refactor: 'lua' namespace expansion

This commit is contained in:
MihailRis
2024-06-11 03:37:35 +03:00
parent 7973a9c32b
commit 0647bc6f90
26 changed files with 613 additions and 723 deletions
+41 -61
View File
@@ -1,6 +1,5 @@
#include "lua_commons.hpp"
#include "api_lua.hpp"
#include "../scripting.hpp"
#include "../../../world/Level.hpp"
#include "../../../objects/Player.hpp"
#include "../../../physics/Hitbox.hpp"
@@ -9,20 +8,17 @@
#include <glm/glm.hpp>
using namespace scripting;
inline std::shared_ptr<Player> get_player(lua_State* L, int idx) {
return scripting::level->getObject<Player>(lua_tointeger(L, idx));
return level->getObject<Player>(lua::tointeger(L, idx));
}
static int l_player_get_pos(lua_State* L) {
auto player = get_player(L, 1);
if (!player) {
return 0;
if (auto player = get_player(L, 1)) {
return lua::pushvec3(L, player->hitbox->position);
}
glm::vec3 pos = player->hitbox->position;
lua_pushnumber(L, pos.x);
lua_pushnumber(L, pos.y);
lua_pushnumber(L, pos.z);
return 3;
return 0;
}
static int l_player_set_pos(lua_State* L) {
@@ -30,23 +26,18 @@ static int l_player_set_pos(lua_State* L) {
if (!player) {
return 0;
}
auto x = lua_tonumber(L, 2);
auto y = lua_tonumber(L, 3);
auto z = lua_tonumber(L, 4);
auto x = lua::tonumber(L, 2);
auto y = lua::tonumber(L, 3);
auto z = lua::tonumber(L, 4);
player->hitbox->position = glm::vec3(x, y, z);
return 0;
}
static int l_player_get_vel(lua_State* L) {
auto player = get_player(L, 1);
if (!player) {
return 0;
if (auto player = get_player(L, 1)) {
return lua::pushvec3(L, player->hitbox->velocity);
}
glm::vec3 vel = player->hitbox->velocity;
lua_pushnumber(L, vel.x);
lua_pushnumber(L, vel.y);
lua_pushnumber(L, vel.z);
return 3;
return 0;
}
static int l_player_set_vel(lua_State* L) {
@@ -54,23 +45,18 @@ static int l_player_set_vel(lua_State* L) {
if (!player) {
return 0;
}
auto x = lua_tonumber(L, 2);
auto y = lua_tonumber(L, 3);
auto z = lua_tonumber(L, 4);
auto x = lua::tonumber(L, 2);
auto y = lua::tonumber(L, 3);
auto z = lua::tonumber(L, 4);
player->hitbox->velocity = glm::vec3(x, y, z);
return 0;
}
static int l_player_get_rot(lua_State* L) {
auto player = get_player(L, 1);
if (!player) {
return 0;
if (auto player = get_player(L, 1)) {
return lua::pushvec3(L, player->cam);
}
const glm::vec3& rot = player->cam;
lua_pushnumber(L, rot.x);
lua_pushnumber(L, rot.y);
lua_pushnumber(L, rot.z);
return 3;
return 0;
}
static int l_player_set_rot(lua_State* L) {
@@ -80,11 +66,11 @@ static int l_player_set_rot(lua_State* L) {
}
glm::vec3& cam = player->cam;
lua_Number x = lua_tonumber(L, 2);
lua_Number y = lua_tonumber(L, 3);
lua_Number x = lua::tonumber(L, 2);
lua_Number y = lua::tonumber(L, 3);
lua_Number z = cam.z;
if (lua_isnumber(L, 4)) {
z = lua_tonumber(L, 4);
z = lua::tonumber(L, 4);
}
cam.x = x;
cam.y = y;
@@ -97,37 +83,35 @@ static int l_player_get_inv(lua_State* L) {
if (!player) {
return 0;
}
lua_pushinteger(L, player->getInventory()->getId());
lua_pushinteger(L, player->getChosenSlot());
lua::pushinteger(L, player->getInventory()->getId());
lua::pushinteger(L, player->getChosenSlot());
return 2;
}
static int l_player_is_flight(lua_State* L) {
if (auto player = get_player(L, 1)) {
lua_pushboolean(L, player->isFlight());
return 1;
return lua::pushboolean(L, player->isFlight());
}
return 0;
}
static int l_player_set_flight(lua_State* L) {
if (auto player = get_player(L, 1)) {
player->setFlight(lua_toboolean(L, 2));
player->setFlight(lua::toboolean(L, 2));
}
return 0;
}
static int l_player_is_noclip(lua_State* L) {
if (auto player = get_player(L, 1)) {
lua_pushboolean(L, player->isNoclip());
return 1;
return lua::pushboolean(L, player->isNoclip());
}
return 0;
}
static int l_player_set_noclip(lua_State* L) {
if (auto player = get_player(L, 1)) {
player->setNoclip(lua_toboolean(L, 2));
player->setNoclip(lua::toboolean(L, 2));
}
return 0;
}
@@ -137,27 +121,23 @@ static int l_player_get_selected_block(lua_State* L) {
if (player->selection.vox.id == BLOCK_VOID) {
return 0;
}
const glm::ivec3 pos = player->selection.position;
lua_pushinteger(L, pos.x);
lua_pushinteger(L, pos.y);
lua_pushinteger(L, pos.z);
return 3;
return lua::pushivec3(L, player->selection.position);
}
return 0;
}
const luaL_Reg playerlib [] = {
{"get_pos", lua_wrap_errors<l_player_get_pos>},
{"set_pos", lua_wrap_errors<l_player_set_pos>},
{"get_vel", lua_wrap_errors<l_player_get_vel>},
{"set_vel", lua_wrap_errors<l_player_set_vel>},
{"get_rot", lua_wrap_errors<l_player_get_rot>},
{"set_rot", lua_wrap_errors<l_player_set_rot>},
{"get_inventory", lua_wrap_errors<l_player_get_inv>},
{"is_flight", lua_wrap_errors<l_player_is_flight>},
{"set_flight", lua_wrap_errors<l_player_set_flight>},
{"is_noclip", lua_wrap_errors<l_player_is_noclip>},
{"set_noclip", lua_wrap_errors<l_player_set_noclip>},
{"get_selected_block", lua_wrap_errors<l_player_get_selected_block>},
{"get_pos", lua::wrap<l_player_get_pos>},
{"set_pos", lua::wrap<l_player_set_pos>},
{"get_vel", lua::wrap<l_player_get_vel>},
{"set_vel", lua::wrap<l_player_set_vel>},
{"get_rot", lua::wrap<l_player_get_rot>},
{"set_rot", lua::wrap<l_player_set_rot>},
{"get_inventory", lua::wrap<l_player_get_inv>},
{"is_flight", lua::wrap<l_player_is_flight>},
{"set_flight", lua::wrap<l_player_set_flight>},
{"is_noclip", lua::wrap<l_player_is_noclip>},
{"set_noclip", lua::wrap<l_player_set_noclip>},
{"get_selected_block", lua::wrap<l_player_get_selected_block>},
{NULL, NULL}
};