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LuaSyncedCtrl.cpp
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LuaSyncedCtrl.cpp
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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <vector>
#include <cctype>
#include "LuaSyncedCtrl.h"
#include "LuaInclude.h"
#include "LuaConfig.h"
#include "LuaRules.h" // for MAX_LUA_COB_ARGS
#include "LuaHandleSynced.h"
#include "LuaHashString.h"
#include "LuaMetalMap.h"
#include "LuaSyncedMoveCtrl.h"
#include "LuaUtils.h"
#include "Game/Game.h"
#include "Game/GameSetup.h"
#include "Game/Camera.h"
#include "Game/GameHelper.h"
#include "Game/SelectedUnitsHandler.h"
#include "Game/Players/PlayerHandler.h"
#include "Game/Players/Player.h"
#include "Net/GameServer.h"
#include "Map/Ground.h"
#include "Map/MapDamage.h"
#include "Map/MapInfo.h"
#include "Map/ReadMap.h"
#include "Rendering/Env/GrassDrawer.h"
#include "Rendering/Env/IGroundDecalDrawer.h"
#include "Rendering/Models/IModelParser.h"
#include "Sim/Features/Feature.h"
#include "Sim/Features/FeatureDef.h"
#include "Sim/Features/FeatureDefHandler.h"
#include "Sim/Features/FeatureHandler.h"
#include "Sim/Misc/BuildingMaskMap.h"
#include "Sim/Misc/CollisionVolume.h"
#include "Sim/Misc/DamageArray.h"
#include "Sim/Misc/DamageArrayHandler.h"
#include "Sim/Misc/LosHandler.h"
#include "Sim/Misc/ModInfo.h"
#include "Sim/Misc/SmoothHeightMesh.h"
#include "Sim/Misc/Team.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Misc/QuadField.h"
#include "Sim/Misc/Wind.h"
#include "Sim/MoveTypes/AAirMoveType.h"
#include "Sim/Path/IPathManager.h"
#include "Sim/Projectiles/ExplosionGenerator.h"
#include "Sim/Projectiles/Projectile.h"
#include "Sim/Projectiles/PieceProjectile.h"
#include "Sim/Projectiles/WeaponProjectiles/MissileProjectile.h"
#include "Sim/Projectiles/WeaponProjectiles/StarburstProjectile.h"
#include "Sim/Projectiles/WeaponProjectiles/TorpedoProjectile.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectile.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectileFactory.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Units/UnitDefHandler.h"
#include "Sim/Units/UnitLoader.h"
#include "Sim/Units/UnitToolTipMap.hpp"
#include "Sim/Units/Scripts/CobInstance.h"
#include "Sim/Units/Scripts/LuaUnitScript.h"
#include "Sim/Units/UnitTypes/Builder.h"
#include "Sim/Units/UnitTypes/Factory.h"
#include "Sim/Units/CommandAI/Command.h"
#include "Sim/Units/CommandAI/CommandAI.h"
#include "Sim/Units/CommandAI/FactoryCAI.h"
#include "Sim/Units/UnitTypes/ExtractorBuilding.h"
#include "Sim/Weapons/PlasmaRepulser.h"
#include "Sim/Weapons/Weapon.h"
#include "Sim/Weapons/WeaponDefHandler.h"
#include "Sim/Weapons/WeaponTarget.h"
#include "System/EventHandler.h"
#include "System/ObjectDependenceTypes.h"
#include "System/Log/ILog.h"
using std::max;
/******************************************************************************/
/******************************************************************************/
static int heightMapx1 = 0;
static int heightMapx2 = 0;
static int heightMapz1 = 0;
static int heightMapz2 = 0;
static float heightMapAmountChanged = 0.0f;
static float originalHeightMapAmountChanged = 0.0f;
static float smoothMeshAmountChanged = 0.0f;
/***
Synced Lua API
@module SyncedCtrl
