#include #include "context.hpp" #include "error.hpp" #include "value_conversion.hpp" #include "../execution.hpp" #include "../functions.hpp" #include "../../../component/command.hpp" #include "../../../component/logfile.hpp" #include "../../../component/scripting.hpp" #include "../../../component/fastfiles.hpp" #include #include namespace scripting::lua { namespace { vector normalize_vector(const vector& vec) { const auto length = sqrt( (vec.get_x() * vec.get_x()) + (vec.get_y() * vec.get_y()) + (vec.get_z() * vec.get_z()) ); return vector( vec.get_x() / length, vec.get_y() / length, vec.get_z() / length ); } void setup_io(sol::state& state) { state["io"]["fileexists"] = utils::io::file_exists; state["io"]["writefile"] = utils::io::write_file; state["io"]["remove_file"] = utils::io::remove_file; state["io"]["filesize"] = utils::io::file_size; state["io"]["createdirectory"] = utils::io::create_directory; state["io"]["directoryexists"] = utils::io::directory_exists; state["io"]["directoryisempty"] = utils::io::directory_is_empty; state["io"]["listfiles"] = utils::io::list_files; state["io"]["copyfolder"] = utils::io::copy_folder; state["io"]["readfile"] = static_cast(utils::io::read_file); } void setup_vector_type(sol::state& state) { auto vector_type = state.new_usertype("vector", sol::constructors()); vector_type["x"] = sol::property(&vector::get_x, &vector::set_x); vector_type["y"] = sol::property(&vector::get_y, &vector::set_y); vector_type["z"] = sol::property(&vector::get_z, &vector::set_z); vector_type["r"] = sol::property(&vector::get_x, &vector::set_x); vector_type["g"] = sol::property(&vector::get_y, &vector::set_y); vector_type["b"] = sol::property(&vector::get_z, &vector::set_z); vector_type[sol::meta_function::addition] = sol::overload( [](const vector& a, const vector& b) { return vector( a.get_x() + b.get_x(), a.get_y() + b.get_y(), a.get_z() + b.get_z() ); }, [](const vector& a, const int value) { return vector( a.get_x() + value, a.get_y() + value, a.get_z() + value ); } ); vector_type[sol::meta_function::subtraction] = sol::overload( [](const vector& a, const vector& b) { return vector( a.get_x() - b.get_x(), a.get_y() - b.get_y(), a.get_z() - b.get_z() ); }, [](const vector& a, const int value) { return vector( a.get_x() - value, a.get_y() - value, a.get_z() - value ); } ); vector_type[sol::meta_function::multiplication] = sol::overload( [](const vector& a, const vector& b) { return vector( a.get_x() * b.get_x(), a.get_y() * b.get_y(), a.get_z() * b.get_z() ); }, [](const vector& a, const int value) { return vector( a.get_x() * value, a.get_y() * value, a.get_z() * value ); } ); vector_type[sol::meta_function::division] = sol::overload( [](const vector& a, const vector& b) { return vector( a.get_x() / b.get_x(), a.get_y() / b.get_y(), a.get_z() / b.get_z() ); }, [](const vector& a, const int value) { return vector( a.get_x() / value, a.get_y() / value, a.get_z() / value ); } ); vector_type[sol::meta_function::equal_to] = [](const vector& a, const vector& b) { return a.get_x() == b.get_x() && a.get_y() == b.get_y() && a.get_z() == b.get_z(); }; vector_type[sol::meta_function::length] = [](const vector& a) { return sqrt((a.get_x() * a.get_x()) + (a.get_y() * a.get_y()) + (a.get_z() * a.get_z())); }; vector_type[sol::meta_function::to_string] = [](const vector& a) { return utils::string::va("{x: %f, y: %f, z: %f}", a.get_x(), a.get_y(), a.get_z()); }; vector_type["normalize"] = [](const vector& a) { return normalize_vector(a); }; vector_type["toangles"] = [](const vector& a) { return call("vectortoangles", {a}).as(); }; vector_type["toyaw"] = [](const vector& a) { return call("vectortoyaw", {a}).as(); }; vector_type["tolerp"] = [](const vector& a) { return call("vectortolerp", {a}).as(); }; vector_type["toup"] = [](const vector& a) { return call("anglestoup", {a}).as(); }; vector_type["toright"] = [](const vector& a) { return call("anglestoright", {a}).as(); }; vector_type["toforward"] = [](const vector& a) { return call("anglestoforward", {a}).as(); }; } void setup_entity_type(sol::state& state, event_handler& handler, scheduler& scheduler) { state["level"] = entity{*game::levelEntityId}; if (game::environment::is_sp()) { state["player"] = call("getentbynum", {0}).as(); } auto entity_type = state.new_usertype("entity"); for (const auto& func : method_map) { const auto name = utils::string::to_lower(func.first); entity_type[name.data()] = [name](const entity& entity, const sol::this_state s, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } return convert(s, entity.call(name, arguments)); }; } entity_type["set"] = [](const entity& entity, const std::string& field, const