345 lines
8.9 KiB
C++
345 lines
8.9 KiB
C++
#include <algorithm>
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#include <glm/glm.hpp>
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#include "items/Inventory.hpp"
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#include "objects/Entities.hpp"
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#include "objects/Player.hpp"
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#include "objects/Players.hpp"
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#include "physics/Hitbox.hpp"
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#include "window/Camera.hpp"
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#include "world/Level.hpp"
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#include "libentity.hpp"
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using namespace scripting;
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inline Player* get_player(lua::State* L, int idx) {
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return level->players->get(lua::tointeger(L, idx));
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}
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static int l_get_pos(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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return lua::pushvec_stack(L, player->getPosition());
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}
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return 0;
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}
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static int l_set_pos(lua::State* L) {
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auto player = get_player(L, 1);
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if (!player) {
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return 0;
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}
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auto x = lua::tonumber(L, 2);
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auto y = lua::tonumber(L, 3);
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auto z = lua::tonumber(L, 4);
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player->teleport(glm::vec3(x, y, z));
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return 0;
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}
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static int l_get_vel(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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if (auto hitbox = player->getHitbox()) {
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return lua::pushvec_stack(L, hitbox->velocity);
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}
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}
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return 0;
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}
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static int l_set_vel(lua::State* L) {
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auto player = get_player(L, 1);
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if (!player) {
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return 0;
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}
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auto x = lua::tonumber(L, 2);
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auto y = lua::tonumber(L, 3);
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auto z = lua::tonumber(L, 4);
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if (auto hitbox = player->getHitbox()) {
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hitbox->velocity = glm::vec3(x, y, z);
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}
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return 0;
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}
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static int l_get_rot(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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return lua::pushvec_stack(L, player->getRotation(lua::toboolean(L, 2)));
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}
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return 0;
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}
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static int l_set_rot(lua::State* L) {
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auto player = get_player(L, 1);
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if (!player) {
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return 0;
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}
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glm::vec3 rotation = player->getRotation();
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auto x = lua::tonumber(L, 2);
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auto y = lua::tonumber(L, 3);
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auto z = rotation.z;
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if (lua::isnumber(L, 4)) {
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z = lua::tonumber(L, 4);
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}
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rotation.x = x;
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rotation.y = y;
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rotation.z = z;
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player->setRotation(rotation);
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return 0;
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}
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static int l_get_dir(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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return lua::pushvec3(L, player->fpCamera->front);
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}
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return 0;
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}
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static int l_get_inv(lua::State* L) {
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auto player = get_player(L, 1);
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if (!player) {
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return 0;
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}
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lua::pushinteger(L, player->getInventory()->getId());
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lua::pushinteger(L, player->getChosenSlot());
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return 2;
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}
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static int l_set_selected_slot(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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player->setChosenSlot(lua::tointeger(L, 2) % 10);
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}
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return 0;
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}
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static int l_is_flight(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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return lua::pushboolean(L, player->isFlight());
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}
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return 0;
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}
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static int l_set_flight(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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player->setFlight(lua::toboolean(L, 2));
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}
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return 0;
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}
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static int l_is_noclip(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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return lua::pushboolean(L, player->isNoclip());
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}
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return 0;
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}
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static int l_set_noclip(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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player->setNoclip(lua::toboolean(L, 2));
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}
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return 0;
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}
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static int l_is_infinite_items(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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return lua::pushboolean(L, player->isInfiniteItems());
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}
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return 0;
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}
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static int l_set_infinite_items(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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player->setInfiniteItems(lua::toboolean(L, 2));
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}
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return 0;
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}
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static int l_is_instant_destruction(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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return lua::pushboolean(L, player->isInstantDestruction());
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}
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return 0;
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}
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static int l_set_instant_destruction(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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player->setInstantDestruction(lua::toboolean(L, 2));
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}
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return 0;
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}
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static int l_is_loading_chunks(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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return lua::pushboolean(L, player->isLoadingChunks());
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}
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return 0;
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}
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static int l_set_loading_chunks(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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player->setLoadingChunks(lua::toboolean(L, 2));
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}
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return 0;
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}