@see rts/Lua/LuaSyncedCtrl.cpp
*/
/******************************************************************************/
inline void LuaSyncedCtrl::CheckAllowGameChanges(lua_State* L)
{
if (!CLuaHandle::GetHandleAllowChanges(L)) {
luaL_error(L, "Unsafe attempt to change game state");
}
}
/******************************************************************************/
/******************************************************************************/
bool LuaSyncedCtrl::PushEntries(lua_State* L)
{
{
// these need to be re-initialized here since we might have reloaded
inCreateUnit = 0;
inDestroyUnit = 0;
inCreateFeature = 0;
inDestroyFeature = 0;
inGiveOrder = 0;
inTransferUnit = 0;
inHeightMap = false;
inSmoothMesh = false;
heightMapx1 = 0;
heightMapx2 = 0;
heightMapz1 = 0;
heightMapz2 = 0;
heightMapAmountChanged = 0.0f;
originalHeightMapAmountChanged = 0.0f;
smoothMeshAmountChanged = 0.0f;
}
REGISTER_LUA_CFUNC(SetAlly);
REGISTER_LUA_CFUNC(SetAllyTeamStartBox);
REGISTER_LUA_CFUNC(KillTeam);
REGISTER_LUA_CFUNC(AssignPlayerToTeam);
REGISTER_LUA_CFUNC(GameOver);
REGISTER_LUA_CFUNC(SetGlobalLos);
REGISTER_LUA_CFUNC(AddTeamResource);
REGISTER_LUA_CFUNC(UseTeamResource);
REGISTER_LUA_CFUNC(SetTeamResource);
REGISTER_LUA_CFUNC(SetTeamShareLevel);
REGISTER_LUA_CFUNC(ShareTeamResource);
REGISTER_LUA_CFUNC(SetGameRulesParam);
REGISTER_LUA_CFUNC(SetTeamRulesParam);
REGISTER_LUA_CFUNC(SetPlayerRulesParam);
REGISTER_LUA_CFUNC(SetUnitRulesParam);
REGISTER_LUA_CFUNC(SetFeatureRulesParam);
REGISTER_LUA_CFUNC(CreateUnit);
REGISTER_LUA_CFUNC(DestroyUnit);
REGISTER_LUA_CFUNC(TransferUnit);
REGISTER_LUA_CFUNC(CreateFeature);
REGISTER_LUA_CFUNC(DestroyFeature);
REGISTER_LUA_CFUNC(TransferFeature);
REGISTER_LUA_CFUNC(SetUnitCosts);
REGISTER_LUA_CFUNC(SetUnitResourcing);
REGISTER_LUA_CFUNC(SetUnitTooltip);
REGISTER_LUA_CFUNC(SetUnitHealth);
REGISTER_LUA_CFUNC(SetUnitMaxHealth);
REGISTER_LUA_CFUNC(SetUnitStockpile);
REGISTER_LUA_CFUNC(SetUnitUseWeapons);
REGISTER_LUA_CFUNC(SetUnitWeaponState);
REGISTER_LUA_CFUNC(SetUnitWeaponDamages);
REGISTER_LUA_CFUNC(SetUnitMaxRange);
REGISTER_LUA_CFUNC(SetUnitExperience);
REGISTER_LUA_CFUNC(AddUnitExperience);
REGISTER_LUA_CFUNC(SetUnitArmored);
REGISTER_LUA_CFUNC(SetUnitLosMask);
REGISTER_LUA_CFUNC(SetUnitLosState);
REGISTER_LUA_CFUNC(SetUnitCloak);
REGISTER_LUA_CFUNC(SetUnitStealth);
REGISTER_LUA_CFUNC(SetUnitSonarStealth);
REGISTER_LUA_CFUNC(SetUnitSeismicSignature);
REGISTER_LUA_CFUNC(SetUnitAlwaysVisible);
REGISTER_LUA_CFUNC(SetUnitUseAirLos);
REGISTER_LUA_CFUNC(SetUnitMetalExtraction);
REGISTER_LUA_CFUNC(SetUnitHarvestStorage);
REGISTER_LUA_CFUNC(SetUnitBuildSpeed);
REGISTER_LUA_CFUNC(SetUnitBuildParams);
REGISTER_LUA_CFUNC(SetUnitNanoPieces);
REGISTER_LUA_CFUNC(SetUnitBlocking);
REGISTER_LUA_CFUNC(SetUnitCrashing);
REGISTER_LUA_CFUNC(SetUnitShieldState);
REGISTER_LUA_CFUNC(SetUnitShieldRechargeDelay);
REGISTER_LUA_CFUNC(SetUnitFlanking);
REGISTER_LUA_CFUNC(GetUnitPhysicalState);
REGISTER_LUA_CFUNC(SetUnitPhysicalStateBit);
REGISTER_LUA_CFUNC(SetUnitTravel);
REGISTER_LUA_CFUNC(SetUnitFuel);
REGISTER_LUA_CFUNC(SetUnitMoveGoal);
REGISTER_LUA_CFUNC(SetUnitLandGoal);
REGISTER_LUA_CFUNC(ClearUnitGoal);
REGISTER_LUA_CFUNC(SetUnitNeutral);
REGISTER_LUA_CFUNC(SetUnitTarget);
REGISTER_LUA_CFUNC(SetUnitMidAndAimPos);
