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https://github.com/DarkflameUniverse/DarkflameServer.git
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5f689104af
This LUA scripting implementation uses the sol header only C++ wrapper for the native LUA libraries. The API does not follow the original LU scripting. Each instance of a script is in its own LUA-State, and has 'self' as a global. There are hooks to all the implemented CppScript methods, as well as a subset of the entity functionallity. Has to be expanded upon. This is local work which has been sitting for awhile; thought someone might like to take a look at it.
407 lines
15 KiB
C++
407 lines
15 KiB
C++
#include "lEntity.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "LuaScript.h"
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#include "DestroyableComponent.h"
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#include "BaseCombatAIComponent.h"
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#include "MovementAIComponent.h"
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#include "GameMessages.h"
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void lEntity::RegisterClass(LuaScript* script)
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{
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sol::state& lua = script->GetState();
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lua.new_usertype<lEntity>("Entity",
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sol::constructors<lEntity(LWOOBJID)>(),
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"IsValid", &lEntity::IsValid,
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"GetID", &lEntity::GetID,
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"GetLOT", &lEntity::GetLOT,
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"GetPosition", &lEntity::GetPosition,
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"GetRotation", &lEntity::GetRotation,
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"SetPosition", &lEntity::SetPosition,
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"SetRotation", &lEntity::SetRotation,
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"AddTimer", &lEntity::AddTimer,
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"Smash", &lEntity::Smash,
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"LoadScript", &lEntity::LoadScript,
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"SetVar", &lEntity::SetVar,
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"GetVar", [script](lEntity& entity, const std::string& key) {
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return entity.GetVar(script, key);
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},
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#pragma region DestroyableComponent
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"GetHealth", [](lEntity& entity) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->GetHealth();
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},
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"GetArmor", [](lEntity& entity) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->GetArmor();
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},
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"GetImagination", [](lEntity& entity) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->GetImagination();
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},
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"GetMaxHealth", [](lEntity& entity) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->GetMaxHealth();
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},
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"GetMaxArmor", [](lEntity& entity) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->GetMaxArmor();
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},
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"GetMaxImagination", [](lEntity& entity) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->GetMaxImagination();
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},
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"SetHealth", [](lEntity& entity, int32_t health) {
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GetComponent<DestroyableComponent>(entity)->SetHealth(health);
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},
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"SetArmor", [](lEntity& entity, int32_t armor) {
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GetComponent<DestroyableComponent>(entity)->SetArmor(armor);
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},
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"SetImagination", [](lEntity& entity, int32_t imagination) {
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GetComponent<DestroyableComponent>(entity)->SetImagination(imagination);
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},
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"SetMaxHealth", [](lEntity& entity, float maxHealth) {
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GetComponent<DestroyableComponent>(entity)->SetMaxHealth(maxHealth);
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},
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"SetMaxArmor", [](lEntity& entity, float maxArmor) {
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GetComponent<DestroyableComponent>(entity)->SetMaxArmor(maxArmor);
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},
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"SetMaxImagination", [](lEntity& entity, float maxImagination) {
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GetComponent<DestroyableComponent>(entity)->SetMaxImagination(maxImagination);
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},
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"Damage", [](lEntity& entity, int32_t damage, sol::object origin) {
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GetComponent<DestroyableComponent>(entity)->Damage(damage, dLua::GetEntityID(origin));
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},
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"Heal", [](lEntity& entity, int32_t heal) {
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GetComponent<DestroyableComponent>(entity)->Heal(heal);
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},
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"Repair", [](lEntity& entity, int32_t repair) {
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GetComponent<DestroyableComponent>(entity)->Repair(repair);
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},
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"Imagine", [](lEntity& entity, int32_t imagine) {
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GetComponent<DestroyableComponent>(entity)->Imagine(imagine);
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},
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"GetDamageToAbsorb", [](lEntity& entity) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->GetDamageToAbsorb();
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},
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"SetDamageToAbsorb", [](lEntity& entity, int32_t damageToAbsorb) {
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GetComponent<DestroyableComponent>(entity)->SetDamageToAbsorb(damageToAbsorb);
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},
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"GetDamageReduction", [](lEntity& entity) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->GetDamageReduction();
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},
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"SetDamageReduction", [](lEntity& entity, int32_t damageReduction) {
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GetComponent<DestroyableComponent>(entity)->SetDamageReduction(damageReduction);
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},
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"GetIsImmune", [](lEntity& entity) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->IsImmune();
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},
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"SetIsImmune", [](lEntity& entity, bool immune) {
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GetComponent<DestroyableComponent>(entity)->SetIsImmune(immune);
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},
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"GetIsShielded", [](lEntity& entity) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->GetIsShielded();
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},
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"SetIsShielded", [](lEntity& entity, bool shielded) {
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GetComponent<DestroyableComponent>(entity)->SetIsShielded(shielded);
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},
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"AddFaction", [](lEntity& entity, int32_t faction) {
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GetComponent<DestroyableComponent>(entity)->AddFaction(faction);
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},
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"AddEnemyFaction", [](lEntity& entity, int32_t faction) {
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GetComponent<DestroyableComponent>(entity)->AddEnemyFaction(faction);
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},
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"GetAttacksToBlock", [](lEntity& entity) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->GetAttacksToBlock();
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},
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"SetAttacksToBlock", [](lEntity& entity, int32_t attacksToBlock) {
