2023-02-28 19:21:42 +01:00

945 lines
25 KiB
C++

#include <std_include.hpp>
#include "context.hpp"
#include "error.hpp"
#include "value_conversion.hpp"
#include "game/scripting/execution.hpp"
#include "component/notifies.hpp"
#include "component/scripting.hpp"
#include "component/command.hpp"
#include "component/fastfiles.hpp"
#include "component/mods.hpp"
#include "component/scheduler.hpp"
#include "component/filesystem.hpp"
#include "game/ui_scripting/execution.hpp"
#include "lualib.h"
#include <xsk/gsc/types.hpp>
#include <xsk/resolver.hpp>
#include <utils/string.hpp>
#include <utils/io.hpp>
#include <utils/nt.hpp>
namespace scripting::lua
{
namespace
{
const auto json_script = utils::nt::load_resource(LUA_JSON);
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 remove_unsafe_functions(sol::state& state)
{
state["package"]["searchers"][3] = sol::lua_value{state, sol::lua_nil};
state["package"]["searchers"][4] = sol::lua_value{state, sol::lua_nil};
state["os"]["execute"] = sol::lua_value{state, sol::lua_nil};
state["os"]["exit"] = sol::lua_value{state, sol::lua_nil};
state["os"]["getenv"] = sol::lua_value{state, sol::lua_nil};
state["os"]["remove"] = sol::lua_value{state, sol::lua_nil};
state["os"]["rename"] = sol::lua_value{state, sol::lua_nil};
state["os"]["setlocale"] = sol::lua_value{state, sol::lua_nil};
state["os"]["tmpname"] = sol::lua_value{state, sol::lua_nil};
state["package"]["loadlib"] = sol::lua_value{state, sol::lua_nil};
}
void setup_json(sol::state& state)
{
const auto json = state.safe_script(json_script, &sol::script_pass_on_error);
handle_error(json);
state["json"] = json;
}
void setup_io(sol::state& state)
{
state["io"] = sol::table::create(state.lua_state());
state["io"]["fileexists"] = filesystem::safe_io_func<bool>(utils::io::file_exists);
state["io"]["writefile"] = filesystem::safe_write_file;
state["io"]["filesize"] = filesystem::safe_io_func<size_t>(utils::io::file_size);
state["io"]["createdirectory"] = filesystem::safe_io_func<bool>(utils::io::create_directory);
state["io"]["directoryexists"] = filesystem::safe_io_func<bool>(utils::io::directory_exists);
state["io"]["directoryisempty"] = filesystem::safe_io_func<bool>(utils::io::directory_is_empty);
state["io"]["listfiles"] = filesystem::safe_io_func<std::vector<std::string>>(utils::io::list_files);
state["io"]["removefile"] = filesystem::safe_io_func<bool>(utils::io::remove_file);
state["io"]["removedirectory"] = filesystem::safe_io_func<bool>(utils::io::remove_directory);
state["io"]["readfile"] = filesystem::safe_io_func<std::string>(
static_cast<std::string(*)(const std::string&)>(utils::io::read_file));
}
void setup_vector_type(sol::state& state)
{
state["level"] = entity{*::game::levelEntityId};
state["player"] = call("getentbynum", {0}).as<entity>();
auto vector_type = state.new_usertype<vector>("vector", sol::constructors<vector(float, float, float)>());
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>();
};
vector_type["toyaw"] = [](const vector& a)
{
return call("vectortoyaw", {a}).as<vector>();
};
vector_type["tolerp"] = [](const vector& a)
{
return call("vectortolerp", {a}).as<vector>();
};
vector_type["toup"] = [](const vector& a)
{
return call("anglestoup", {a}).as<vector>();
};
vector_type["toright"] = [](const vector& a)
{
return call("anglestoright", {a}).as<vector>();
};
vector_type["toforward"] = [](const vector& a)
{
return call("anglestoforward", {a}).as<vector>();
};
}
void setup_entity_type(sol::state& state, event_handler& handler, scheduler& scheduler)
{
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;
};
array_type["getentity"] = [](const array& array, const sol::this_state s)
{
return array.get_raw();
};
auto entity_type = state.new_usertype<entity>("entity");
for (const auto& func : xsk::gsc::h2::resolver::get_methods())
{
const auto name = std::string(func.first);
entity_type[name.data()] = [name](const entity& entity, const sol::this_state s, sol::variadic_args va)
{
std::vector<script_value> 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<script_value> 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<script_value> 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["struct"] = sol::property([](const entity& entity, const sol::this_state s)
{
return entity;
});
entity_type["getstruct"] = [](const entity& entity, const sol::this_state s)
{
return entity;
};
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<script_value> arguments{};
for (auto arg : va)
{
arguments.push_back(convert({s, arg}));
}
notifies::hook_enabled = false;
const auto result = convert(s, call_script_function(entity, filename, function, arguments));
notifies::hook_enabled = true;
return result;
};
entity_type["getentref"] = [](const entity& entity)
{
const auto entref = entity.get_entity_reference();
std::vector<unsigned int> returns = {entref.entnum, entref.classnum};
return sol::as_returns(returns);
};
}
void setup_game_type(sol::state& state, event_handler& handler, scheduler& scheduler)
{
struct game
{
};
auto game_type = state.new_usertype<game>("game_");
state["game"] = game();
for (const auto& func : xsk::gsc::h2::resolver::get_functions())
{
const auto name = std::string(func.first);
game_type[name] = [name](const game&, const sol::this_state s, sol::variadic_args va)
{
std::vector<script_value> 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<script_value> 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["setdiscordstate"] = [](const game&, const std::string& state)
{
command::execute(utils::string::va("setdiscordstate %s", state.data()), false);