REGISTER_LUA_CFUNC(SetUnitRadiusAndHeight);
REGISTER_LUA_CFUNC(SetUnitBuildeeRadius);
REGISTER_LUA_CFUNC(SetUnitCollisionVolumeData);
REGISTER_LUA_CFUNC(SetUnitPieceCollisionVolumeData);
REGISTER_LUA_CFUNC(SetUnitPieceVisible);
REGISTER_LUA_CFUNC(SetUnitPieceParent);
REGISTER_LUA_CFUNC(SetUnitPieceMatrix);
REGISTER_LUA_CFUNC(SetUnitSensorRadius);
REGISTER_LUA_CFUNC(SetUnitPosErrorParams);
REGISTER_LUA_CFUNC(SetUnitPhysics);
REGISTER_LUA_CFUNC(SetUnitMass);
REGISTER_LUA_CFUNC(SetUnitPosition);
REGISTER_LUA_CFUNC(SetUnitVelocity);
REGISTER_LUA_CFUNC(SetUnitRotation);
REGISTER_LUA_CFUNC(SetUnitDirection);
REGISTER_LUA_CFUNC(SetUnitHeadingAndUpDir);
REGISTER_LUA_CFUNC(SetFactoryBuggerOff);
REGISTER_LUA_CFUNC(BuggerOff);
REGISTER_LUA_CFUNC(AddUnitDamage);
REGISTER_LUA_CFUNC(AddUnitImpulse);
REGISTER_LUA_CFUNC(AddUnitSeismicPing);
REGISTER_LUA_CFUNC(AddUnitResource);
REGISTER_LUA_CFUNC(UseUnitResource);
REGISTER_LUA_CFUNC(AddObjectDecal);
REGISTER_LUA_CFUNC(RemoveObjectDecal);
REGISTER_LUA_CFUNC(AddGrass);
REGISTER_LUA_CFUNC(RemoveGrass);
REGISTER_LUA_CFUNC(SetFeatureAlwaysVisible);
REGISTER_LUA_CFUNC(SetFeatureUseAirLos);
REGISTER_LUA_CFUNC(SetFeatureHealth);
REGISTER_LUA_CFUNC(SetFeatureMaxHealth);
REGISTER_LUA_CFUNC(SetFeatureReclaim);
REGISTER_LUA_CFUNC(SetFeatureResources);
REGISTER_LUA_CFUNC(SetFeatureResurrect);
REGISTER_LUA_CFUNC(SetFeatureMoveCtrl);
REGISTER_LUA_CFUNC(SetFeaturePhysics);
REGISTER_LUA_CFUNC(SetFeatureMass);
REGISTER_LUA_CFUNC(SetFeaturePosition);
REGISTER_LUA_CFUNC(SetFeatureVelocity);
REGISTER_LUA_CFUNC(SetFeatureRotation);
REGISTER_LUA_CFUNC(SetFeatureDirection);
REGISTER_LUA_CFUNC(SetFeatureHeadingAndUpDir);
REGISTER_LUA_CFUNC(SetFeatureBlocking);
REGISTER_LUA_CFUNC(SetFeatureNoSelect);
REGISTER_LUA_CFUNC(SetFeatureMidAndAimPos);
REGISTER_LUA_CFUNC(SetFeatureRadiusAndHeight);
REGISTER_LUA_CFUNC(SetFeatureCollisionVolumeData);
REGISTER_LUA_CFUNC(SetFeaturePieceCollisionVolumeData);
REGISTER_LUA_CFUNC(SetFeaturePieceVisible);
REGISTER_LUA_CFUNC(SetProjectileAlwaysVisible);
REGISTER_LUA_CFUNC(SetProjectileUseAirLos);
REGISTER_LUA_CFUNC(SetProjectileMoveControl);
REGISTER_LUA_CFUNC(SetProjectilePosition);
REGISTER_LUA_CFUNC(SetProjectileVelocity);
REGISTER_LUA_CFUNC(SetProjectileCollision);
REGISTER_LUA_CFUNC(SetProjectileTarget);
REGISTER_LUA_CFUNC(SetProjectileIsIntercepted);
REGISTER_LUA_CFUNC(SetProjectileDamages);
REGISTER_LUA_CFUNC(SetProjectileIgnoreTrackingError);
REGISTER_LUA_CFUNC(SetProjectileGravity);
REGISTER_LUA_CFUNC(SetProjectileSpinAngle);
REGISTER_LUA_CFUNC(SetProjectileSpinSpeed);
REGISTER_LUA_CFUNC(SetProjectileSpinVec);
REGISTER_LUA_CFUNC(SetPieceProjectileParams);
REGISTER_LUA_CFUNC(SetProjectileCEG);
REGISTER_LUA_CFUNC(CallCOBScript);
REGISTER_LUA_CFUNC(GetCOBScriptID);
//FIXME: REGISTER_LUA_CFUNC(GetUnitCOBValue);
//FIXME: REGISTER_LUA_CFUNC(SetUnitCOBValue);
REGISTER_LUA_CFUNC(UnitFinishCommand);
REGISTER_LUA_CFUNC(GiveOrderToUnit);
REGISTER_LUA_CFUNC(GiveOrderToUnitMap);
REGISTER_LUA_CFUNC(GiveOrderToUnitArray);
REGISTER_LUA_CFUNC(GiveOrderArrayToUnit);
REGISTER_LUA_CFUNC(GiveOrderArrayToUnitMap);
REGISTER_LUA_CFUNC(GiveOrderArrayToUnitArray);
REGISTER_LUA_CFUNC(LevelHeightMap);
REGISTER_LUA_CFUNC(AdjustHeightMap);
REGISTER_LUA_CFUNC(RevertHeightMap);
REGISTER_LUA_CFUNC(AddHeightMap);
REGISTER_LUA_CFUNC(SetHeightMap);
