout == nullptr) {
throw std::runtime_error("layout '"+std::string(name)+"' is not found");
}
return layout;
}
static int l_hud_open_permanent(lua_State* L) {
auto layout = require_layout(L, lua_tostring(L, 1));
scripting::hud->openPermanent(layout);
return 0;
}
static int l_hud_close(lua_State* L) {
auto layout = require_layout(L, lua_tostring(L, 1));
scripting::hud->remove(layout->getRoot());
return 0;
}
static int l_hud_pause(lua_State*) {
scripting::hud->setPause(true);
return 0;
}
static int l_hud_resume(lua_State*) {
scripting::hud->setPause(false);
return 0;
}
static int l_hud_get_block_inventory(lua_State* L) {
auto inventory = scripting::hud->getBlockInventory();
if (inventory == nullptr) {
lua_pushinteger(L, 0);
} else {
lua_pushinteger(L, inventory->getId());
}
return 1;
}
const luaL_Reg hudlib [] = {
{"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>},
{"show_overlay", lua_wrap_errors<l_hud_show_overlay>},
{"get_block_inventory", lua_wrap_errors<l_hud_get_block_inventory>},
{"close", lua_wrap_errors<l_hud_close>},
{"pause", lua_wrap_errors<l_hud_pause>},
{"resume", lua_wrap_errors<l_hud_resume>},
{NULL, NULL}
};