func LuaPushDoor(L *lua.State, game *Game, door *house.Door) { for fi, f := range game.House.Floors { for ri, r := range f.Rooms { for di, d := range r.Doors { if d == door { L.NewTable() L.PushString("type") L.PushString("door") L.SetTable(-3) L.PushString("floor") L.PushInteger(fi) L.SetTable(-3) L.PushString("room") L.PushInteger(ri) L.SetTable(-3) L.PushString("door") L.PushInteger(di) L.SetTable(-3) return } } } } L.PushNil() }
func LuaPushRoom(L *lua.State, game *Game, room *house.Room) { for fi, f := range game.House.Floors { for ri, r := range f.Rooms { if r == room { L.NewTable() L.PushString("type") L.PushString("room") L.SetTable(-3) L.PushString("floor") L.PushInteger(fi) L.SetTable(-3) L.PushString("room") L.PushInteger(ri) L.SetTable(-3) L.PushString("Pos") LuaPushPoint(L, room.X, room.Y) L.SetTable(-3) L.PushString("Dims") LuaPushDims(L, room.Size.Dx, room.Size.Dy) L.SetTable(-3) return } } } L.PushNil() }
func LuaPushSmartFunctionTable(L *lua.State, ft FunctionTable) { // Copy it just in case - I can't imagine someone changing it after passing // it to this function, but I don't want to take any chances. myft := make(FunctionTable) for n, f := range ft { myft[n] = f } names := make([]string, len(myft))[0:0] for name := range myft { names = append(names, name) } sort.Strings(names) valid_selectors := "[" for i, name := range names { if i > 0 { valid_selectors += ", " } valid_selectors += fmt.Sprintf("'%s'", name) } valid_selectors += "]." L.NewTable() L.PushString("__index") L.PushGoFunction(func(L *lua.State) int { name := L.ToString(-1) if f, ok := myft[name]; ok { f() } else { base.Error().Printf("'%s' is not a valid selector, valid seletors are %s", name, valid_selectors) L.PushNil() } return 1 }) L.SetTable(-3) }
func (bae BasicActionExec) Push(L *lua.State, g *Game) { ent := g.EntityById(bae.Ent) if bae.Index < 0 || bae.Index >= len(ent.Actions) { base.Error().Printf("Tried to push an exec for an invalid action index: '%s' %d.", ent.Name) L.PushNil() return } L.NewTable() L.PushString("Action") ent.Actions[bae.Index].Push(L) L.SetTable(-3) L.PushString("Ent") LuaPushEntity(L, ent) L.SetTable(-3) }
func LuaEncodeTable(w io.Writer, L *lua.State, index int) error { L.PushNil() for L.Next(index-1) != 0 { binary.Write(w, binary.LittleEndian, byte(1)) err := LuaEncodeValue(w, L, -2) if err != nil { return err } err = LuaEncodeValue(w, L, -1) if err != nil { return err } L.Pop(1) } return binary.Write(w, binary.LittleEndian, byte(0)) }
// Decodes a value from the reader and pushes it onto the stack func LuaDecodeValue(r io.Reader, L *lua.State, g *Game) error { var le luaEncodable err := binary.Read(r, binary.LittleEndian, &le) if err != nil { return err } switch le { case luaEncBool: var v byte err = binary.Read(r, binary.LittleEndian, &v) L.PushBoolean(v == 1) case luaEncNumber: var f float64 err = binary.Read(r, binary.LittleEndian, &f) L.PushNumber(f) case luaEncNil: L.PushNil() case luaEncEntity: var id uint64 err = binary.Read(r, binary.LittleEndian, &id) ent := g.EntityById(EntityId(id)) LuaPushEntity(L, ent) if ent != nil { base.Log().Printf("LUA: Push Ent %s", ent.Name) } else { base.Log().Printf("LUA: Push Ent NIL") } case luaEncTable: err = LuaDecodeTable(r, L, g) case luaEncString: var length uint32 err = binary.Read(r, binary.LittleEndian, &length) if err != nil { return err } sb := make([]byte, length) err = binary.Read(r, binary.LittleEndian, &sb) L.PushString(string(sb)) default: return errors.New(fmt.Sprintf("Unknown lua value id == %d.", le)) } if err != nil { return err } return nil }
func LuaStringifyParam(L *lua.State, index int) string { if L.IsTable(index) { str := "table <not implemented> {" return str first := true L.PushNil() for L.Next(index-1) != 0 { if !first { str += ", " } first = false str += fmt.Sprintf("(%s) -> (%s)", LuaStringifyParam(L, -2), LuaStringifyParam(L, -1)) L.Pop(1) } return str + "}" } if L.IsBoolean(index) { if L.ToBoolean(index) { return "true" } return "false" } return L.ToString(index) }
