One step closer to multiplayer
This commit is contained in:
@@ -53,8 +53,8 @@ int Clock::getTickId() const {
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BlocksController::BlocksController(Level* level, uint padding)
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: level(level),
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chunks(level->chunks),
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lighting(level->lighting),
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chunks(level->chunks.get()),
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lighting(level->lighting.get()),
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randTickClock(20, 3),
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blocksTickClock(20, 1),
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padding(padding) {
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@@ -28,6 +28,7 @@ public:
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int getTickId() const;
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};
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/* BlocksController manages block updates and block data (aka inventories) */
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class BlocksController {
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Level* level;
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Chunks* chunks;
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@@ -24,8 +24,8 @@ const uint MIN_SURROUNDING = 9;
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ChunksController::ChunksController(Level* level, uint padding)
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: level(level),
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chunks(level->chunks),
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lighting(level->lighting),
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chunks(level->chunks.get()),
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lighting(level->lighting.get()),
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padding(padding),
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generator(WorldGenerators::createGenerator(level->getWorld()->getGenerator(), level->content)) {
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}
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@@ -131,4 +131,4 @@ void ChunksController::createChunk(int x, int z) {
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}
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chunk->setLoaded(true);
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chunk->setReady(true);
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}
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}
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@@ -1,32 +1,32 @@
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#include "LevelController.h"
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#include "../world/Level.h"
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#include "PlayerController.h"
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#include "BlocksController.h"
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#include "ChunksController.h"
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#include "../physics/Hitbox.h"
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#include "scripting/scripting.h"
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#include "../interfaces/Object.h"
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LevelController::LevelController(EngineSettings& settings, Level* level)
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: settings(settings), level(level) {
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blocks = std::make_unique<BlocksController>(level, settings.chunks.padding);
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chunks = std::make_unique<ChunksController>(level, settings.chunks.padding);
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player = std::make_unique<PlayerController>(level, settings, blocks.get());
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: settings(settings), level(level),
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blocks(std::make_unique<BlocksController>(level, settings.chunks.padding)),
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chunks(std::make_unique<ChunksController>(level, settings.chunks.padding)),
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player(std::make_unique<PlayerController>(level, settings, blocks.get())) {
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scripting::on_world_load(level, blocks.get());
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}
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LevelController::~LevelController() {
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}
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void LevelController::update(float delta, bool input, bool pause) {
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player->update(delta, input, pause);
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level->update();
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glm::vec3 position = player->getPlayer()->hitbox->position;
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level->loadMatrix(position.x, position.z, settings.chunks.loadDistance + settings.chunks.padding * 2);
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chunks->update(settings.chunks.loadSpeed);
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// erease null pointers
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level->objects.remove_if([](auto obj) { return obj == nullptr; });
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level->objects.erase(
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std::remove_if(
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level->objects.begin(), level->objects.end(),
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[](auto obj) { return obj == nullptr; }),
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level->objects.end()
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);
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if (!pause) {
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// update all objects that needed
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@@ -49,3 +49,11 @@ void LevelController::onWorldSave() {
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void LevelController::onWorldQuit() {
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scripting::on_world_quit();
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}
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Level* LevelController::getLevel() {
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return level.get();
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}
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Player* LevelController::getPlayer() {
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return player->getPlayer();
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}
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@@ -4,22 +4,23 @@
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#include <memory>
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#include "../settings.h"
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#include "PlayerController.h"
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#include "BlocksController.h"
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#include "ChunksController.h"
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class Level;
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class BlocksController;
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class ChunksController;
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class PlayerController;
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class Player;
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/* LevelController manages other controllers */
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class LevelController {
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EngineSettings& settings;
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Level* level;
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std::unique_ptr<Level> level;
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// Sub-controllers
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std::unique_ptr<BlocksController> blocks;
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std::unique_ptr<ChunksController> chunks;
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std::unique_ptr<PlayerController> player;
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public:
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LevelController(EngineSettings& settings, Level* level);
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~LevelController();
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/*
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@param delta time elapsed since the last update
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@@ -32,6 +33,9 @@ public:
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void onWorldSave();
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void onWorldQuit();
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Level* getLevel();
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Player* getPlayer();
