示例#1
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)
}