87 lines
2.8 KiB
C++
87 lines
2.8 KiB
C++
#include "api_lua.hpp"
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#include "io/io.hpp"
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#include "io/util.hpp"
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#include "coders/binary_json.hpp"
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#include "world/Level.hpp"
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#include "world/generator/VoxelFragment.hpp"
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#include "content/ContentLoader.hpp"
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#include "engine/Engine.hpp"
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#include "../lua_custom_types.hpp"
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using namespace scripting;
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static int l_save_fragment(lua::State* L) {
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const auto& paths = engine->getPaths();
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auto fragment = lua::touserdata<lua::LuaVoxelFragment>(L, 1);
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auto file = paths.resolve(lua::require_string(L, 2), true);
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auto map = fragment->getFragment()->serialize();
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auto bytes = json::to_binary(map, true);
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io::write_bytes(file, bytes.data(), bytes.size());
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return 0;
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}
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static int l_create_fragment(lua::State* L) {
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auto pointA = lua::tovec<3>(L, 1);
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auto pointB = lua::tovec<3>(L, 2);
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bool crop = lua::toboolean(L, 3);
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bool saveEntities = lua::toboolean(L, 4);
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auto fragment =
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VoxelFragment::create(*level, pointA, pointB, crop, saveEntities);
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return lua::newuserdata<lua::LuaVoxelFragment>(
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L, std::shared_ptr<VoxelFragment>(std::move(fragment))
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);
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}
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static int l_load_fragment(lua::State* L) {
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const auto& paths = engine->getPaths();
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auto filename = lua::require_string(L, 1);
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auto path = paths.resolve(filename);
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if (!io::exists(path)) {
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throw std::runtime_error("file "+path.string()+" does not exist");
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}
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auto map = io::read_binary_json(path);
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auto fragment = std::make_shared<VoxelFragment>();
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fragment->deserialize(map);
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fragment->prepare(*content);
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return lua::newuserdata<lua::LuaVoxelFragment>(L, std::move(fragment));
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}
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/// @brief Get a list of all world generators
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/// @return A table with the IDs of all world generators
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static int l_get_generators(lua::State* L) {
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auto packs = engine->getAllContentPacks();
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lua::createtable(L, 0, 0);
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int i = 1;
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for (const auto& pack : packs) {
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auto pairs = ContentLoader::scanContent(pack, ContentType::GENERATOR);
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for (const auto& [name, caption] : pairs) {
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lua::pushstring(L, caption);
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lua::setfield(L, name);
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i++;
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}
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}
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return 1;
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}
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/// @brief Get the default world generator
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/// @return The ID of the default world generator
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static int l_get_default_generator(lua::State* L) {
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auto combined = engine->getResPaths()->readCombinedObject(
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EnginePaths::CONFIG_DEFAULTS.u8string()
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);
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return lua::pushstring(L, combined["generator"].asString());
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}
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const luaL_Reg generationlib[] = {
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{"create_fragment", lua::wrap<l_create_fragment>},
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{"save_fragment", lua::wrap<l_save_fragment>},
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{"load_fragment", lua::wrap<l_load_fragment>},
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{"get_generators", lua::wrap<l_get_generators>},
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{"get_default_generator", lua::wrap<l_get_default_generator>},
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{NULL, NULL}};
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