sol::lua_value& value) { entity.set(field, convert(value)); }; entity_type["get"] = [](const entity& entity, const sol::this_state s, const std::string& field) { return convert(s, entity.get(field)); }; entity_type["notify"] = [](const entity& entity, const sol::this_state s, const std::string& event, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } notify(entity, event, arguments); }; entity_type["onnotify"] = [&handler](const entity& entity, const std::string& event, const event_callback& callback) { event_listener listener{}; listener.callback = callback; listener.entity = entity; listener.event = event; listener.is_volatile = false; return handler.add_event_listener(std::move(listener)); }; entity_type["onnotifyonce"] = [&handler](const entity& entity, const std::string& event, const event_callback& callback) { event_listener listener{}; listener.callback = callback; listener.entity = entity; listener.event = event; listener.is_volatile = true; return handler.add_event_listener(std::move(listener)); }; entity_type["call"] = [](const entity& entity, const sol::this_state s, const std::string& function, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } return convert(s, entity.call(function, arguments)); }; entity_type[sol::meta_function::new_index] = [](const entity& entity, const std::string& field, const sol::lua_value& value) { entity.set(field, convert(value)); }; entity_type[sol::meta_function::index] = [](const entity& entity, const sol::this_state s, const std::string& field) { return convert(s, entity.get(field)); }; entity_type["getstruct"] = [](const entity& entity, const sol::this_state s) { const auto id = entity.get_entity_id(); return scripting::lua::entity_to_struct(s, id); }; entity_type["struct"] = sol::property([](const entity& entity, const sol::this_state s) { const auto id = entity.get_entity_id(); return scripting::lua::entity_to_struct(s, id); }); entity_type["scriptcall"] = [](const entity& entity, const sol::this_state s, const std::string& filename, const std::string function, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } return convert(s, call_script_function(entity, filename, function, arguments)); }; struct game { }; auto game_type = state.new_usertype("game_"); state["game"] = game(); for (const auto& func : function_map) { const auto name = utils::string::to_lower(func.first); game_type[name] = [name](const game&, const sol::this_state s, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } return convert(s, call(name, arguments)); }; } game_type["call"] = [](const game&, const sol::this_state s, const std::string& function, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } return convert(s, call(function, arguments)); }; game_type["ontimeout"] = [&scheduler](const game&, const sol::protected_function& callback, const long long milliseconds) { return scheduler.add(callback, milliseconds, true); }; game_type["oninterval"] = [&scheduler](const game&, const sol::protected_function& callback, const long long milliseconds) { return scheduler.add(callback, milliseconds, false); }; game_type["executecommand"] = [](const game&, const std::string& command) { command::execute(command, false); }; game_type["onplayerdamage"] = [](const game&, const sol::protected_function& callback) { logfile::add_player_damage_callback(callback); }; game_type["onplayerkilled"] = [](const game&, const sol::protected_function& callback) { logfile::add_player_killed_callback(callback); }; game_type["getgamevar"] = [](const sol::this_state s) { const auto value = ::game::scr_VarGlob->childVariableValue[*::game::gameEntityId]; ::game::VariableValue variable{}; variable.type = value.type; variable.u.uintValue = value.u.u.uintValue; return convert(s, variable); }; game_type["getfunctions"] = [entity_type](const game&, const sol::this_state s, const std::string& filename) { if (scripting::script_function_table.find(filename) == scripting::script_function_table.end()) { throw std::runtime_error("File '" + filename + "' not found"); } auto functions = sol::table::create(s.lua_state()); for (const auto& function : scripting::script_function_table[filename]) { functions[function.first] = sol::overload( [filename, function](const entity& entity, const sol::this_state s, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } gsl::finally(&logfile::enable_vm_execute_hook); logfile::disable_vm_execute_hook(); return convert(s, call_script_function(entity, filename, function.first, arguments)); }, [filename, function](const sol::this_state s, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } gsl::finally(&logfile::enable_vm_execute_hook); logfile::disable_vm_execute_hook(); return