func LuaCheckParamsOk(L *lua.State, name string, params ...LuaType) bool { fmt.Sprintf("%s(") n := L.GetTop() if n != len(params) { LuaDoError(L, fmt.Sprintf("Got %d parameters to %s.", n, luaMakeSigniature(name, params))) return false } for i := -n; i < 0; i++ { ok := false switch params[i+n] { case LuaInteger: ok = L.IsNumber(i) case LuaFloat: ok = L.IsNumber(i) case LuaBoolean: ok = L.IsBoolean(i) case LuaString: ok = L.IsString(i) case LuaEntity: if L.IsTable(i) { L.PushNil() for L.Next(i-1) != 0 { if L.ToString(-2) == "type" && L.ToString(-1) == "Entity" { ok = true } L.Pop(1) } } case LuaPoint: if L.IsTable(i) { var x, y bool L.PushNil() for L.Next(i-1) != 0 { if L.ToString(-2) == "X" { x = true } if L.ToString(-2) == "Y" { y = true } L.Pop(1) } ok = x && y } case LuaRoom: if L.IsTable(i) { var floor, room, door bool L.PushNil() for L.Next(i-1) != 0 { switch L.ToString(-2) { case "floor": floor = true case "room": room = true case "door": door = true } L.Pop(1) } ok = floor && room && !door } case LuaDoor: if L.IsTable(i) { var floor, room, door bool L.PushNil() for L.Next(i-1) != 0 { switch L.ToString(-2) { case "floor": floor = true case "room": room = true case "door": door = true } L.Pop(1) } ok = floor && room && door } case LuaSpawnPoint: if L.IsTable(i) { L.PushNil() for L.Next(i-1) != 0 { if L.ToString(-2) == "type" && L.ToString(-1) == "SpawnPoint" { ok = true } L.Pop(1) } } case LuaArray: // Make sure that all of the indices 1..length are there, and no others. check := make(map[int]int) if L.IsTable(i) { L.PushNil() for L.Next(i-1) != 0 { if L.IsNumber(-2) { check[L.ToInteger(-2)]++ } else { break } L.Pop(1) } } count := 0 for i := 1; i <= len(check); i++ { if _, ok := check[i]; ok { count++ } } ok = (count == len(check)) case LuaTable: ok = L.IsTable(i) case LuaAnything: ok = true } if !ok { LuaDoError(L, fmt.Sprintf("Unexpected parameters to %s.", luaMakeSigniature(name, params))) return false } } return true }
// Pushes an entity onto the stack, it is a table containing the following: // e.id -> EntityId of this entity // e.name -> Name as displayed to the user // e.gear_options -> Table mapping gear to icon for all available gear // e.gear -> Name of the selected gear, nil if none is selected // e.actions -> Array of actions this entity has available func LuaPushEntity(L *lua.State, _ent *Entity) { if _ent == nil { L.PushNil() return } // id and Name can be added to the ent table as static data since they // never change. L.NewTable() L.PushString("Name") L.PushString(_ent.Name) L.SetTable(-3) L.PushString("id") L.PushInteger(int(_ent.Id)) L.SetTable(-3) L.PushString("type") L.PushString("Entity") L.SetTable(-3) id := _ent.Id // Meta table for the Entity so that any dynamic data is generated // on-the-fly LuaPushSmartFunctionTable(L, FunctionTable{ "Conditions": func() { ent := _ent.Game().EntityById(id) L.NewTable() for _, condition := range ent.Stats.ConditionNames() { L.PushString(condition) L.PushBoolean(true) L.SetTable(-3) } }, "Side": func() { ent := _ent.Game().EntityById(id) L.NewTable() sides := map[string]Side{ "Denizen": SideHaunt, "Intruder": SideExplorers, "Npc": SideNpc, "Object": SideObject, } for str, side := range sides { L.PushString(str) L.PushBoolean(ent.Side() == side) L.SetTable(-3) } }, "State": func() { ent := _ent.Game().EntityById(id) L.PushString(ent.Sprite().State()) }, "Master": func() { ent := _ent.Game().EntityById(id) L.NewTable() for key, val := range ent.Ai_data { L.PushString(key) L.PushString(val) L.SetTable(-3) } }, "GearOptions": func() { ent := _ent.Game().EntityById(id) L.NewTable() if ent.ExplorerEnt != nil { for _, gear_name := range ent.ExplorerEnt.Gear_names { var g Gear g.Defname = gear_name base.GetObject("gear", &g) L.PushString(gear_name) L.PushString(g.Large_icon.Path.String()) L.SetTable(-3) } } }, "Gear": func() { ent := _ent.Game().EntityById(id) if ent.ExplorerEnt != nil && ent.ExplorerEnt.Gear != nil { L.PushString(ent.ExplorerEnt.Gear.Name) } else { L.PushNil() } }, "Actions": func() { ent := _ent.Game().EntityById(id) L.NewTable() for _, action := range ent.Actions { L.PushString(action.String()) action.Push(L) L.SetTable(-3) } }, "Pos": func() { ent := _ent.Game().EntityById(id) x, y := ent.Pos() LuaPushPoint(L, x, y) }, "Corpus": func() { ent := _ent.Game().EntityById(id) L.PushInteger(ent.Stats.Corpus()) }, "Ego": func() { ent := _ent.Game().EntityById(id) L.PushInteger(ent.Stats.Ego()) }, "HpCur": func() { ent := _ent.Game().EntityById(id) L.PushInteger(ent.Stats.HpCur()) }, "HpMax": func() { ent := _ent.Game().EntityById(id) L.PushInteger(ent.Stats.HpMax()) }, "ApCur": func() { ent := _ent.Game().EntityById(id) L.PushInteger(ent.Stats.ApCur()) }, "ApMax": func() { ent := _ent.Game().EntityById(id) L.PushInteger(ent.Stats.ApMax()) }, "Info": func() { ent := _ent.Game().EntityById(id) L.NewTable() L.PushString("LastEntityThatIAttacked") LuaPushEntity(L, ent.Game().EntityById(ent.Info.LastEntThatIAttacked)) L.SetTable(-3) L.PushString("LastEntThatAttackedMe") LuaPushEntity(L, ent.Game().EntityById(ent.Info.LastEntThatAttackedMe)) L.SetTable(-3) }, }) L.SetMetaTable(-2) }