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GetComponent<DestroyableComponent>(entity)->SetAttacksToBlock(attacksToBlock);
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},
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"SetFaction", [](lEntity& entity, int32_t faction) {
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GetComponent<DestroyableComponent>(entity)->SetFaction(faction);
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},
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"HasFaction", [](lEntity& entity, int32_t faction) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->HasFaction(faction);
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},
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"GetLootMatrixID", [](lEntity& entity) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->GetLootMatrixID();
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},
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"SetLootMatrixID", [](lEntity& entity, int32_t lootMatrixID) {
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GetComponent<DestroyableComponent>(entity)->SetLootMatrixID(lootMatrixID);
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},
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"PushImmunity", [](lEntity& entity, int32_t immunity) {
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GetComponent<DestroyableComponent>(entity)->PushImmunity(immunity);
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},
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"PopImmunity", [](lEntity& entity) {
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GetComponent<DestroyableComponent>(entity)->PopImmunity();
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},
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"GetIsSmashable", [](lEntity& entity) {
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AssertComponent<DestroyableComponent>(entity);
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return entity->GetComponent<DestroyableComponent>()->GetIsSmashable();
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},
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"SetIsSmashable", [](lEntity& entity, bool smashable) {
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GetComponent<DestroyableComponent>(entity)->SetIsSmashable(smashable);
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},
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#pragma endregion DestroyableComponent
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#pragma region BaseCombatAIComponent
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"GetStunned", [](lEntity& entity) {
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AssertComponent<BaseCombatAIComponent>(entity);
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return entity->GetComponent<BaseCombatAIComponent>()->GetStunned();
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},
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"SetStunned", [](lEntity& entity, bool stunned) {
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AssertComponent<BaseCombatAIComponent>(entity);
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entity->GetComponent<BaseCombatAIComponent>()->SetStunned(stunned);
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},
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"Stun", [](lEntity& entity, float duration) {
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AssertComponent<BaseCombatAIComponent>(entity);
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entity->GetComponent<BaseCombatAIComponent>()->Stun(duration);
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},
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"GetAIDisabled", [](lEntity& entity) {
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AssertComponent<BaseCombatAIComponent>(entity);
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return entity->GetComponent<BaseCombatAIComponent>()->GetDistabled();
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},
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"SetAIDisabled", [](lEntity& entity, bool disabled) {
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AssertComponent<BaseCombatAIComponent>(entity);
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entity->GetComponent<BaseCombatAIComponent>()->SetDisabled(disabled);
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},
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#pragma endregion BaseCombatAIComponent
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#pragma region MovementAIComponent
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"GetDestination", [](lEntity& entity) {
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GetComponent<MovementAIComponent>(entity)->GetDestination();
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},
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"SetDestination", [](lEntity& entity, const NiPoint3& destination) {
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GetComponent<MovementAIComponent>(entity)->SetDestination(destination);
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},
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"Warp", [](lEntity& entity, const NiPoint3& point) {
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GetComponent<MovementAIComponent>(entity)->Warp(point);
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},
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#pragma endregion MovementAIComponent
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#pragma region GameMessages
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"PlayAnimation", [](lEntity& entity, const std::string& animation) {
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GameMessages::SendPlayAnimation(entity.GetEntityOrThrow(), GeneralUtils::ASCIIToUTF16(animation));
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},
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"PlayFX", [](lEntity& entity, int32_t effectID, const std::string& effectType, const std::string& name) {
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GameMessages::SendPlayFXEffect(entity.GetID(), effectID, GeneralUtils::ASCIIToUTF16(effectType), name);
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},
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"StopFX", [](lEntity& entity, const std::string& name, bool killImmediate) {
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GameMessages::SendStopFXEffect(entity.GetEntityOrThrow(), killImmediate, name);
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}
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#pragma endregion GameMessages
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);
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// Register a function create a new entity
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// Takes a table with the following fields:
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// - lot: number
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// - position: Vector3 (optional)
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// - rotation: Quaternion (optional)
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// - spawner: lEntity (optional)
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lua.set_function("spawn", [script](sol::table entityData) {
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sol::state& lua = script->GetState();
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// Get the lot
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LOT lot = dLua::TableGet<LOT>(entityData, "lot");
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// Use the state entity's position and rotation if none is provided
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Entity* stateEntity = script->GetEntity();
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// Get the position
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NiPoint3 position;
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if (!dLua::TryTableGet(entityData, "position", position))
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position = stateEntity->GetPosition();
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// Get the rotation
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NiQuaternion rotation;
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if (!dLua::TryTableGet(entityData, "rotation", rotation))
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rotation = stateEntity->GetRotation();
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// Get the spawner
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Entity* spawner = nullptr;
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lEntity spawnerEntity;
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if (dLua::TryTableGet(entityData, "spawner", spawnerEntity)) {
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spawner = dLua::GetEntityOrThrow(spawnerEntity.id);
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} else {
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spawner = stateEntity;
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}
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// Create the entity
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EntityInfo info {};
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info.lot = lot;
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info.pos = position;
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info.rot = rotation;
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info.spawnerID = spawner->GetObjectID();
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Entity* entity = EntityManager::Instance()->CreateEntity(info);
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EntityManager::Instance()->ConstructEntity(entity);