REGISTER_LUA_CFUNC(SetHeightMapFunc);
REGISTER_LUA_CFUNC(LevelOriginalHeightMap);
REGISTER_LUA_CFUNC(AdjustOriginalHeightMap);
REGISTER_LUA_CFUNC(RevertOriginalHeightMap);
REGISTER_LUA_CFUNC(AddOriginalHeightMap);
REGISTER_LUA_CFUNC(SetOriginalHeightMap);
REGISTER_LUA_CFUNC(SetOriginalHeightMapFunc);
REGISTER_LUA_CFUNC(RebuildSmoothMesh);
REGISTER_LUA_CFUNC(LevelSmoothMesh);
REGISTER_LUA_CFUNC(AdjustSmoothMesh);
REGISTER_LUA_CFUNC(RevertSmoothMesh);
REGISTER_LUA_CFUNC(AddSmoothMesh);
REGISTER_LUA_CFUNC(SetSmoothMesh);
REGISTER_LUA_CFUNC(SetSmoothMeshFunc);
REGISTER_LUA_CFUNC(SetMapSquareTerrainType);
REGISTER_LUA_CFUNC(SetTerrainTypeData);
REGISTER_LUA_CFUNC(SetTidal);
REGISTER_LUA_CFUNC(SetWind);
REGISTER_LUA_CFUNC(SetSquareBuildingMask);
REGISTER_LUA_CFUNC(UnitWeaponFire);
REGISTER_LUA_CFUNC(UnitWeaponHoldFire);
REGISTER_LUA_CFUNC(ForceUnitCollisionUpdate);
REGISTER_LUA_CFUNC(UnitAttach);
REGISTER_LUA_CFUNC(UnitDetach);
REGISTER_LUA_CFUNC(UnitDetachFromAir);
REGISTER_LUA_CFUNC(SetUnitLoadingTransport);
REGISTER_LUA_CFUNC(SpawnProjectile);
REGISTER_LUA_CFUNC(DeleteProjectile);
REGISTER_LUA_CFUNC(SpawnExplosion);
REGISTER_LUA_CFUNC(SpawnCEG);
REGISTER_LUA_CFUNC(SpawnSFX);
REGISTER_LUA_CFUNC(EditUnitCmdDesc);
REGISTER_LUA_CFUNC(InsertUnitCmdDesc);
REGISTER_LUA_CFUNC(RemoveUnitCmdDesc);
REGISTER_LUA_CFUNC(SetNoPause);
REGISTER_LUA_CFUNC(SetExperienceGrade);
REGISTER_LUA_CFUNC(SetRadarErrorParams);
if (!LuaSyncedMoveCtrl::PushMoveCtrl(L))
return false;
if (!CLuaUnitScript::PushEntries(L))
return false;
if (!LuaMetalMap::PushCtrlEntries(L))
return false;
return true;
}
/******************************************************************************/
/******************************************************************************/
//
// Parsing helpers
//
static inline CUnit* ParseRawUnit(lua_State* L, const char* caller, int index)
{
return (unitHandler.GetUnit(luaL_checkint(L, index)));
}
static inline CUnit* ParseUnit(lua_State* L, const char* caller, int index)
{
CUnit* unit = ParseRawUnit(L, caller, index);
if (unit == nullptr)
return nullptr;
if (!CanControlUnit(L, unit))
return nullptr;
return unit;
}
static inline CFeature* ParseFeature(lua_State* L, const char* caller, int index)
{
CFeature* f = featureHandler.GetFeature(luaL_checkint(L, index));
if (f == nullptr)
return nullptr;
if (!CanControlFeature(L, f))
return nullptr;
return f;
}
static inline CProjectile* ParseProjectile(lua_State* L, const char* caller, int index)
{
CProjectile* p = projectileHandler.GetProjectileBySyncedID(luaL_checkint(L, index));
if (p == nullptr)
return nullptr;
if (!CanControlProjectileAllyTeam(L, p->GetAllyteamID()))
return nullptr;
return p;
}
static bool ParseProjectileParams(lua_State* L, ProjectileParams& params, const int tblIdx, const char* caller)
{
if (!lua_istable(L, tblIdx)) {
luaL_error(L, "[%s] argument %d must be a table!", caller, tblIdx);
return false;
}
params.teamID = teamHandler.GaiaTeamID();
for (lua_pushnil(L); lua_next(L, tblIdx) != 0; lua_pop(L, 1)) {
if (!lua_israwstring(L, -2))
continue;
const char* key = lua_tostring(L, -2);
if (lua_istable(L, -1)) {
float array[3] = {0.0f, 0.0f, 0.0f};
if (LuaUtils::ParseFloatArray(L, -1, array, 3) == 3) {
switch (hashString(key)) {
case hashString("pos" ): { params.pos = array; } break;
