Add script animation type
This commit is contained in:
parent
16f181bda4
commit
6d3f032ae8
17
src/client/game/scripting/animation.cpp
Normal file
17
src/client/game/scripting/animation.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
#include <std_include.hpp>
|
||||
#include "array.hpp"
|
||||
#include "script_value.hpp"
|
||||
#include "execution.hpp"
|
||||
|
||||
namespace scripting
|
||||
{
|
||||
animation::animation(unsigned int value)
|
||||
: value_(value)
|
||||
{
|
||||
}
|
||||
|
||||
uint64_t animation::get_value() const
|
||||
{
|
||||
return this->value_;
|
||||
}
|
||||
}
|
16
src/client/game/scripting/animation.hpp
Normal file
16
src/client/game/scripting/animation.hpp
Normal file
@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
#include "game/game.hpp"
|
||||
#include "script_value.hpp"
|
||||
|
||||
namespace scripting
|
||||
{
|
||||
class animation final
|
||||
{
|
||||
public:
|
||||
animation(unsigned int value);
|
||||
|
||||
uint64_t get_value() const;
|
||||
private:
|
||||
uint64_t value_;
|
||||
};
|
||||
}
|
@ -2,6 +2,7 @@
|
||||
#include "game/game.hpp"
|
||||
#include "entity.hpp"
|
||||
#include "array.hpp"
|
||||
#include "animation.hpp"
|
||||
#include "script_value.hpp"
|
||||
|
||||
namespace scripting
|
||||
|
@ -190,6 +190,130 @@ namespace scripting::lua
|
||||
state["level"] = entity{*::game::levelEntityId};
|
||||
state["player"] = call("getentbynum", {0}).as<entity>();
|
||||
|
||||
auto animation_type = state.new_usertype<animation>("animation");
|
||||
|
||||
auto array_type = state.new_usertype<array>("array", sol::constructors<array()>());
|
||||
|
||||
array_type["erase"] = [](const array& array, const sol::this_state s,
|
||||
const sol::lua_value& key)
|
||||
{
|
||||
if (key.is<int>())
|
||||
{
|
||||
const auto index = key.as<int>() - 1;
|
||||
array.erase(index);
|
||||
}
|
||||
else if (key.is<std::string>())
|
||||
{
|
||||
const auto _key = key.as<std::string>();
|
||||
array.erase(_key);
|
||||
}
|
||||
};
|
||||
|
||||
array_type["push"] = [](const array& array, const sol::this_state s,
|
||||
const sol::lua_value& value)
|
||||
{
|
||||
const auto _value = convert(value);
|
||||
array.push(_value);
|
||||
};
|
||||
|
||||
array_type["pop"] = [](const array& array, const sol::this_state s)
|
||||
{
|
||||
return convert(s, array.pop());
|
||||
};
|
||||
|
||||
array_type["get"] = [](const array& array, const sol::this_state s,
|
||||
const sol::lua_value& key)
|
||||
{
|
||||
if (key.is<int>())
|
||||
{
|
||||
const auto index = key.as<int>() - 1;
|
||||
return convert(s, array.get(index));
|
||||
}
|
||||
else if (key.is<std::string>())
|
||||
{
|
||||
const auto _key = key.as<std::string>();
|
||||
return convert(s, array.get(_key));
|
||||
}
|
||||
|
||||
return sol::lua_value{s, sol::lua_nil};
|
||||
};
|
||||
|
||||
array_type["set"] = [](const array& array, const sol::this_state s,
|
||||
const sol::lua_value& key, const sol::lua_value& value)
|
||||
{
|
||||
const auto _value = convert(value);
|
||||
const auto nil = _value.get_raw().type == 0;
|
||||
|
||||
if (key.is<int>())
|
||||
{
|
||||
const auto index = key.as<int>() - 1;
|
||||
nil ? array.erase(index) : array.set(index, _value);
|
||||
}
|
||||
else if (key.is<std::string>())
