Added NPCWrapper

- NPC.new, NPC:moveTo() & NPC.maxHealth have all been added
This commit is contained in:
CPunch 2021-05-04 02:01:33 -05:00 committed by gsemaj
parent e8659962a5
commit 794b881c4d
6 changed files with 243 additions and 1 deletions

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@ -50,6 +50,7 @@ CXXSRC=\
src/lua/WorldWrapper.cpp\
src/lua/EntityWrapper.cpp\
src/lua/PlayerWrapper.cpp\
src/lua/NPCWrapper.cpp\
src/db/init.cpp\
src/db/login.cpp\
src/db/shard.cpp\
@ -99,6 +100,7 @@ CXXHDR=\
src/lua/WorldWrapper.hpp\
src/lua/EntityWrapper.hpp\
src/lua/PlayerWrapper.hpp\
src/lua/NPCWrapper.hpp\
src/db/Database.hpp\
src/db/internal.hpp\
vendor/bcrypt/BCrypt.hpp\

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@ -9,6 +9,11 @@ function onJoin(plr)
plr:kick()
elseif msg == "hi" then
print("hello " .. plr.name)
elseif msg == "pet" then
local dog = NPC.new(plr.x, plr.y, plr.z, 3054)
while wait(2) and plr:exists() do
dog:moveTo(plr.x + math.random(-500, 500), plr.y + math.random(-500, 500), plr.z)
end
end
end)
end

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@ -122,7 +122,7 @@ static luaL_Reg ent_getters[] = {
static int ent_exists(lua_State *state) {
EntityRef *data = (EntityRef*)grabBaseEntityRef(state, 1);
lua_pushboolean(state, data == NULL || !data->isValid());
lua_pushboolean(state, !(data == NULL || !data->isValid()));
return 1;
}

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@ -3,6 +3,7 @@
#include "lua/EventWrapper.hpp"
#include "lua/WorldWrapper.hpp"
#include "lua/PlayerWrapper.hpp"
#include "lua/NPCWrapper.hpp"
#include "PlayerManager.hpp"
#include "servers/CNShardServer.hpp"
@ -121,6 +122,7 @@ void LuaManager::init() {
World::init(global);
Entity::init(global);
Player::init(global);
NPC::init(global);
activeScripts = std::map<lua_State*, Script*>();

