Scripting WIP (#70)

* Scripting introduced

* AppImage workflow fixes

* AppImage workflow simplified

* README.md update

* README.md update

* small fix
This commit is contained in:
MihailRis
2023-12-25 05:26:03 +03:00
committed by GitHub
parent ce26f0c227
commit acce49f188
35 changed files with 649 additions and 138 deletions
+45 -32
View File
@@ -12,6 +12,8 @@
#include "../window/Camera.h"
#include "../window/Events.h"
#include "../window/input.h"
#include "scripting/scripting.h"
#include "BlocksController.h"
#include "../core_defs.h"
@@ -25,9 +27,6 @@ const float RUN_ZOOM = 1.1f;
const float C_ZOOM = 0.1f;
const float CROUCH_SHIFT_Y = -0.2f;
using glm::vec2;
using glm::vec3;
using std::string;
CameraControl::CameraControl(Player* player, const CameraSettings& settings)
: player(player),
@@ -55,27 +54,27 @@ void CameraControl::updateMouse(PlayerInput& input) {
float& camY = player->camY;
camX += rotX;
camY += rotY;
if (camY < -radians(89.9f)){
camY = -radians(89.9f);
if (camY < -glm::radians(89.9f)){
camY = -glm::radians(89.9f);
}
if (camY > radians(89.9f)){
camY = radians(89.9f);
if (camY > glm::radians(89.9f)){
camY = glm::radians(89.9f);
}
camera->rotation = mat4(1.0f);
camera->rotation = glm::mat4(1.0f);
camera->rotate(camY, camX, 0);
}
void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) {
Hitbox* hitbox = player->hitbox;
offset = vec3(0.0f, 0.7f, 0.0f);
offset = glm::vec3(0.0f, 0.7f, 0.0f);
if (settings.shaking && !input.cheat) {
const float k = CAM_SHAKE_DELTA_K;
const float oh = CAM_SHAKE_OFFSET;
const float ov = CAM_SHAKE_OFFSET_Y;
const vec3& vel = hitbox->velocity;
const glm::vec3& vel = hitbox->velocity;
interpVel = interpVel * (1.0f - delta * 5) + vel * delta * 0.1f;
if (hitbox->grounded && interpVel.y < 0.0f){
@@ -83,12 +82,12 @@ void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) {
}
shake = shake * (1.0f - delta * k);
if (hitbox->grounded) {
float f = length(vec2(vel.x, vel.z));
float f = glm::length(glm::vec2(vel.x, vel.z));
shakeTimer += delta * f * CAM_SHAKE_SPEED;
shake += f * delta * k;
}
offset += camera->right * sin(shakeTimer) * oh * shake;
offset += camera->up * abs(cos(shakeTimer)) * ov * shake;
offset += camera->right * glm::sin(shakeTimer) * oh * shake;
offset += camera->up * glm::abs(glm::cos(shakeTimer)) * ov * shake;
offset -= glm::min(interpVel * 0.05f, 1.0f);
}
@@ -98,7 +97,7 @@ void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) {
float dt = fmin(1.0f, delta * ZOOM_SPEED);
float zoomValue = 1.0f;
if (crouch){
offset += vec3(0.f, CROUCH_SHIFT_Y, 0.f);
offset += glm::vec3(0.f, CROUCH_SHIFT_Y, 0.f);
zoomValue = CROUCH_ZOOM;
} else if (input.sprint){
zoomValue = RUN_ZOOM;
@@ -128,16 +127,20 @@ void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) {
}
}
vec3 PlayerController::selectedBlockPosition;
vec3 PlayerController::selectedPointPosition;
ivec3 PlayerController::selectedBlockNormal;
glm::vec3 PlayerController::selectedBlockPosition;
glm::vec3 PlayerController::selectedPointPosition;
glm::ivec3 PlayerController::selectedBlockNormal;
int PlayerController::selectedBlockId = -1;