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static int l_get_selected_block(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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if (player->selection.vox.id == BLOCK_VOID) {
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return 0;
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}
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return lua::pushivec_stack(L, player->selection.position);
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}
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return 0;
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}
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static int l_get_selected_entity(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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if (auto eid = player->getSelectedEntity()) {
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return lua::pushinteger(L, eid);
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}
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}
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return 0;
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}
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static int l_get_spawnpoint(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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return lua::pushvec_stack(L, player->getSpawnPoint());
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}
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return 0;
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}
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static int l_set_spawnpoint(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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auto x = lua::tonumber(L, 2);
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auto y = lua::tonumber(L, 3);
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auto z = lua::tonumber(L, 4);
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player->setSpawnPoint(glm::vec3(x, y, z));
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}
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return 0;
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}
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static int l_get_entity(lua::State* L) {
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auto player = get_player(L, 1);
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if (player == nullptr) {
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return 0;
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}
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return lua::pushinteger(L, player->getEntity());
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}
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static int l_set_entity(lua::State* L) {
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auto player = get_player(L, 1);
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if (player == nullptr) {
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return 0;
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}
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if (lua::isnumber(L, 2)) {
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player->setEntity(lua::tointeger(L, 2));
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} else if (auto entity = get_entity(L, 2)) {
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player->setEntity(entity->getUID());
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}
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return 0;
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}
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static int l_get_camera(lua::State* L) {
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auto player = get_player(L, 1);
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if (player == nullptr) {
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return 0;
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}
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auto found = std::find(
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level->cameras.begin(), level->cameras.end(), player->currentCamera
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);
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if (found == level->cameras.end()) {
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return 0;
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}
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return lua::pushinteger(L, found - level->cameras.begin());
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}
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static int l_set_camera(lua::State* L) {
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auto player = get_player(L, 1);
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if (player == nullptr) {
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return 0;
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}
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size_t index = lua::tointeger(L, 2);
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player->currentCamera = level->cameras.at(index);
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return 0;
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}
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static int l_get_name(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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return lua::pushstring(L, player->getName());
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}
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return 0;
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}
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static int l_set_name(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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player->setName(lua::require_string(L, 2));
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}
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return 0;
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}
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static int l_create(lua::State* L) {
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int64_t playerId = Players::NONE;
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if (lua::gettop(L) >= 2) {
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playerId = lua::tointeger(L, 2);
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}
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auto player = level->players->create(playerId);
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player->setName(lua::require_string(L, 1));
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return lua::pushinteger(L, player->getId());
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}
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static int l_delete(lua::State* L) {
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auto id = lua::tointeger(L, 1);
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level->players->suspend(id);
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level->players->remove(id);
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return 0;
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}
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static int l_is_suspended(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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return lua::pushboolean(L, player->isSuspended());
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}
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return 0;
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}
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static int l_set_suspended(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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player->setSuspended(lua::toboolean(L, 2));
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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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{"get_vel", lua::wrap<l_get_vel>},
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{"set_vel", lua::wrap<l_set_vel>},
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{"get_rot", lua::wrap<l_get_rot>},
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{"set_rot", lua::wrap<l_set_rot>},
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{"get_dir", lua::wrap<l_get_dir>},
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{"get_inventory", lua::wrap<l_get_inv>},
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{"is_suspended", lua::wrap<l_is_suspended>},
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{"set_suspended", lua::wrap<l_set_suspended>},
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{"is_flight", lua::wrap<l_is_flight>},
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{"set_flight", lua::wrap<l_set_flight>},
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{"is_noclip", lua::wrap<l_is_noclip>},
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{"set_noclip", lua::wrap<l_set_noclip>},
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{"is_infinite_items", lua::wrap<l_is_infinite_items>},
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{"set_infinite_items", lua::wrap<l_set_infinite_items>},
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{"is_instant_destruction", lua::wrap<l_is_instant_destruction>},
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{"set_instant_destruction", lua::wrap<l_set_instant_destruction>},
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{"is_loading_chunks", lua::wrap<l_is_loading_chunks>},
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{"set_loading_chunks", lua::wrap<l_set_loading_chunks>},
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{"set_selected_slot", lua::wrap<l_set_selected_slot>},
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{"get_selected_block", lua::wrap<l_get_selected_block>},
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{"get_selected_entity", lua::wrap<l_get_selected_entity>},
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{"set_spawnpoint", lua::wrap<l_set_spawnpoint>},
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{"get_spawnpoint", lua::wrap<l_get_spawnpoint>},
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{"get_entity", lua::wrap<l_get_entity>},
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{"set_entity", lua::wrap<l_set_entity>},
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{"get_camera", lua::wrap<l_get_camera>},
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{"set_camera", lua::wrap<l_set_camera>},
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{"get_name", lua::wrap<l_get_name>},
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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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{NULL, NULL}
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};
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