315 lines
8.0 KiB
C++

#include <algorithm>
#include <glm/glm.hpp>
#include "items/Inventory.hpp"
#include "objects/Entities.hpp"
#include "objects/Player.hpp"
#include "objects/Players.hpp"
#include "physics/Hitbox.hpp"
#include "window/Camera.hpp"
#include "world/Level.hpp"
#include "libentity.hpp"
using namespace scripting;
inline Player* get_player(lua::State* L, int idx) {
return level->players->get(lua::tointeger(L, idx));
}
static int l_get_pos(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushvec_stack(L, player->getPosition());
}
return 0;
}
static int l_set_pos(lua::State* L) {
auto player = get_player(L, 1);
if (!player) {
return 0;
}
auto x = lua::tonumber(L, 2);
auto y = lua::tonumber(L, 3);
auto z = lua::tonumber(L, 4);
player->teleport(glm::vec3(x, y, z));
return 0;
}
static int l_get_vel(lua::State* L) {
if (auto player = get_player(L, 1)) {
if (auto hitbox = player->getHitbox()) {
return lua::pushvec_stack(L, hitbox->velocity);
}
}
return 0;
}
static int l_set_vel(lua::State* L) {
auto player = get_player(L, 1);
if (!player) {
return 0;
}
auto x = lua::tonumber(L, 2);
auto y = lua::tonumber(L, 3);
auto z = lua::tonumber(L, 4);
if (auto hitbox = player->getHitbox()) {
hitbox->velocity = glm::vec3(x, y, z);
}
return 0;
}
static int l_get_rot(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushvec_stack(L, player->cam);
}
return 0;
}
static int l_set_rot(lua::State* L) {
auto player = get_player(L, 1);
if (!player) {
return 0;
}
glm::vec3& cam = player->cam;
auto x = lua::tonumber(L, 2);
auto y = lua::tonumber(L, 3);
auto z = cam.z;
if (lua::isnumber(L, 4)) {
z = lua::tonumber(L, 4);
}
cam.x = x;
cam.y = y;
cam.z = z;
return 0;
}
static int l_get_dir(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushvec3(L, player->fpCamera->front);
}
return 0;
}
static int l_get_inv(lua::State* L) {
auto player = get_player(L, 1);
if (!player) {
return 0;
}
lua::pushinteger(L, player->getInventory()->getId());
lua::pushinteger(L, player->getChosenSlot());
return 2;
}
static int l_set_selected_slot(lua::State* L) {
if (auto player = get_player(L, 1)) {
player->setChosenSlot(lua::tointeger(L, 2) % 10);
}
return 0;
}
static int l_is_flight(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushboolean(L, player->isFlight());
}
return 0;
}
static int l_set_flight(lua::State* L) {
if (auto player = get_player(L, 1)) {
player->setFlight(lua::toboolean(L, 2));
}
return 0;
}
static int l_is_noclip(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushboolean(L, player->isNoclip());
}
return 0;
}
static int l_set_noclip(lua::State* L) {
if (auto player = get_player(L, 1)) {
player->setNoclip(lua::toboolean(L, 2));
}
return 0;
}
static int l_is_infinite_items(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushboolean(L, player->isInfiniteItems());
}
return 0;
}
static int l_set_infinite_items(lua::State* L) {
if (auto player = get_player(L, 1)) {
player->setInfiniteItems(lua::toboolean(L, 2));
}
return 0;
}
static int l_is_instant_destruction(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushboolean(L, player->isInstantDestruction());
}
return 0;
}
static int l_set_instant_destruction(lua::State* L) {
if (auto player = get_player(L, 1)) {
player->setInstantDestruction(lua::toboolean(L, 2));
}
return 0;
}
static int l_is_loading_chunks(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushboolean(L, player->isLoadingChunks());
}
return 0;
}
static int l_set_loading_chunks(lua::State* L) {
if (auto player = get_player(L, 1)) {