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};
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#endif // LOGIC_LEVEL_CONTROLLER_H_
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@@ -142,8 +142,8 @@ PlayerController::PlayerController(
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const EngineSettings& settings,
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BlocksController* blocksController)
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: level(level),
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player(level->player),
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camControl(level->player, settings.camera),
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player(level->getObject<Player>(0)),
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camControl(player, settings.camera),
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blocksController(blocksController) {
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}
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@@ -186,7 +186,7 @@ void PlayerController::updateCamera(float delta, bool movement) {
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if (movement) {
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camControl.updateMouse(input);
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}
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camControl.update(input, delta, level->chunks);
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camControl.update(input, delta, level->chunks.get());
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}
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void PlayerController::resetKeyboard() {
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@@ -207,9 +207,8 @@ void PlayerController::updateControls(float delta){
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void PlayerController::updateInteraction(){
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auto indices = level->content->getIndices();
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Chunks* chunks = level->chunks;
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Player* player = level->player.get();
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Lighting* lighting = level->lighting;
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Chunks* chunks = level->chunks.get();
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Lighting* lighting = level->lighting.get();
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Camera* camera = player->camera.get();
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glm::vec3 end;
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glm::ivec3 iend;
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@@ -269,24 +268,24 @@ void PlayerController::updateInteraction(){
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if (lclick) {
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if (!input.shift && item->rt.funcsset.on_block_break_by) {
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if (scripting::on_item_break_block(player, item, x, y, z))
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if (scripting::on_item_break_block(player.get(), item, x, y, z))
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return;
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}
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}
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Block* target = indices->getBlockDef(vox->id);
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if (lclick && target->breakable){
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blocksController->breakBlock(player, target, x, y, z);
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blocksController->breakBlock(player.get(), target, x, y, z);
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}
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if (rclick) {
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if (!input.shift && item->rt.funcsset.on_use_on_block) {
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if (scripting::on_item_use_on_block(player, item, x, y, z))
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if (scripting::on_item_use_on_block(player.get(), item, x, y, z))
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return;
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}
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}
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if (def && rclick){
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if (!input.shift && target->rt.funcsset.oninteract) {
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if (scripting::on_block_interact(player, target, x, y, z))
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if (scripting::on_block_interact(player.get(), target, x, y, z))
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return;
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}
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if (!target->replaceable){
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@@ -310,7 +309,7 @@ void PlayerController::updateInteraction(){
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chunks->set(x, y, z, chosenBlock, states);
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lighting->onBlockSet(x,y,z, chosenBlock);
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if (def->rt.funcsset.onplaced) {
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scripting::on_block_placed(player, def, x, y, z);
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scripting::on_block_placed(player.get(), def, x, y, z);
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}
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blocksController->updateSides(x, y, z);
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}
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@@ -337,3 +336,7 @@ void PlayerController::updateInteraction(){
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selectedBlockStates = 0;
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}
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}
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Player* PlayerController::getPlayer() {
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return player.get();
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}
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@@ -49,6 +49,8 @@ public:
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const EngineSettings& settings,
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BlocksController* blocksController);
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void update(float delta, bool input, bool pause);
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Player* getPlayer();
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};
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#endif /* PLAYER_CONTROL_H_ */
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@@ -11,9 +11,9 @@
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/* == player library ==*/
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int l_player_get_pos(lua_State* L) {
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int playerid = lua_tointeger(L, 1);
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if (playerid != 1)
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return 0;
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glm::vec3 pos = scripting::level->player->hitbox->position;
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auto player = scripting::level->getObject<Player>(playerid);
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if (!player) return 0;
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glm::vec3 pos = player->hitbox->position;
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lua_pushnumber(L, pos.x);
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lua_pushnumber(L, pos.y);
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lua_pushnumber(L, pos.z);
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@@ -22,20 +22,19 @@ int l_player_get_pos(lua_State* L) {
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int l_player_set_pos(lua_State* L) {
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int playerid = lua_tointeger(L, 1);
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if (playerid != 1)
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return 0;
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lua::luanumber x = lua_tonumber(L, 2);
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lua::luanumber y = lua_tonumber(L, 3);
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lua::luanumber z = lua_tonumber(L, 4);
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scripting::level->player->hitbox->position = glm::vec3(x, y, z);
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auto player = scripting::level->getObject<Player>(playerid);
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if (player) player->hitbox->position = glm::vec3(x, y, z);
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return 0;
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}
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int l_player_get_vel(lua_State* L) {
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int playerid = lua_tointeger(L, 1);
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if (playerid != 1)
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return 0;
