Пример #1
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)

}
Пример #2
0
func (exec interactExec) Push(L *lua.State, g *game.Game) {
	exec.BasicActionExec.Push(L, g)
	if L.IsNil(-1) {
		return
	}
	L.PushString("Toggle Door")
	L.PushBoolean(exec.Toggle_door)
	L.SetTable(-3)
	if exec.Toggle_door {
		L.PushString("Door")
		game.LuaPushDoor(L, g, exec.getDoor(g))
	} else {
		L.PushString("Target")
		game.LuaPushEntity(L, g.EntityById(exec.Target))
	}
	L.SetTable(-3)
}
Пример #3
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
}
Пример #4
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)

	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)
}