convert(s, call_script_function(*::game::levelEntityId, filename, function.first, arguments)); } ); } return functions; }; game_type["scriptcall"] = [](const game&, const sol::this_state s, const std::string& filename, const std::string function, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } gsl::finally(&logfile::enable_vm_execute_hook); logfile::disable_vm_execute_hook(); return convert(s, call_script_function(*::game::levelEntityId, filename, function, arguments)); }; game_type["detour"] = [](const game&, const sol::this_state s, const std::string& filename, const std::string function_name, const sol::protected_function& function) { const auto pos = get_function_pos(filename, function_name); logfile::vm_execute_hooks[pos] = function; auto detour = sol::table::create(function.lua_state()); detour["disable"] = [pos]() { logfile::vm_execute_hooks.erase(pos); }; detour["enable"] = [pos, function]() { logfile::vm_execute_hooks[pos] = function; }; detour["invoke"] = sol::overload( [filename, function_name](const entity& entity, const sol::this_state s, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } gsl::finally(&logfile::enable_vm_execute_hook); logfile::disable_vm_execute_hook(); return convert(s, call_script_function(entity, filename, function_name, arguments)); }, [filename, function_name](const sol::this_state s, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } gsl::finally(&logfile::enable_vm_execute_hook); logfile::disable_vm_execute_hook(); return convert(s, call_script_function(*::game::levelEntityId, filename, function_name, arguments)); } ); return detour; }; game_type["assetlist"] = [](const game&, const sol::this_state s, const std::string& type_string) { auto table = sol::table::create(s.lua_state()); auto index = 1; auto type_index = -1; for (auto i = 0; i < ::game::XAssetType::ASSET_TYPE_COUNT; i++) { if (type_string == ::game::g_assetNames[i]) { type_index = i; } } if (type_index == -1) { throw std::runtime_error("Asset type does not exist"); } const auto type = static_cast<::game::XAssetType>(type_index); fastfiles::enum_assets(type, [type, &table, &index](const ::game::XAssetHeader header) { const auto asset = ::game::XAsset{type, header}; const std::string asset_name = ::game::DB_GetXAssetName(&asset); table[index++] = asset_name; }, true); return table; }; game_type["sharedset"] = [](const game&, const std::string& key, const std::string& value) { scripting::shared_table.access([key, value](scripting::shared_table_t& table) { table[key] = value; }); }; game_type["sharedget"] = [](const game&, const std::string& key) { std::string result; scripting::shared_table.access([key, &result](scripting::shared_table_t& table) { result = table[key]; }); return result; }; game_type["sharedclear"] = [](const game&) { scripting::shared_table.access([](scripting::shared_table_t& table) { table.clear(); }); }; game_type["getentbyref"] = [](const game&, const sol::this_state s, const unsigned int entnum, const unsigned int classnum) { const auto id = ::game::Scr_GetEntityId(entnum, classnum); if (id) { return convert(s, scripting::entity{id}); } else { return sol::lua_value{s, sol::lua_nil}; } }; } } context::context(std::string folder) : folder_(std::move(folder)) , scheduler_(state_) , event_handler_(state_) { this->state_.open_libraries(sol::lib::base, sol::lib::package, sol::lib::io, sol::lib::string, sol::lib::os, sol::lib::math, sol::lib::table); this->state_["include"] = [this](const std::string& file) { this->load_script(file); }; sol::function old_require = this->state_["require"]; auto base_path = utils::string::replace(this->folder_, "/", ".") + "."; this->state_["require"] = [base_path, old_require](const std::string& path) { return old_require(base_path + path); }; this->state_["scriptdir"] = [this]() { return this->folder_; }; setup_io(this->state_); setup_vector_type(this->state_); setup_entity_type(this->state_, this->event_handler_, this->scheduler_); printf("Loading script '%s'\n", this->folder_.data()); this->load_script("__init__"); } context::~context() { this->collect_garbage(); this->scheduler_.clear(); this->event_handler_.clear(); this->state_ = {}; } void context::run_frame() { this->scheduler_.run_frame(); this->collect_garbage(); } void context::notify(const event& e) { this->scheduler_.dispatch(e); this->event_handler_.dispatch(e); } void context::collect_garbage() { this->state_.collect_garbage(); } void context::load_script(const std::string& script) { if (!this->loaded_scripts_.emplace(script).second) { return; } const auto file = (std::filesystem::path{this->folder_} / (script + ".lua")).generic_string(); handle_error(this->state_.safe_script_file(file, &sol::script_pass_on_error)); } }