Exemple #1
0
func main() {
	var L *golua.State

	L = golua.NewState()
	L.OpenLibs()

	L.GetField(golua.LUA_GLOBALSINDEX, "print")
	L.PushString("Hello World!")
	L.Call(1, 0)

	L.PushGoFunction(test)
	L.PushGoFunction(test)
	L.PushGoFunction(test)
	L.PushGoFunction(test)

	L.PushGoFunction(test2)
	L.PushInteger(42)
	L.Call(1, 0)

	L.Call(0, 0)
	L.Call(0, 0)
	L.Call(0, 0)

	L.Close()
}
Exemple #2
0
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()
}
Exemple #3
0
func LuaPushDims(L *lua.State, dx, dy int) {
	L.NewTable()
	L.PushString("Dx")
	L.PushInteger(dx)
	L.SetTable(-3)
	L.PushString("Dy")
	L.PushInteger(dy)
	L.SetTable(-3)
}
Exemple #4
0
func LuaPushPoint(L *lua.State, x, y int) {
	L.NewTable()
	L.PushString("X")
	L.PushInteger(x)
	L.SetTable(-3)
	L.PushString("Y")
	L.PushInteger(y)
	L.SetTable(-3)
}
Exemple #5
0
func (a *Interact) Push(L *lua.State) {
	L.NewTable()
	L.PushString("Type")
	L.PushString("Interact")
	L.SetTable(-3)
	L.PushString("Ap")
	L.PushInteger(a.Ap)
	L.SetTable(-3)
	L.PushString("Range")
	L.PushInteger(a.Range)
	L.SetTable(-3)
}
Exemple #6
0
func (a *SummonAction) Push(L *lua.State) {
	L.NewTable()
	L.PushString("Type")
	L.PushString("Summon")
	L.SetTable(-3)
	L.PushString("Name")
	L.PushString(a.Name)
	L.SetTable(-3)
	L.PushString("Ap")
	L.PushInteger(a.Ap)
	L.SetTable(-3)
	L.PushString("Entity")
	L.PushString(a.Ent_name)
	L.SetTable(-3)
	L.PushString("Los")
	L.PushBoolean(a.Personal_los)
	L.SetTable(-3)
	L.PushString("Range")
	L.PushInteger(a.Range)
	L.SetTable(-3)
	L.PushString("Ammo")
	if a.Current_ammo == -1 {
		L.PushInteger(1000)
	} else {
		L.PushInteger(a.Current_ammo)
	}
	L.SetTable(-3)

}
Exemple #7
0
func (exec *moveExec) Push(L *lua.State, g *game.Game) {
	exec.BasicActionExec.Push(L, g)
	if L.IsNil(-1) {
		return
	}
	L.PushString("Path")
	L.NewTable()
	for i := range exec.Path {
		L.PushInteger(i + 1)
		_, x, y := g.FromVertex(exec.Path[i])
		game.LuaPushPoint(L, x, y)
		L.SetTable(-3)
	}
	L.SetTable(-3)
}
Exemple #8
0
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()
}
Exemple #9
0
func LuaPushSpawnPoint(L *lua.State, game *Game, sp *house.SpawnPoint) {
	index := -1
	for i, spawn := range game.House.Floors[0].Spawns {
		if spawn == sp {
			index = i
		}
	}
	if index == -1 {
		LuaDoError(L, "Unable to push SpawnPoint, not found in the house.")
		L.NewTable()
		L.PushString("id")
		L.PushInteger(-1)
		L.SetTable(-3)
		L.PushString("type")
		L.PushString("SpawnPoint")
		L.SetTable(-3)
		return
	}
	L.NewTable()
	x, y := sp.Pos()
	dx, dy := sp.Dims()
	L.PushString("id")
	L.PushInteger(index)
	L.SetTable(-3)
	L.PushString("type")
	L.PushString("SpawnPoint")
	L.SetTable(-3)
	L.PushString("Name")
	L.PushString(sp.Name)
	L.SetTable(-3)
	L.PushString("Pos")
	LuaPushPoint(L, x, y)
	L.SetTable(-3)
	L.PushString("Dims")
	LuaPushDims(L, dx, dy)
	L.SetTable(-3)
}
Exemple #10
0
func (a *AoeAttack) Push(L *lua.State) {
	L.NewTable()
	L.PushString("Type")
	L.PushString("Aoe Attack")
	L.SetTable(-3)
	L.PushString("Name")
	L.PushString(a.Name)
	L.SetTable(-3)
	L.PushString("Ap")
	L.PushInteger(a.Ap)
	L.SetTable(-3)
	L.PushString("Damage")
	L.PushInteger(a.Damage)
	L.SetTable(-3)
	L.PushString("Strength")
	L.PushInteger(a.Strength)
	L.SetTable(-3)
	L.PushString("Range")
	L.PushInteger(a.Range)
	L.SetTable(-3)
	L.PushString("Diameter")
	L.PushInteger(a.Diameter)
	L.SetTable(-3)
	L.PushString("Ammo")
	if a.Current_ammo == -1 {
		L.PushInteger(1000)
	} else {
		L.PushInteger(a.Current_ammo)
	}
	L.SetTable(-3)
}
Exemple #11
0
// 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)

	// Meta table for the Entity so that any dynamic data is generated
	// on-the-fly
	LuaPushSmartFunctionTable(L, FunctionTable{
		"Conditions": func() {
			L.NewTable()
			for _, condition := range ent.Stats.ConditionNames() {
				L.PushString(condition)
				L.PushBoolean(true)
				L.SetTable(-3)
			}
		},
		"Side": func() {
			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() {
			L.PushString(ent.Sprite().State())
		},
		"Master": func() {
			L.NewTable()
			for key, val := range ent.Ai_data {
				L.PushString(key)
				L.PushString(val)
				L.SetTable(-3)
			}
		},
		"GearOptions": func() {
			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() {
			if ent.ExplorerEnt != nil && ent.ExplorerEnt.Gear != nil {
				L.PushString(ent.ExplorerEnt.Gear.Name)
			} else {
				L.PushNil()
			}
		},
		"Actions": func() {
			L.NewTable()
			for _, action := range ent.Actions {
				L.PushString(action.String())
				action.Push(L)
				L.SetTable(-3)
			}
		},
		"Pos": func() {
			x, y := ent.Pos()
			LuaPushPoint(L, x, y)
		},
		"Corpus": func() {
			L.PushInteger(ent.Stats.Corpus())
		},
		"Ego": func() {
			L.PushInteger(ent.Stats.Ego())
		},
		"HpCur": func() {
			L.PushInteger(ent.Stats.HpCur())
		},
		"HpMax": func() {
			L.PushInteger(ent.Stats.HpMax())
		},
		"ApCur": func() {
			L.PushInteger(ent.Stats.ApCur())
		},
		"ApMax": func() {
			L.PushInteger(ent.Stats.ApMax())
		},
		"Info": func() {
			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)
}