refactor: complete 'lua' namespace use
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@@ -154,28 +154,28 @@ void scripting::on_world_quit() {
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void scripting::on_blocks_tick(const Block* block, int tps) {
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std::string name = block->name + ".blockstick";
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lua::emit_event(lua::get_main_thread(), name, [tps] (lua_State* L) {
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lua::emit_event(lua::get_main_thread(), name, [tps] (auto L) {
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return lua::pushinteger(L, tps);
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});
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}
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void scripting::update_block(const Block* block, int x, int y, int z) {
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std::string name = block->name + ".update";
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lua::emit_event(lua::get_main_thread(), name, [x, y, z] (lua_State* L) {
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lua::emit_event(lua::get_main_thread(), name, [x, y, z] (auto L) {
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return lua::pushivec3(L, x, y, z);
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});
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}
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void scripting::random_update_block(const Block* block, int x, int y, int z) {
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std::string name = block->name + ".randupdate";
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lua::emit_event(lua::get_main_thread(), name, [x, y, z] (lua_State* L) {
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lua::emit_event(lua::get_main_thread(), name, [x, y, z] (auto L) {
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return lua::pushivec3(L, x, y, z);
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});
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}
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void scripting::on_block_placed(Player* player, const Block* block, int x, int y, int z) {
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std::string name = block->name + ".placed";
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lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (lua_State* L) {
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lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
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lua::pushivec3(L, x, y, z);
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lua::pushinteger(L, player->getId());
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return 4;
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@@ -184,7 +184,7 @@ void scripting::on_block_placed(Player* player, const Block* block, int x, int y
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void scripting::on_block_broken(Player* player, const Block* block, int x, int y, int z) {
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std::string name = block->name + ".broken";
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lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (lua_State* L) {
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lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
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lua::pushivec3(L, x, y, z);
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lua::pushinteger(L, player->getId());
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return 4;
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@@ -193,7 +193,7 @@ void scripting::on_block_broken(Player* player, const Block* block, int x, int y
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bool scripting::on_block_interact(Player* player, const Block* block, glm::ivec3 pos) {
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std::string name = block->name + ".interact";
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return lua::emit_event(lua::get_main_thread(), name, [pos, player] (lua_State* L) {
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return lua::emit_event(lua::get_main_thread(), name, [pos, player] (auto L) {
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lua::pushivec3(L, pos.x, pos.y, pos.z);
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lua::pushinteger(L, player->getId());
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return 4;
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@@ -202,14 +202,14 @@ bool scripting::on_block_interact(Player* player, const Block* block, glm::ivec3
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bool scripting::on_item_use(Player* player, const ItemDef* item) {
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std::string name = item->name + ".use";
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return lua::emit_event(lua::get_main_thread(), name, [player] (lua_State* L) {
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return lua::emit_event(lua::get_main_thread(), name, [player] (lua::State* L) {
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return lua::pushinteger(L, player->getId());
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});
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}
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bool scripting::on_item_use_on_block(Player* player, const ItemDef* item, int x, int y, int z) {
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std::string name = item->name + ".useon";
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return lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (lua_State* L) {
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return lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
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lua::pushivec3(L, x, y, z);
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lua::pushinteger(L, player->getId());
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return 4;
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@@ -218,7 +218,7 @@ bool scripting::on_item_use_on_block(Player* player, const ItemDef* item, int x,
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bool scripting::on_item_break_block(Player* player, const ItemDef* item, int x, int y, int z) {
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std::string name = item->name + ".blockbreakby";
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return lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (lua_State* L) {
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return lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
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lua::pushivec3(L, x, y, z);
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lua::pushinteger(L, player->getId());
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return 4;
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@@ -231,7 +231,7 @@ void scripting::on_ui_open(
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) {
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auto argsptr = std::make_shared<std::vector<dynamic::Value>>(std::move(args));
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std::string name = layout->getId() + ".open";
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lua::emit_event(lua::get_main_thread(), name, [=] (lua_State* L) {
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lua::emit_event(lua::get_main_thread(), name, [=] (auto L) {
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for (const auto& value : *argsptr) {
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lua::pushvalue(L, value);
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}
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@@ -241,7 +241,7 @@ void scripting::on_ui_open(
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void scripting::on_ui_progress(UiDocument* layout, int workDone, int workTotal) {
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std::string name = layout->getId() + ".progress";
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lua::emit_event(lua::get_main_thread(), name, [=] (lua_State* L) {
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lua::emit_event(lua::get_main_thread(), name, [=] (auto L) {
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lua::pushinteger(L, workDone);
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lua::pushinteger(L, workTotal);
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return 2;
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@@ -250,7 +250,7 @@ void scripting::on_ui_progress(UiDocument* layout, int workDone, int workTotal)
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void scripting::on_ui_close(UiDocument* layout, Inventory* inventory) {
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std::string name = layout->getId() + ".close";
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lua::emit_event(lua::get_main_thread(), name, [inventory] (lua_State* L) {
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lua::emit_event(lua::get_main_thread(), name, [inventory] (auto L) {
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return lua::pushinteger(L, inventory ? inventory->getId() : 0);
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});
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}
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