case hashString("end" ): { params.end = array; } break;
case hashString("speed" ): { params.speed = array; } break;
case hashString("spread"): { params.spread = array; } break;
case hashString("error" ): { params.error = array; } break;
}
}
continue;
}
if (lua_isnumber(L, -1)) {
switch (hashString(key)) {
case hashString("owner" ): { params.ownerID = lua_toint(L, -1) ; } break;
case hashString("weapon"): { params.weaponNum = lua_toint(L, -1) - LUA_WEAPON_BASE_INDEX; } break;
case hashString("team" ): { params.teamID = lua_toint(L, -1) ; } break;
case hashString("ttl"): { params.ttl = lua_tofloat(L, -1); } break;
case hashString("gravity" ): { params.gravity = lua_tofloat(L, -1); } break;
case hashString("tracking"): { params.tracking = lua_tofloat(L, -1); } break;
case hashString("maxRange"): { params.maxRange = lua_tofloat(L, -1); } break;
case hashString("upTime" ): { params.upTime = lua_tofloat(L, -1); } break;
case hashString("startAlpha"): { params.startAlpha = lua_tofloat(L, -1); } break;
case hashString("endAlpha" ): { params.endAlpha = lua_tofloat(L, -1); } break;
}
continue;
}
if (lua_isstring(L, -1)) {
switch (hashString(key)) {
case hashString("model"): {
params.model = modelLoader.LoadModel(lua_tostring(L, -1));
} break;
case hashString("cegtag"): {
params.cegID = explGenHandler.LoadGeneratorID(lua_tostring(L, -1));
} break;
}
continue;
}
}
return true;
}
static CTeam* ParseTeam(lua_State* L, const char* caller, int index)
{
if (!lua_isnumber(L, index)) {
luaL_error(L, "%s(): Bad teamID", caller);
return nullptr;
}
const int teamID = lua_toint(L, index);
if (!teamHandler.IsValidTeam(teamID))
luaL_error(L, "%s(): Bad teamID: %d", caller, teamID);
return (teamHandler.Team(teamID));
}
static void ParseUnitMap(lua_State* L, const char* caller,
int table, vector<CUnit*>& unitIDs)
{
if (!lua_istable(L, table))
luaL_error(L, "%s(): error parsing unit map", caller);
for (lua_pushnil(L); lua_next(L, table) != 0; lua_pop(L, 1)) {
if (!lua_israwnumber(L, -2))
continue;
CUnit* unit = ParseUnit(L, __func__, -2);
if (unit == nullptr)
continue; // bad pointer
unitIDs.push_back(unit);
}
}
static void ParseUnitArray(lua_State* L, const char* caller,
int table, vector<CUnit*>& unitIDs)
{
if (!lua_istable(L, table))
luaL_error(L, "%s(): error parsing unit array", caller);
for (lua_pushnil(L); lua_next(L, table) != 0; lua_pop(L, 1)) {
if (!lua_israwnumber(L, -2) || !lua_isnumber(L, -1)) // avoid 'n'
continue;
CUnit* unit = ParseUnit(L, __func__, -1);
if (unit == nullptr)
continue; // bad pointer
unitIDs.push_back(unit);
}
}
static void ParseUnitDefArray(lua_State* L, const char* caller,
int table, vector<const UnitDef*>& unitDefs)
{
if (!lua_istable(L, table))
luaL_error(L, "%s(): error parsing unitdef array", caller);
for (lua_pushnil(L); lua_next(L, table) != 0; lua_pop(L, 1)) {
if (!lua_israwnumber(L, -2) || !lua_isnumber(L, -1)) // avoid 'n'
continue;
const UnitDef* ud = unitDefHandler->GetUnitDefByID(luaL_checkint(L, -1));
if (ud == nullptr)
continue; // bad pointer
unitDefs.push_back(ud);
}
}
static int SetSolidObjectCollisionVolumeData(lua_State* L, CSolidObject* o)
{
if (o == nullptr)
return 0;
return LuaUtils::ParseColVolData(L, 2, &o->collisionVolume);
}
static int SetSolidObjectBlocking(lua_State* L, CSolidObject* o)
{
