move lua libs to /logic/scripting/lua/libs
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#include <cmath>
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#include <filesystem>
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#include "assets/Assets.hpp"
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#include "assets/AssetsLoader.hpp"
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#include "engine.hpp"
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#include "files/engine_paths.hpp"
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#include "world/Level.hpp"
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#include "world/World.hpp"
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#include "api_lua.hpp"
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using namespace scripting;
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namespace fs = std::filesystem;
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static int l_world_get_list(lua::State* L) {
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auto paths = engine->getPaths();
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auto worlds = paths->scanForWorlds();
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lua::createtable(L, worlds.size(), 0);
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for (size_t i = 0; i < worlds.size(); i++) {
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lua::createtable(L, 0, 1);
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auto name = worlds[i].filename().u8string();
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lua::pushstring(L, name);
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lua::setfield(L, "name");
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auto assets = engine->getAssets();
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std::string icon = "world#" + name + ".icon";
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if (!AssetsLoader::loadExternalTexture(
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assets,
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icon,
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{worlds[i] / fs::path("icon.png"),
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worlds[i] / fs::path("preview.png")}
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)) {
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icon = "gui/no_world_icon";
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}
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lua::pushstring(L, icon);
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lua::setfield(L, "icon");
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lua::rawseti(L, i + 1);
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}
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return 1;
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}
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static int l_world_get_total_time(lua::State* L) {
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return lua::pushnumber(L, level->getWorld()->getInfo().totalTime);
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}
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static int l_world_get_day_time(lua::State* L) {
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return lua::pushnumber(L, level->getWorld()->getInfo().daytime);
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}
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static int l_world_set_day_time(lua::State* L) {
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auto value = lua::tonumber(L, 1);
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level->getWorld()->getInfo().daytime = std::fmod(value, 1.0);
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return 0;
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}
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static int l_world_set_day_time_speed(lua::State* L) {
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auto value = lua::tonumber(L, 1);
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level->getWorld()->getInfo().daytimeSpeed = std::abs(value);
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return 0;
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}
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static int l_world_get_day_time_speed(lua::State* L) {
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return lua::pushnumber(L, level->getWorld()->getInfo().daytimeSpeed);
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}
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static int l_world_get_seed(lua::State* L) {
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return lua::pushinteger(L, level->getWorld()->getSeed());
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}
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static int l_world_exists(lua::State* L) {
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auto name = lua::require_string(L, 1);
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auto worldsDir = engine->getPaths()->getWorldFolderByName(name);
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return lua::pushboolean(L, fs::is_directory(worldsDir));
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}
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static int l_world_is_day(lua::State* L) {
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auto daytime = level->getWorld()->getInfo().daytime;
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return lua::pushboolean(L, daytime >= 0.2 && daytime <= 0.8);
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}
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static int l_world_is_night(lua::State* L) {
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auto daytime = level->getWorld()->getInfo().daytime;
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return lua::pushboolean(L, daytime < 0.2 || daytime > 0.8);
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}
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const luaL_Reg worldlib[] = {
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{"get_list", lua::wrap<l_world_get_list>},
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{"get_total_time", lua::wrap<l_world_get_total_time>},
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{"get_day_time", lua::wrap<l_world_get_day_time>},
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{"set_day_time", lua::wrap<l_world_set_day_time>},
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{"set_day_time_speed", lua::wrap<l_world_set_day_time_speed>},
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{"get_day_time_speed", lua::wrap<l_world_get_day_time_speed>},
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{"get_seed", lua::wrap<l_world_get_seed>},
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{"is_day", lua::wrap<l_world_is_day>},
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{"is_night", lua::wrap<l_world_is_night>},
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{"exists", lua::wrap<l_world_exists>},
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{NULL, NULL}};
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