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)) }
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 }