if (o == nullptr)
return 0;
// update SO-bit of collidable state
if (lua_isboolean(L, 3)) {
if (lua_toboolean(L, 3)) {
o->SetCollidableStateBit(CSolidObject::CSTATE_BIT_SOLIDOBJECTS);
} else {
o->ClearCollidableStateBit(CSolidObject::CSTATE_BIT_SOLIDOBJECTS);
}
}
// update blocking-bit of physical state (do this
// after changing the SO-bit so it is reversable)
if (lua_isboolean(L, 2)) {
if (lua_toboolean(L, 2)) {
o->Block();
} else {
o->UnBlock();
}
}
o->UpdateCollidableStateBit(CSolidObject::CSTATE_BIT_PROJECTILES, luaL_optboolean(L, 4, o->HasCollidableStateBit(CSolidObject::CSTATE_BIT_PROJECTILES)));
o->UpdateCollidableStateBit(CSolidObject::CSTATE_BIT_QUADMAPRAYS, luaL_optboolean(L, 5, o->HasCollidableStateBit(CSolidObject::CSTATE_BIT_QUADMAPRAYS)));
o->crushable = luaL_optboolean(L, 6, o->crushable);
o->blockEnemyPushing = luaL_optboolean(L, 7, o->blockEnemyPushing);
o->blockHeightChanges = luaL_optboolean(L, 8, o->blockHeightChanges);
lua_pushboolean(L, o->IsBlocking());
return 1;
}
static int SetSolidObjectRotation(lua_State* L, CSolidObject* o, bool isFeature)
{
if (o == nullptr)
return 0;
o->SetDirVectorsEuler(float3(luaL_checkfloat(L, 2), luaL_checkfloat(L, 3), luaL_checkfloat(L, 4)));
// not a hack: ForcedSpin() and CalculateTransform() calculate a
// transform based only on frontdir and assume the helper y-axis
// points up
if (isFeature)
static_cast<CFeature*>(o)->UpdateTransform(o->pos, true);
return 0;
}
static int SetSolidObjectHeadingAndUpDir(lua_State* L, CSolidObject* o, bool isFeature)
{
if (o == nullptr)
return 0;
const auto heading = spring::SafeCast<short>(luaL_optint(L, 2, o->heading));
const float3 newUpDir = float3(luaL_checkfloat(L, 3), luaL_checkfloat(L, 4), luaL_checkfloat(L, 5)).SafeNormalize();
if (math::fabsf(newUpDir.SqLength() - 1.0f) > float3::cmp_eps())
luaL_error(L, "[%s] Invalid upward-direction (%f, %f, %f), id = %d, model = %s, teamID = %d", __func__, newUpDir.x, newUpDir.y, newUpDir.z, o->id, o->model ? o->model->name.c_str() : "nullptr", o->team);
o->heading = heading;
o->UpdateDirVectors(newUpDir);
o->SetFacingFromHeading();
o->UpdateMidAndAimPos();
if (isFeature)
static_cast<CFeature*>(o)->UpdateTransform(o->pos, true);
return 0;
}
static int SetSolidObjectDirection(lua_State* L, CSolidObject* o)
{
if (o == nullptr)
return 0;
const float3 newDir = float3(luaL_checkfloat(L, 2), luaL_checkfloat(L, 3), luaL_checkfloat(L, 4)).SafeNormalize();
if (math::fabsf(newDir.SqLength() - 1.0f) > float3::cmp_eps()) {
luaL_error(L, "[%s] Invalid front-direction (%f, %f, %f), id = %d, model = %s, teamID = %d", __func__, newDir.x, newDir.y, newDir.z, o->id, o->model ? o->model->name.c_str() : "nullptr", o->team);
}
o->ForcedSpin(newDir);
return 0;
}
static int SetWorldObjectVelocity(lua_State* L, CWorldObject* o)
{
if (o == nullptr)
return 0;
float3 speed;
speed.x = std::clamp(luaL_checkfloat(L, 2), -MAX_UNIT_SPEED, MAX_UNIT_SPEED);
speed.y = std::clamp(luaL_checkfloat(L, 3), -MAX_UNIT_SPEED, MAX_UNIT_SPEED);
speed.z = std::clamp(luaL_checkfloat(L, 4), -MAX_UNIT_SPEED, MAX_UNIT_SPEED);
o->SetVelocityAndSpeed(speed);
return 0;
}
static int SetSolidObjectMass(lua_State* L, CSolidObject* o)
{
if (o == nullptr)
return 0;
o->SetMass(luaL_checknumber(L, 2));
return 0;
}
static int SetSolidObjectPhysicalState(lua_State* L, CSolidObject* o)