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glm::vec3 vel = scripting::level->player->hitbox->velocity;
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auto player = scripting::level->getObject<Player>(playerid);
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if (!player) return 0;
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glm::vec3 vel = player->hitbox->velocity;
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lua_pushnumber(L, vel.x);
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lua_pushnumber(L, vel.y);
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lua_pushnumber(L, vel.z);
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@@ -44,20 +43,19 @@ int l_player_get_vel(lua_State* L) {
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int l_player_set_vel(lua_State* L) {
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int playerid = lua_tointeger(L, 1);
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if (playerid != 1)
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return 0;
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lua::luanumber x = lua_tonumber(L, 2);
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lua::luanumber y = lua_tonumber(L, 3);
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lua::luanumber z = lua_tonumber(L, 4);
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scripting::level->player->hitbox->velocity = glm::vec3(x, y, z);
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auto player = scripting::level->getObject<Player>(playerid);
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if (player) player->hitbox->velocity = glm::vec3(x, y, z);
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return 0;
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}
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int l_player_get_rot(lua_State* L) {
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int playerid = lua_tointeger(L, 1);
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if (playerid != 1)
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return 0;
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glm::vec2 rot = scripting::level->player->cam;
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auto player = scripting::level->getObject<Player>(playerid);
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if (!player) return 0;
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glm::vec2 rot = player->cam;
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lua_pushnumber(L, rot.x);
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lua_pushnumber(L, rot.y);
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return 2;
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@@ -65,11 +63,11 @@ int l_player_get_rot(lua_State* L) {
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int l_player_set_rot(lua_State* L) {
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int playerid = lua_tointeger(L, 1);
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if (playerid != 1)
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return 0;
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auto player = scripting::level->getObject<Player>(playerid);
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if (!player) return 0;
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lua::luanumber x = lua_tonumber(L, 2);
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lua::luanumber y = lua_tonumber(L, 3);
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glm::vec2& cam = scripting::level->player->cam;
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glm::vec2& cam = player->cam;
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cam.x = x;
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cam.y = y;
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return 0;
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@@ -77,9 +75,8 @@ int l_player_set_rot(lua_State* L) {
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int l_player_get_inv(lua_State* L) {
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int playerid = lua_tointeger(L, 1);
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if (playerid != 1)
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return 0;
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auto player = scripting::level->player;
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auto player = scripting::level->getObject<Player>(playerid);
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if (!player) return 0;
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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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@@ -8,6 +8,7 @@
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#include "../../files/files.h"
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#include "../../util/timeutil.h"
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#include "../../world/Level.h"
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#include "../../objects/Player.h"
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#include "../../voxels/Block.h"
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#include "../../items/ItemDef.h"
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#include "../../items/Inventory.h"
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@@ -160,7 +161,7 @@ void scripting::on_block_placed(Player* player, const Block* block, int x, int y
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std::string name = block->name+".placed";
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if (state->getglobal(name)) {
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state->pushivec3(x, y, z);
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state->pushinteger(1); // playerid placeholder
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state->pushinteger(player->getId());
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state->callNoThrow(4);
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}
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}
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@@ -169,7 +170,7 @@ void scripting::on_block_broken(Player* player, const Block* block, int x, int y
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std::string name = block->name+".broken";
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if (state->getglobal(name)) {
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state->pushivec3(x, y, z);
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state->pushinteger(1); // playerid placeholder
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state->pushinteger(player->getId());
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state->callNoThrow(4);
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}
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}
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@@ -178,7 +179,7 @@ bool scripting::on_block_interact(Player* player, const Block* block, int x, int
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std::string name = block->name+".interact";
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if (state->getglobal(name)) {
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state->pushivec3(x, y, z);
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state->pushinteger(1); // playerid placeholder
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state->pushinteger(player->getId());
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if (state->callNoThrow(4)) {
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return state->toboolean(-1);
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}
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@@ -190,7 +191,7 @@ bool scripting::on_item_use_on_block(Player* player, const ItemDef* item, int x,
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std::string name = item->name+".useon";
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if (state->getglobal(name)) {
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state->pushivec3(x, y, z);
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state->pushinteger(1); // playerid placeholder
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state->pushinteger(player->getId());
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if (state->callNoThrow(4)) {
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return state->toboolean(-1);
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}
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@@ -202,7 +203,7 @@ bool scripting::on_item_break_block(Player* player, const ItemDef* item, int x,
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std::string name = item->name+".blockbreakby";
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if (state->getglobal(name)) {
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state->pushivec3(x, y, z);
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state->pushinteger(1); // playerid placeholder
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state->pushinteger(player->getId());
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if (state->callNoThrow(4)) {
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return state->toboolean(-1);
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}
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Block a user