222
src/lua/NPCWrapper.cpp Normal file
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@ -0,0 +1,222 @@
#include "lua/LuaWrapper.hpp"
#include "lua/NPCWrapper.hpp"
#include "NPC.hpp"
#include "NPCManager.hpp"
#include "Transport.hpp"
#define LIBNAME "NPC"
#define NPCGONESTR "NPC was destoryed and no longer exists!"
#define GETTERTBL "__npcGETTERS"
#define SETTERTBL "__npcSETTERS"
#define METHODTBL "__npcMETHODS"
static EntityRef* grabEntityRef(lua_State *state, int indx) {
// first, make sure its a userdata
luaL_checktype(state, indx, LUA_TUSERDATA);
// now, check and make sure its our library's metatable attached to this userdata
EntityRef *ref = (EntityRef*)luaL_checkudata(state, indx, LIBNAME);
if (ref == NULL) {
luaL_typerror(state, indx, LIBNAME);
return NULL;
}
// check if the npc exists still & return NULL if it doesn't
if (!ref->isValid()) {
luaL_argerror(state, indx, NPCGONESTR);
return NULL;
}
return ref;
}
static CombatNPC* grabNPC(lua_State *state, int indx) {
EntityRef *ref = grabEntityRef(state, indx);
// if grabEntityRef failed, return error result
return (ref == NULL) ? NULL : (CombatNPC*)ref->getEntity();
}
static int32_t grabID(lua_State *state, int indx) {
EntityRef *ref = grabEntityRef(state, indx);
// if grabEntityRef failed, return error result
return (ref == NULL) ? -1 : ref->id;
}
// =============================================== [[ GETTERS ]] ===============================================
static int npc_getMaxHealth(lua_State *state) {
CombatNPC *npc = grabNPC(state, 1);
// sanity check
if (npc == NULL)
return 0;
lua_pushinteger(state, npc->maxHealth);
return 1;
}
static const luaL_Reg npc_getters[] = {
{"maxHealth", npc_getMaxHealth},
{0, 0}
};
// =============================================== [[ SETTERS ]] ===============================================
static int npc_setMaxHealth(lua_State *state) {
CombatNPC *npc = grabNPC(state, 1);
int newMH = luaL_checkint(state, 2);
// sanity check
if (npc != NULL)
npc->maxHealth = newMH;
return 0;
}
static const luaL_Reg npc_setters[] = {
{"maxHealth", npc_setMaxHealth},
{0, 0}
};
// =============================================== [[ METHODS ]] ===============================================
static int npc_moveto(lua_State *state) {
CombatNPC *npc = grabNPC(state, 1);
int X = luaL_checkint(state, 2);
int Y = luaL_checkint(state, 3);
int Z = luaL_checkint(state, 4);
// sanity check
if (npc == NULL)
return 0;
std::queue<WarpLocation> queue;
WarpLocation from = { npc->x, npc->y, npc->z };
WarpLocation to = { X, Y, Z };
// add a route to the queue; to be processed in Transport::stepNPCPathing()
Transport::lerp(&queue, from, to, npc->speed);
Transport::NPCQueues[npc->appearanceData.iNPC_ID] = queue;
return 0;
}
static const luaL_Reg npc_methods[] = {
{"moveTo", npc_moveto},
{0, 0}
};
// in charge of calling the correct getter method
static int plr_index(lua_State *state) {
// grab the function from the getters lookup table
lua_pushstring(state, GETTERTBL);
lua_rawget(state, LUA_REGISTRYINDEX);
lua_pushvalue(state, 2);
lua_rawget(state, -2);
// if it's not nil, call it and run the getter method
if (!lua_isnil(state, -1)) {
// push userdata & call the function
lua_pushvalue(state, 1);
lua_call(state, 1, 1);
// return # of results
return 1;
}
// grab the function from the methods lookup table
lua_pop(state, 1);
lua_pushstring(state, METHODTBL);
lua_rawget(state, LUA_REGISTRYINDEX);
lua_pushvalue(state, 2);
lua_rawget(state, -2);
// return result
return 1;
}
// in charge of calling the correct setter method
static int plr_newindex(lua_State *state) {
// grab the function from the getters lookup table
lua_pushstring(state, SETTERTBL);
lua_rawget(state, LUA_REGISTRYINDEX);
lua_pushvalue(state, 2);
lua_rawget(state, -2);
// if it's nil return
if (lua_isnil(state, -1))
return 0;
// push userdata & call the function
lua_pushvalue(state, 1);
lua_call(state, 1, 0);
// return # of results
return 0;
}
static int npc_new(lua_State *state) {
int X = luaL_checkint(state, 1);
int Y = luaL_checkint(state, 2);
int Z = luaL_checkint(state, 3);
int type = luaL_checkint(state, 4);
int id = NPCManager::nextId++;
// create & initalize the NPC
CombatNPC *NPC = new CombatNPC(X, Y, Z, 0, INSTANCE_OVERWORLD, type, id, 1000);
NPCManager::NPCs[id] = NPC;
NPCManager::updateNPCPosition(id, X, Y, Z, INSTANCE_OVERWORLD, 0);
// push it to the lua stack & return
LuaManager::NPC::push(state, NPC);
return 1;
}
void LuaManager::NPC::init(lua_State *state) {
// register our library as a global (and leave it on the stack)
luaL_register(state, LIBNAME, npc_methods);
// sets NPC.new
lua_pushstring(state, "new");
lua_pushcfunction(state, npc_new);
lua_rawset(state, -3);
// create the meta table and populate it with our functions
luaL_newmetatable(state, LIBNAME);
lua_pushstring(state, "__index");
lua_pushcfunction(state, plr_index);
lua_rawset(state, -3); // sets meta.__index = plr_index
lua_pushstring(state, "__newindex");
lua_pushcfunction(state, plr_newindex);
lua_rawset(state, -3); // sets meta.__newindex = plr_newindex
lua_pop(state, 2); // pop meta & library table
// create the methods table
lua_pushstring(state, METHODTBL);
lua_newtable(state);
Entity::addMethods(state); // register the base Entity methods
luaL_register(state, NULL, npc_methods);
lua_rawset(state, LUA_REGISTRYINDEX);
// create the getters table
lua_pushstring(state, GETTERTBL);
lua_newtable(state);
Entity::addGetters(state); // register the base Entity getters
luaL_register(state, NULL, npc_getters);
lua_rawset(state, LUA_REGISTRYINDEX);
// create the setters table
lua_pushstring(state, SETTERTBL);
lua_newtable(state);
luaL_register(state, NULL, npc_setters);
lua_rawset(state, LUA_REGISTRYINDEX);
LuaManager::Entity::registerSuper(state, LIBNAME);
}
void LuaManager::NPC::push(lua_State *state, CombatNPC *npc) {
Entity::push(state, EntityRef(npc->appearanceData.iNPC_ID), LIBNAME);
}

11
src/lua/NPCWrapper.hpp Normal file
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@ -0,0 +1,11 @@
#include "lua/LuaWrapper.hpp"
#include "lua/LuaManager.hpp"
#include "lua/EntityWrapper.hpp"
namespace LuaManager {
namespace NPC {
void init(lua_State *state);
void push(lua_State *state, CombatNPC *npc);
}
}