{
if (o == nullptr)
return 0;
float3 pos;
float3 rot;
float3 speed;
float3& drag = o->dragScales;
pos.x = luaL_checknumber(L, 2);
pos.y = luaL_checknumber(L, 3);
pos.z = luaL_checknumber(L, 4);
speed.x = luaL_checknumber(L, 5);
speed.y = luaL_checknumber(L, 6);
speed.z = luaL_checknumber(L, 7);
rot.x = luaL_checknumber(L, 8);
rot.y = luaL_checknumber(L, 9);
rot.z = luaL_checknumber(L, 10);
drag.x = std::clamp(luaL_optnumber(L, 11, drag.x), 0.0f, 1.0f);
drag.y = std::clamp(luaL_optnumber(L, 12, drag.y), 0.0f, 1.0f);
drag.z = std::clamp(luaL_optnumber(L, 13, drag.z), 0.0f, 1.0f);
o->Move(pos, false);
o->SetDirVectorsEuler(rot);
// do not need ForcedSpin, above three calls cover it
o->ForcedMove(pos);
o->SetVelocityAndSpeed(speed);
return 0;
}
static int SetSolidObjectPieceCollisionVolumeData(lua_State* L, CSolidObject* obj)
{
if (obj == nullptr)
return 0;
LocalModelPiece* lmp = ParseObjectLocalModelPiece(L, obj, 2);
if (lmp == nullptr)
luaL_argerror(L, 2, "invalid piece");
CollisionVolume* vol = lmp->GetCollisionVolume();
const float3 scales(luaL_checkfloat(L, 4), luaL_checkfloat(L, 5), luaL_checkfloat(L, 6));
const float3 offset(luaL_checkfloat(L, 7), luaL_checkfloat(L, 8), luaL_checkfloat(L, 9));
const unsigned int vType = luaL_optint(L, 10, vol->GetVolumeType());
const unsigned int pAxis = luaL_optint(L, 11, vol->GetPrimaryAxis());
// piece volumes are not allowed to use discrete hit-testing
vol->InitShape(scales, offset, vType, CollisionVolume::COLVOL_HITTEST_CONT, pAxis);
vol->SetIgnoreHits(!luaL_checkboolean(L, 3));
return 0;
}
static int SetSolidObjectPieceVisible(lua_State* L, CSolidObject* obj)
{
if (obj == nullptr)
return 0;
LocalModelPiece* lmp = ParseObjectLocalModelPiece(L, obj, 2);
if (lmp == nullptr)
luaL_argerror(L, 2, "invalid piece");
lmp->SetScriptVisible(luaL_checkboolean(L, 3));
return 0;
}
static int SetWorldObjectAlwaysVisible(lua_State* L, CWorldObject* o, const char* caller)
{
if (o == nullptr)
return 0;
o->alwaysVisible = luaL_checkboolean(L, 2);
return 0;
}
static int SetWorldObjectUseAirLos(lua_State* L, CWorldObject* o, const char* caller)
{
if (o == nullptr)
return 0;
o->useAirLos = luaL_checkboolean(L, 2);
return 0;
}
/******************************************************************************/
/******************************************************************************/
static inline bool IsPlayerSynced(const CPlayer* player)
{
return (!gameSetup->hostDemo || player->isFromDemo);
}
/******************************************************************************
* Teams
* @section teams
******************************************************************************/
/*** Changes the value of the (one-sided) alliance between: firstAllyTeamID -> secondAllyTeamID.
*
* @function Spring.SetAlly
* @number firstAllyTeamID
* @number secondAllyTeamID
* @bool ally
* @treturn nil
*/
int LuaSyncedCtrl::SetAlly(lua_State* L)
{
const int firstAllyTeamID = luaL_checkint(L, 1);
const int secondAllyTeamID = luaL_checkint(L, 2);
if (!teamHandler.IsValidAllyTeam(firstAllyTeamID))
return 0;
if (!teamHandler.IsValidAllyTeam(secondAllyTeamID))
return 0;
teamHandler.SetAlly(firstAllyTeamID, secondAllyTeamID, luaL_checkboolean(L, 3));
return 0;
}
/*** Changes the start box position of an allyTeam.