int PlayerController::selectedBlockStates = 0;
PlayerController::PlayerController(Level* level, const EngineSettings& settings)
PlayerController::PlayerController(
Level* level,
const EngineSettings& settings,
BlocksController* blocksController)
: level(level),
player(level->player),
camControl(level->player, settings.camera) {
camControl(level->player, settings.camera),
blocksController(blocksController) {
}
void PlayerController::update(float delta, bool input, bool pause) {
@@ -177,7 +180,7 @@ void PlayerController::updateKeyboard() {
// block choice
for (int i = 1; i < 10; i++){
if (Events::jpressed(keycode::NUM_0+i)){
player->choosenBlock = i;
player->chosenBlock = i;
}
}
}
@@ -211,9 +214,9 @@ void PlayerController::updateInteraction(){
Player* player = level->player;
Lighting* lighting = level->lighting;
Camera* camera = player->camera;
vec3 end;
ivec3 iend;
ivec3 norm;
glm::vec3 end;
glm::ivec3 iend;
glm::ivec3 norm;
bool xkey = Events::pressed(keycode::X);
bool lclick = Events::jactive(BIND_PLAYER_ATTACK) ||
@@ -241,9 +244,9 @@ void PlayerController::updateInteraction(){
int z = iend.z;
uint8_t states = 0;
Block* def = contentIds->getBlockDef(player->choosenBlock);
Block* def = contentIds->getBlockDef(player->chosenBlock);
if (def->rotatable){
const string& name = def->rotations.name;
const std::string& name = def->rotations.name;
if (name == "pipe") {
if (norm.x < 0.0f) states = BLOCK_DIR_WEST;
else if (norm.x > 0.0f) states = BLOCK_DIR_EAST;
@@ -252,7 +255,7 @@ void PlayerController::updateInteraction(){
else if (norm.z > 0.0f) states = BLOCK_DIR_NORTH;
else if (norm.z < 0.0f) states = BLOCK_DIR_SOUTH;
} else if (name == "pane") {
vec3 vec = camera->dir;
glm::vec3 vec = camera->dir;
if (abs(vec.x) > abs(vec.z)){
if (vec.x > 0.0f) states = BLOCK_DIR_EAST;
if (vec.x < 0.0f) states = BLOCK_DIR_WEST;
@@ -266,8 +269,7 @@ void PlayerController::updateInteraction(){
Block* block = contentIds->getBlockDef(vox->id);
if (lclick && block->breakable){
chunks->set(x,y,z, 0, 0);
lighting->onBlockSet(x,y,z, 0);
blocksController->breakBlock(player, block, x, y, z);
}
if (rclick){
if (block->model != BlockModel::xsprite){
@@ -276,19 +278,30 @@ void PlayerController::updateInteraction(){
z = (iend.z)+(norm.z);
}
vox = chunks->get(x, y, z);
int chosenBlock = player->chosenBlock;
if (vox && (block = contentIds->getBlockDef(vox->id))->replaceable) {
if (!level->physics->isBlockInside(x,y,z, player->hitbox)
|| !def->obstacle){
chunks->set(x, y, z, player->choosenBlock, states);
lighting->onBlockSet(x,y,z, player->choosenBlock);
Block* def = contentIds->getBlockDef(chosenBlock);
if (def->grounded && !chunks->isSolid(x, y-1, z)) {
chosenBlock = 0;
}
if (chosenBlock != vox->id) {
chunks->set(x, y, z, chosenBlock, states);
lighting->onBlockSet(x,y,z, chosenBlock);
if (def->rt.funcsset.onplaced) {
scripting::on_block_placed(player, def, x, y, z);
}
blocksController->updateSides(x, y, z);
}
}
}
}
if (Events::jactive(BIND_PLAYER_PICK)){
player->choosenBlock = chunks->get(x,y,z)->id;
player->chosenBlock = chunks->get(x,y,z)->id;
}
} else {
selectedBlockId = -1;
selectedBlockStates = 0;
}
}
}