2021-01-06 15:10:21 -05:00
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#include "world.hpp"
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#include "idalloc.hpp"
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2021-01-16 01:24:33 -05:00
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#include <iostream>
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2021-01-06 15:10:21 -05:00
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LuaDefineType(World);
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2021-01-17 16:23:10 -05:00
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Tangible::Tangible() : world_(nullptr) {
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}
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2021-01-06 15:10:21 -05:00
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World::~World() {
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}
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2021-01-16 01:24:33 -05:00
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World::World() {
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// Create the lua state.
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lua_state_ = lua_open();
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if (lua_state_ == nullptr) {
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std::cerr << "Cannot create lua state." << std::endl;
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exit(1);
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}
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// Initialize the userdata metatables.
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LuaStack::register_all_userdata(lua_state_);
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2021-01-17 16:23:10 -05:00
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// Initialize the ID allocator in master mode.
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id_global_pool_.init_master(10);
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2021-01-16 01:24:33 -05:00
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// Prepare to manipulate the lua state.
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LuaVar world;
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2021-01-16 01:24:33 -05:00
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LuaStack LS(lua_state_, world);
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// Put the world pointer into the lua registry.
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LS.newpointer(world, this, false);
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2021-01-06 15:10:21 -05:00
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LS.setfield(LuaRegistry, "world", world);
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// Create the tangibles table in the registry.
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LS.setfield(LuaRegistry, "tangibles", LuaNewTable);
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2021-01-16 01:24:33 -05:00
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// Initialize the SourceDB
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source_db_.initialize(lua_state_);
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2021-01-22 17:35:23 -05:00
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source_db_.rebuild();
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}
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void Tangible::be_a_player() {
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if (id_player_pool_ == nullptr) {
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id_player_pool_.reset(new IdPlayerPool(&world_->id_global_pool_));
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}
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}
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2021-01-22 17:35:23 -05:00
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void World::init_standalone() {
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// Load the lua source from disk then rebuild the environment.
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source_db_.update();
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source_db_.rebuild();
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// Run unit tests.
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source_db_.run_unittests();
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2021-01-22 17:35:23 -05:00
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// Create the player tangible.
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Tangible *player = tangible_make(lua_state_, 1, false);
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player->be_a_player();
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}
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std::vector<int64_t> World::scan_radius(const std::string &plane, float x, float y, float radius) {
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return plane_map_.scan_radius(plane, x, y, radius);
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}
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Tangible *World::tangible_get(int64_t id) {
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auto iter = tangibles_.find(id);
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if (iter == tangibles_.end()) {
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return nullptr;
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} else {
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return &iter->second;
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}
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}
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2021-01-22 17:35:23 -05:00
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Tangible *World::tangible_make(lua_State *L, int64_t id, bool pushdb) {
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LuaVar tangibles, metatab;
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LuaRet database;
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LuaStack LS(L, tangibles, database, metatab);
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// Allocate an ID if we don't already have one.
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if (id == 0) id = id_global_pool_.alloc_id_for_thread(L);
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// Create the C++ part of the structure.
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Tangible *t = &tangibles_[id];
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assert(t->world_ == nullptr);
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t->world_ = this;
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t->plane_item_.set_id(id);
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plane_map_.track(&t->plane_item_);
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// Create the tangible's database and metatable.
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LS.set(database, LuaNewTable);
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LS.set(metatab, LuaNewTable);
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LS.setmetatable(database, metatab);
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// Store the database into the tangibles table.
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LS.getfield(tangibles, LuaRegistry, "tangibles");
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LS.rawset(tangibles, id, database);
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// Populate the database and metatable with initial stuff.
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LS.setfield(database, "inventory", LuaNewTable);
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LS.setfield(database, "id", id);
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LS.setfield(metatab, "id", id);
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// LS.setfield(metatab, "__metatable", LuaNil);
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LS.result();
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if (!pushdb) lua_pop(L, 1);
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return t;
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}
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2021-01-06 15:10:21 -05:00
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World *World::fetch(lua_State *L) {
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LuaVar world;
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LuaStack LS(L, world);
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LS.getfield(world, LuaRegistry, "world");
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World *w = LS.ckuserdata<World>(world);
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LS.result();
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return w;
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}
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2021-01-17 16:23:10 -05:00
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LuaDefine(tangible_get, "c") {
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LuaArg id;
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LuaRet database;
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LuaVar tangibles;
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LuaStack LS(L, id, database, tangibles);
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LS.getfield(tangibles, LuaRegistry, "tangibles");
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LS.rawget(database, tangibles, id);
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return LS.result();
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}
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LuaDefine(tangible_make, "c") {
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World::fetch(L)->tangible_make(L, 0, true);
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return 1;
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}
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