*
* @function Spring.SetAllyTeamStartBox
* @number allyTeamID
* @number xMin left start box boundary (elmos)
* @number zMin top start box boundary (elmos)
* @number xMax right start box boundary (elmos)
* @number zMax bottom start box boundary (elmos)
* @treturn nil
*/
int LuaSyncedCtrl::SetAllyTeamStartBox(lua_State* L)
{
const unsigned int allyTeamID = luaL_checkint(L, 1);
const float xMin = luaL_checkfloat(L, 2);
const float zMin = luaL_checkfloat(L, 3);
const float xMax = luaL_checkfloat(L, 4);
const float zMax = luaL_checkfloat(L, 5);
if (!teamHandler.IsValidAllyTeam(allyTeamID)) {
return 0;
}
const float startRectLeft = xMin / (mapDims.mapx * SQUARE_SIZE);
const float startRectTop = zMin / (mapDims.mapy * SQUARE_SIZE);
const float startRectRight = xMax / (mapDims.mapx * SQUARE_SIZE);
const float startRectBottom = zMax / (mapDims.mapy * SQUARE_SIZE);
teamHandler.SetAllyTeamStartBox(allyTeamID, startRectLeft, startRectTop, startRectRight, startRectBottom);
return 0;
}
/*** Assigns a player to a team.
*
* @function Spring.AssignPlayerToTeam
* @number playerID
* @number teamID
* @treturn nil
*/
int LuaSyncedCtrl::AssignPlayerToTeam(lua_State* L)
{
const int playerID = luaL_checkint(L, 1);
const int teamID = luaL_checkint(L, 2);
const CPlayer* player = playerHandler.IsValidPlayer(playerID)? playerHandler.Player(playerID): nullptr;
if (player == nullptr)
return 0;
if (!IsPlayerSynced(player))
return 0;
if (!teamHandler.IsValidTeam(teamID))
return 0;
teamHandler.Team(teamID)->AddPlayer(playerID);
return 0;
}
/*** Changes access to global line of sight for a team and its allies.
*
* @function Spring.SetGlobalLos
* @number allyTeamID
* @bool globallos
* @treturn nil
*/
int LuaSyncedCtrl::SetGlobalLos(lua_State* L)
{
const int allyTeam = luaL_checkint(L, 1);
if (!teamHandler.IsValidAllyTeam(allyTeam))
luaL_error(L, "bad allyTeam");
losHandler->SetGlobalLOS(allyTeam, luaL_checkboolean(L, 2));
return 0;
}
/***
* Game End
* @section gameend
*/
/*** Will declare a team to be dead (no further orders can be assigned to such teams units).
*
* @function Spring.KillTeam
*
* Gaia team cannot be killed.
*
* @number teamID
* @treturn nil
*/
int LuaSyncedCtrl::KillTeam(lua_State* L)
{
const int teamID = luaL_checkint(L, 1);
if (!teamHandler.IsValidTeam(teamID))
return 0;
//FIXME either we disallow it here or it needs modifications in GameServer.cpp (it creates a `teams` vector w/o gaia)
// possible fix would be to always create the Gaia team (currently it's conditional on gs->useLuaGaia)
if (teamID == teamHandler.GaiaTeamID())
return 0;
CTeam* team = teamHandler.Team(teamID);
if (team == nullptr)
return 0;
team->Died();
return 0;
}
/*** Will declare game over.
*
* @function Spring.GameOver
*
* A list of winning allyteams can be passed, if undecided (like when dropped from the host) it should be empty (no winner), in the case of a draw with multiple winners, all should be listed.
*
* @number[opt] allyTeamID1
* @number[opt] allyTeamID2
* @number[opt] allyTeamIDn
* @treturn nil
*/
int LuaSyncedCtrl::GameOver(lua_State* L)
{
if (!lua_istable(L, 1)) {
luaL_error(L, "Incorrect arguments to GameOver()");
return 0;
}
std::vector<unsigned char> winningAllyTeams;
static const int tableIdx = 1;
for (lua_pushnil(L); lua_next(L, tableIdx) != 0; lua_pop(L, 1)) {
if (!lua_israwnumber(L, -1))
continue;
const unsigned char allyTeamID = lua_toint(L, -1);
if (!teamHandler.ValidAllyTeam(allyTeamID))
continue;
winningAllyTeams.push_back(allyTeamID);
}
game->GameEnd(winningAllyTeams);
// push the number of accepted allyteams
lua_pushnumber(L, winningAllyTeams.size());
return 1;
}
/***
* Resources
* @section resources
*/
/*** Set tidal strength
*
* @function Spring.SetTidal
* @number strength
* @treturn nil
*/
int LuaSyncedCtrl::SetTidal(lua_State* L)
{
envResHandler.LoadTidal(luaL_optnumber(L, 1, envResHandler.GetCurrentTidalStrength()));
return 0;
}
/*** Set wind strength
*
* @function Spring.SetWind
* @number minStrength
* @number maxStrength
* @treturn nil
*/
int LuaSyncedCtrl::SetWind(lua_State* L)
{
envResHandler.LoadWind(luaL_optnumber(L, 1, envResHandler.GetMinWindStrength()), luaL_optnumber(L, 2, envResHandler.GetMaxWindStrength()));
return 0;
}
/*** Adds metal or energy resources to the specified team.
*