|
||||
{
|
||||
const auto _key = key.as<std::string>();
|
||||
nil ? array.erase(_key) : array.set(_key, _value);
|
||||
}
|
||||
};
|
||||
|
||||
array_type["size"] = [](const array& array, const sol::this_state s)
|
||||
{
|
||||
return array.size();
|
||||
};
|
||||
|
||||
array_type[sol::meta_function::length] = [](const array& array, const sol::this_state s)
|
||||
{
|
||||
return array.size();
|
||||
};
|
||||
|
||||
array_type[sol::meta_function::index] = [](const array& array, const sol::this_state s,
|
||||
const sol::lua_value& key)
|
||||
{
|
||||
if (key.is<int>())
|
||||
{
|
||||
const auto index = key.as<int>() - 1;
|
||||
return convert(s, array.get(index));
|
||||
}
|
||||
else if (key.is<std::string>())
|
||||
{
|
||||
const auto _key = key.as<std::string>();
|
||||
return convert(s, array.get(_key));
|
||||
}
|
||||
|
||||
return sol::lua_value{s, sol::lua_nil};
|
||||
};
|
||||
|
||||
array_type[sol::meta_function::new_index] = [](const array& array, const sol::this_state s,
|
||||
const sol::lua_value& key, const sol::lua_value& value)
|
||||
{
|
||||
const auto _value = convert(value);
|
||||
const auto nil = _value.get_raw().type == 0;
|
||||
|
||||
if (key.is<int>())
|
||||
{
|
||||
const auto index = key.as<int>() - 1;
|
||||
nil ? array.erase(index) : array.set(index, _value);
|
||||
}
|
||||
else if (key.is<std::string>())
|
||||
{
|
||||
const auto _key = key.as<std::string>();
|
||||
nil ? array.erase(_key) : array.set(_key, _value);
|
||||
}
|
||||
};
|
||||
|
||||
array_type["getkeys"] = [](const array& array, const sol::this_state s)
|
||||
{
|
||||
std::vector<sol::lua_value> keys;
|
||||
|
||||
const auto keys_ = array.get_keys();
|
||||
for (const auto& key : keys_)
|
||||
{
|
||||
keys.push_back(convert(s, key));
|
||||
}
|
||||
|
||||
return keys;
|
||||
};
|
||||
|
||||
auto entity_type = state.new_usertype<entity>("entity");
|
||||
|
||||
for (const auto& func : method_map)
|
||||
@ -592,6 +716,28 @@ namespace scripting::lua
|
||||
return sol::lua_value{s, sol::lua_nil};
|
||||
}
|
||||
};
|
||||
|
||||
game_type["getvarusage"] = [](const game&)
|
||||
{
|
||||
auto count = 0;
|
||||
for (auto i = 0; i < 56320; i++)
|
||||
{
|
||||
const auto value = ::game::scr_VarGlob->objectVariableValue[i];
|
||||
count += value.w.type != 24;
|
||||
}
|
||||
return count;
|
||||
};
|
||||
|
||||
game_type["getchildvarusage"] = [](const game&)
|
||||
{
|
||||
auto count = 0;
|
||||
for (auto i = 0; i < 384000; i++)
|
||||
{
|
||||
const auto value = ::game::scr_VarGlob->childVariableValue[i];
|
||||
count += value.type != 24;
|
||||
}
|
||||
return count;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@ -657,7 +803,10 @@ namespace scripting::lua
|
||||
{
|
||||
};
|
||||
|
||||
setup_io(this->state_);
|
||||
setup_vector_type(this->state_);
|
||||
setup_entity_type(this->state_, this->event_handler_, this->scheduler_);
|
||||
setup_game_type(this->state_, this->event_handler_, this->scheduler_);
|
||||
}
|
||||
|
||||
std::string context::load(const std::string& code)
|
||||
|
@ -198,7 +198,7 @@ namespace scripting::lua
|
||||
|
||||
const auto variable = &game::scr_VarGlob->childVariableValue[variable_id + offset];
|
||||
|
||||
const auto new_variable = convert({ s, value }).get_raw();