player->setLoadingChunks(lua::toboolean(L, 2));
}
return 0;
}
static int l_get_selected_block(lua::State* L) {
if (auto player = get_player(L, 1)) {
if (player->selection.vox.id == BLOCK_VOID) {
return 0;
}
return lua::pushivec_stack(L, player->selection.position);
}
return 0;
}
static int l_get_selected_entity(lua::State* L) {
if (auto player = get_player(L, 1)) {
if (auto eid = player->getSelectedEntity()) {
return lua::pushinteger(L, eid);
}
}
return 0;
}
static int l_get_spawnpoint(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushvec_stack(L, player->getSpawnPoint());
}
return 0;
}
static int l_set_spawnpoint(lua::State* L) {
if (auto player = get_player(L, 1)) {
auto x = lua::tonumber(L, 2);
auto y = lua::tonumber(L, 3);
auto z = lua::tonumber(L, 4);
player->setSpawnPoint(glm::vec3(x, y, z));
}
return 0;
}
static int l_get_entity(lua::State* L) {
auto player = get_player(L, 1);
if (player == nullptr) {
return 0;
}
return lua::pushinteger(L, player->getEntity());
}
static int l_set_entity(lua::State* L) {
auto player = get_player(L, 1);
if (player == nullptr) {
return 0;
}
if (auto entity = get_entity(L, 2)) {
player->setEntity(entity->getUID());
}
return 0;
}
static int l_get_camera(lua::State* L) {
auto player = get_player(L, 1);
if (player == nullptr) {
return 0;
}
auto found = std::find(
level->cameras.begin(), level->cameras.end(), player->currentCamera
);
if (found == level->cameras.end()) {
return 0;
}
return lua::pushinteger(L, found - level->cameras.begin());
}
static int l_set_camera(lua::State* L) {
auto player = get_player(L, 1);
if (player == nullptr) {
return 0;
}
size_t index = lua::tointeger(L, 2);
player->currentCamera = level->cameras.at(index);
return 0;
}
static int l_get_name(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushstring(L, player->getName());
}
return 0;
}
static int l_set_name(lua::State* L) {
if (auto player = get_player(L, 1)) {
player->setName(lua::require_string(L, 2));
}
return 0;
}
static int l_create(lua::State* L) {
auto player = level->players->create();
if (lua::isstring(L, 1)) {
player->setName(lua::require_string(L, 1));
}
return lua::pushinteger(L, player->getId());
}
const luaL_Reg playerlib[] = {
{"get_pos", lua::wrap<l_get_pos>},
{"set_pos", lua::wrap<l_set_pos>},
{"get_vel", lua::wrap<l_get_vel>},
{"set_vel", lua::wrap<l_set_vel>},
{"get_rot", lua::wrap<l_get_rot>},
{"set_rot", lua::wrap<l_set_rot>},
{"get_dir", lua::wrap<l_get_dir>},
{"get_inventory", lua::wrap<l_get_inv>},
{"is_flight", lua::wrap<l_is_flight>},
{"set_flight", lua::wrap<l_set_flight>},
{"is_noclip", lua::wrap<l_is_noclip>},
{"set_noclip", lua::wrap<l_set_noclip>},
{"is_infinite_items", lua::wrap<l_is_infinite_items>},
{"set_infinite_items", lua::wrap<l_set_infinite_items>},
{"is_instant_destruction", lua::wrap<l_is_instant_destruction>},
{"set_instant_destruction", lua::wrap<l_set_instant_destruction>},
{"is_loading_chunks", lua::wrap<l_is_loading_chunks>},
{"set_loading_chunks", lua::wrap<l_set_loading_chunks>},
{"set_selected_slot", lua::wrap<l_set_selected_slot>},
{"get_selected_block", lua::wrap<l_get_selected_block>},
{"get_selected_entity", lua::wrap<l_get_selected_entity>},
{"set_spawnpoint", lua::wrap<l_set_spawnpoint>},
{"get_spawnpoint", lua::wrap<l_get_spawnpoint>},
{"get_entity", lua::wrap<l_get_entity>},
{"set_entity", lua::wrap<l_set_entity>},
{"get_camera", lua::wrap<l_get_camera>},
{"set_camera", lua::wrap<l_set_camera>},
{"get_name", lua::wrap<l_get_name>},
{"set_name", lua::wrap<l_set_name>},
{"create", lua::wrap<l_create>},
{NULL, NULL}
};