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// Return the entity
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return lEntity(entity->GetObjectID());
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});
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}
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lEntity::lEntity(Entity* entity) {
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if (entity == nullptr) {
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this->id = LWOOBJID_EMPTY;
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} else {
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this->id = entity->GetObjectID();
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}
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}
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bool lEntity::IsValid() const {
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return GetEntity() != nullptr;
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}
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LWOOBJID lEntity::GetID() const {
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return id;
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}
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LOT lEntity::GetLOT() const {
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return GetEntityOrThrow()->GetLOT();
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}
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NiPoint3 lEntity::GetPosition() const {
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return GetEntityOrThrow()->GetPosition();
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}
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NiQuaternion lEntity::GetRotation() const {
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return GetEntityOrThrow()->GetRotation();
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}
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void lEntity::SetPosition(const NiPoint3& pos) {
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GetEntityOrThrow()->SetPosition(pos);
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}
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void lEntity::SetRotation(const NiQuaternion& rot) {
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GetEntityOrThrow()->SetRotation(rot);
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}
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void lEntity::SetVar(const std::string& key, sol::object value) {
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const std::u16string key16 = GeneralUtils::ASCIIToUTF16(key);
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Entity* entity = GetEntityOrThrow();
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sol::type type = value.get_type();
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if (value.is<lEntity>()) {
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LWOOBJID entityID = value.as<lEntity>().GetID();
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entity->SetVar(key16, entityID);
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return;
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}
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switch (type) {
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case sol::type::boolean:
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entity->SetVar(key16, value.as<bool>());
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break;
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case sol::type::number:
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entity->SetVar(key16, value.as<float>());
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break;
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case sol::type::string:
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entity->SetVar(key16, GeneralUtils::ASCIIToUTF16(value.as<std::string>()));
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break;
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case sol::type::nil:
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entity->SetVar(key16, value); // Maybe store nil some other way?
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break;
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default:
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Game::logger->Log("lEntity", "Unknown type for SetVar: %i\n", type);
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entity->SetVar(key16, value);
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break;
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}
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}
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sol::object lEntity::GetVar(LuaScript* script, const std::string& key) {
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const std::u16string key16 = GeneralUtils::ASCIIToUTF16(key);
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Entity* entity = GetEntityOrThrow();
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LDFBaseData* value = entity->GetVarData(key16);
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if (value == nullptr) {
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return sol::make_object(script->GetState(), sol::nil);
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}
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eLDFType type = value->GetValueType();
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sol::state& lua = script->GetState();
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switch (type) {
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case LDF_TYPE_UTF_16:
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return sol::make_object(lua, GeneralUtils::UTF16ToWTF8(entity->GetVar<std::u16string>(key16)));
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case LDF_TYPE_S32:
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return sol::make_object(lua, entity->GetVar<int32_t>(key16));
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case LDF_TYPE_FLOAT:
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return sol::make_object(lua, entity->GetVar<float>(key16));
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case LDF_TYPE_DOUBLE:
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return sol::make_object(lua, entity->GetVar<double>(key16));
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case LDF_TYPE_U32:
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return sol::make_object(lua, entity->GetVar<uint32_t>(key16));
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case LDF_TYPE_BOOLEAN:
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return sol::make_object(lua, entity->GetVar<bool>(key16));
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case LDF_TYPE_U64:
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return sol::make_object(lua, entity->GetVar<uint64_t>(key16));
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case LDF_TYPE_OBJID:
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return sol::make_object(lua, lEntity(entity->GetVar<LWOOBJID>(key16)));
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case LDF_TYPE_UTF_8:
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return sol::make_object(lua, entity->GetVar<std::string>(key16));
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default:
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Game::logger->Log("lEntity", "Unknown type for GetVar: %i\n", type);
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return entity->GetVar<sol::object>(key16);
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}
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}
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void lEntity::Smash(sol::object smasher) {
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Entity* entity = GetEntityOrThrow();
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LWOOBJID smasherEntity = dLua::GetEntityID(smasher);
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entity->Smash(smasherEntity);
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}
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void lEntity::AddTimer(const std::string& name, float seconds) {
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GetEntityOrThrow()->AddTimer(name, seconds);
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}
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void lEntity::LoadScript(const std::string& name) {
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dLua::LoadScript(GetEntityOrThrow(), name);
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}
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void lEntity::Serialize() {
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EntityManager::Instance()->SerializeEntity(GetEntityOrThrow());
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}
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Entity* lEntity::GetEntity() const
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{
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return dLua::GetEntity(id);
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}
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Entity* lEntity::GetEntityOrThrow() const
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{
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return dLua::GetEntityOrThrow(id);
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}
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Entity* lEntity::operator->() const
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{
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return GetEntity();
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}
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