|
||||
const auto new_variable = convert({s, value}).get_raw();
|
||||
|
||||
game::AddRefToValue(new_variable.type, new_variable.u);
|
||||
game::RemoveRefToValue(variable->type, variable->u.u);
|
||||
@ -276,6 +276,11 @@ namespace scripting::lua
|
||||
return {value.as<std::string>()};
|
||||
}
|
||||
|
||||
if (value.is<array>())
|
||||
{
|
||||
return {value.as<array>()};
|
||||
}
|
||||
|
||||
if (value.is<entity>())
|
||||
{
|
||||
return {value.as<entity>()};
|
||||
@ -286,6 +291,11 @@ namespace scripting::lua
|
||||
return {value.as<vector>()};
|
||||
}
|
||||
|
||||
if (value.is<animation>())
|
||||
{
|
||||
return {value.as<animation>()};
|
||||
}
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
@ -311,9 +321,9 @@ namespace scripting::lua
|
||||
return entity_to_struct(state, value.get_raw().u.uintValue);
|
||||
}
|
||||
|
||||
if (value.is<std::vector<script_value>>())
|
||||
if (value.is<array>())
|
||||
{
|
||||
return entity_to_array(state, value.get_raw().u.uintValue);
|
||||
return {state, value.as<array>()};
|
||||
}
|
||||
|
||||
if (value.is<std::function<void()>>())
|
||||
@ -331,6 +341,11 @@ namespace scripting::lua
|
||||
return {state, value.as<vector>()};
|
||||
}
|
||||
|
||||
if (value.is<animation>())
|
||||
{
|
||||
return {state, value.as<animation>()};
|
||||
}
|
||||
|
||||
return {state, sol::lua_nil};
|
||||
}
|
||||
}
|
||||
|
@ -104,6 +104,15 @@ namespace scripting
|
||||
this->value_ = variable;
|
||||
}
|
||||
|
||||
script_value::script_value(const animation& value)
|
||||
{
|
||||
game::VariableValue variable{};
|
||||
variable.type = 13;
|
||||
variable.u.value = value.get_value();
|
||||
|
||||
this->value_ = variable;
|
||||
}
|
||||
|
||||
/***************************************************************
|
||||
* Integer
|
||||
**************************************************************/
|
||||
@ -302,6 +311,22 @@ namespace scripting
|
||||
return this->get_raw().u.vectorValue;
|
||||
}
|
||||
|
||||
/***************************************************************
|
||||
* Animation
|
||||
**************************************************************/
|
||||
|
||||
template <>
|
||||
bool script_value::is<animation>() const
|
||||
{
|
||||
return this->get_raw().type == 13;
|
||||
}
|
||||
|
||||
template <>
|
||||
animation script_value::get() const
|
||||
{
|
||||
return this->get_raw().u.uintValue;
|
||||
}
|
||||
|
||||
/***************************************************************
|
||||
*
|
||||
**************************************************************/
|
||||
|
@ -2,6 +2,7 @@
|
||||
#include "game/game.hpp"
|
||||
#include "variable_value.hpp"
|
||||
#include "vector.hpp"
|
||||
#include "animation.hpp"
|
||||
|
||||
namespace scripting
|
||||
{
|
||||
@ -29,6 +30,8 @@ namespace scripting
|
||||
|
||||
script_value(const vector& value);
|
||||
|
||||
script_value(const animation& value);
|
||||
|
||||
template <typename T>
|
||||
bool is() const;
|
||||
|
||||
|
@ -859,6 +859,7 @@ namespace game
|
||||
unsigned int pointerValue;
|
||||
VariableStackBuffer* stackValue;
|
||||
unsigned int entityOffset;
|
||||
uint64_t value;
|
||||
};
|
||||
|
||||
struct VariableValue
|
||||
|
Loading…
Reference in New Issue
Block a user