};
game_type["setdiscorddetails"] = [](const game&, const std::string& state)
{
command::execute(utils::string::va("setdiscorddetails %s", state.data()), false);
};
game_type["say"] = [](const game&)
{
};
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);
notifies::set_lua_hook(pos, function);
auto detour = sol::table::create(function.lua_state());
detour["disable"] = [pos]()
{
notifies::clear_hook(pos);
};
detour["enable"] = [&]()
{
notifies::set_lua_hook(pos, function);
};
detour["invoke"] = [filename, function_name](const entity& entity, const sol::this_state s, sol::variadic_args va)
{
std::vector<script_value> arguments{};
for (auto arg : va)
{
arguments.push_back(convert({s, arg}));
}
notifies::hook_enabled = false;
const auto result = convert(s, call_script_function(entity, filename, function_name, arguments));
notifies::hook_enabled = true;
return result;
};
return detour;
};
game_type["getfunctions"] = [](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] = [filename, function](const entity& entity, const sol::this_state s, sol::variadic_args va)
{
std::vector<script_value> arguments{};
for (auto arg : va)
{
arguments.push_back(convert({s, arg}));
}
notifies::hook_enabled = false;
const auto result = convert(s, call_script_function(entity, filename, function.first, arguments));
notifies::hook_enabled = true;
return result;
};
}
return functions;
};
game_type["include"] = [](const game&, const sol::this_state s,
const std::string& filename)
{
sol::state_view state = s;
if (scripting::script_function_table.find(filename) == scripting::script_function_table.end())
{
throw std::runtime_error("File '" + filename + "' not found");
}
for (const auto& function : scripting::script_function_table[filename])
{
const auto name = utils::string::to_lower(function.first);
state["game_"][name] = [filename, function](const game&, const sol::this_state s,
sol::variadic_args va)
{
std::vector<script_value> arguments{};
for (auto arg : va)
{
arguments.push_back(convert({s, arg}));
}
notifies::hook_enabled = false;
const auto result = convert(s, call_script_function(*::game::levelEntityId, filename, function.first, arguments));
notifies::hook_enabled = true;
};
state["entity"][name] = [filename, function](const entity& entity, const sol::this_state s,
sol::variadic_args va)
{
std::vector<script_value> arguments{};
for (auto arg : va)
{
arguments.push_back(convert({s, arg}));
}
notifies::hook_enabled = false;
const auto result = convert(s, call_script_function(entity, filename, function.first, arguments));
notifies::hook_enabled = true;
};
}
};
game_type["scriptcall"] = [](const game&, const sol::this_state s, const std::string& filename,
const std::string function, sol::variadic_args va)
{
std::vector<script_value> arguments{};
for (auto arg : va)
{
arguments.push_back(convert({s, arg}));
}
const auto level = entity{*::game::levelEntityId};
notifies::hook_enabled = false;
const auto result = convert(s, call_script_function(level, filename, function, arguments));
notifies::hook_enabled = true;
return result;
};
game_type["onentitydamage"] = [](const game&, const sol::protected_function& callback)
{
notifies::add_entity_damage_callback(callback);
};
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};
}
};
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;
};
game_type["getloadedmod"] = [](const game&)
{
const auto& mod = mods::get_mod();
return mod.value_or("");
};
game_type["overridedvarint"] = [](const game&, const std::string& dvar, const int value)
{
scripting::get_dvar_int_overrides[dvar] = value;
};
game_type["removedvarintoverride"] = [](const game&, const std::string& dvar)
{
scripting::get_dvar_int_overrides.erase(dvar);
};
game_type["luinotify"] = [](const game&, const std::string& name, const std::string& data)
{
::scheduler::once([=]()
{
ui_scripting::notify(name, {{"data", data}});
}, ::scheduler::pipeline::lui);
};
auto function_ptr_type = state.new_usertype<function_ptr>("functionptr",
sol::constructors<function_ptr(const std::string&, const std::string&)>());
function_ptr_type["getpos"] = [](const function_ptr& ptr)
{
return reinterpret_cast<uint64_t>(ptr.get_pos());
};
}
}
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::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_;
};
remove_unsafe_functions(this->state_);
setup_io(this->state_);
setup_json(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_);
printf("Loading script '%s'\n", this->folder_.data());
this->load_script("__init__");
}
context::context()
: 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->state_["require"] = []()
{
};
setup_io(this->state_);
setup_json(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)
{
try
{
const auto result = this->state_.safe_script(code, &sol::script_pass_on_error);
if (result.valid())
{
const auto object = result.get<sol::object>();
return this->state_["tostring"](object).get<std::string>();
}
else
{
const sol::error error = result;
return error.what();
}
}
catch (const std::exception& e)
{
return e.what();
}
}
context::~context()
{
this->state_.collect_garbage();
this->scheduler_.clear();
this->event_handler_.clear();
this->state_ = {};
}
void context::run_frame()
{
this->scheduler_.run_frame();
this->state_.collect_garbage();
}
void context::notify(const event& e)
{
this->event_handler_.dispatch(e);
}
void context::handle_endon_conditions(const event& e)
{
this->scheduler_.dispatch(e);
this->event_handler_.handle_endon_conditions(e);
}
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));
}
}