add pathfinding library
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@@ -0,0 +1,55 @@
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#include "api_lua.hpp"
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#include "voxels/Pathfinding.hpp"
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#include "world/Level.hpp"
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using namespace scripting;
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static voxels::Agent* get_agent(lua::State* L) {
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return level->pathfinding->getAgent(lua::tointeger(L, 1));
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}
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static int l_create_agent(lua::State* L) {
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return lua::pushinteger(L, level->pathfinding->createAgent());
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}
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static int l_set_enabled(lua::State* L) {
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if (auto agent = get_agent(L)) {
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agent->enabled = lua::toboolean(L, 2);
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}
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return 0;
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}
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static int l_is_enabled(lua::State* L) {
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if (auto agent = get_agent(L)) {
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return lua::pushboolean(L, agent->enabled);
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}
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return lua::pushboolean(L, false);
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}
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static int l_make_route(lua::State* L) {
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if (auto agent = get_agent(L)) {
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auto start = lua::tovec3(L, 2);
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auto target = lua::tovec3(L, 3);
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auto route = level->pathfinding->perform(*agent, start, target);
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agent->route = route;
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if (!route.found) {
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return 0;
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}
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lua::createtable(L, route.nodes.size(), 0);
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for (int i = 0; i < route.nodes.size(); i++) {
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lua::pushvec3(L, route.nodes[i].pos);
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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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return 0;
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}
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const luaL_Reg pathfindinglib[] = {
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{"create_agent", lua::wrap<l_create_agent>},
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{"set_enabled", lua::wrap<l_set_enabled>},
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{"is_enabled", lua::wrap<l_is_enabled>},
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{"make_route", lua::wrap<l_make_route>},
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{NULL, NULL}
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};
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