Add invoke_choose and invoke_player to DrivenEngine. invoke_player is not fully implemented in World

This commit is contained in:
2023-10-24 00:49:15 -04:00
parent 912bec91bf
commit d68a1dd0fe
10 changed files with 223 additions and 36 deletions

View File

@@ -566,8 +566,11 @@ void World::run_unittests() {
void World::invoke(const Invocation &inv) {
switch (inv.kind()) {
case Invocation::KIND_PLAN:
invoke_plan(inv.actor(), inv.place(), inv.datapack());
case Invocation::KIND_CHOOSE:
invoke_choose(inv.actor(), inv.place(), inv.datapack());
break;
case Invocation::KIND_PLAYER:
invoke_player(inv.actor(), inv.place(), inv.datapack());
break;
case Invocation::KIND_LUA:
invoke_lua(inv.actor(), inv.place(), inv.datapack());
@@ -609,8 +612,6 @@ void World::invoke_flush_prints(int64_t actor_id, int64_t place_id, std::string_
assert(stack_is_clear());
}
void World::invoke_lua(int64_t actor_id, int64_t place_id, std::string_view datapack) {
assert(stack_is_clear());
@@ -679,7 +680,7 @@ void World::invoke_lua(int64_t actor_id, int64_t place_id, std::string_view data
assert(stack_is_clear());
}
void World::invoke_plan(int64_t actor_id, int64_t place_id, std::string_view datapack) {
void World::invoke_choose(int64_t actor_id, int64_t place_id, std::string_view datapack) {
assert(stack_is_clear());
// Validate that the action is legal.
@@ -768,6 +769,98 @@ void World::invoke_plan(int64_t actor_id, int64_t place_id, std::string_view dat
assert(stack_is_clear());
}
void World::invoke_player(int64_t actor_id, int64_t place_id, std::string_view datapack) {
assert(stack_is_clear());
// Get the actor and place. Make sure both exist.
Tangible *tactor = tangible_get(actor_id);
Tangible *tplace = tangible_get(place_id);
if ((tactor == nullptr) || (tplace == nullptr)) {
return;
}
// Get an ID for the thread. We always use the player
// pool in this case.
int64_t tid = tactor->id_player_pool_.get_one();
// Use a streambuffer to parse the datapack.
StreamBuffer datasb(datapack);
// Extract the function name from the datapack.
eng::string funcname;
try {
funcname = datasb.read_string_limit(100);
} catch (const StreamException &ex) {
return;
}
if (sv::is_lua_id(funcname)) {
return;
}
{
// Set up for Lua manipulation.
lua_State *L = state();
LuaVar actor, place, func, mt, tangibles, playercb, thread, threads, thinfo, message;
LuaExtStack LS(L, actor, place, func, mt, tangibles, playercb, thread, threads, thinfo, message);
// Get the actor and place.
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(actor, tangibles, actor_id);
LS.rawget(place, tangibles, place_id);
if (!LS.istable(actor) || !LS.istable(place)) {
return;
}
// Get the closure (playerinvoke.funcname).
eng::string err = LS.getclass(playercb, "playerinvoke");
if ((!err.empty()) || (!LS.istable(playercb))) {
return;
}
LS.rawget(func, playercb, funcname);
if (!LS.isfunction(func)) {
return;
}
// Create a new thread, push func, actor, place.
int nargs = 3;
lua_State *CO = LS.newthread(thread);
lua_pushvalue(L, func.index());
lua_pushvalue(L, actor.index());
lua_pushvalue(L, place.index());
// Push any additional args from the datapack.
// TODO: IMPLEMENT ME.
// Transfer all arguments to the new thread.
lua_xmove(L, CO, nargs);
// Create the thread info table.
LS.newtable(thinfo);
LS.rawset(thinfo, "thread", thread);
LS.rawset(thinfo, "actorid", actor_id);
LS.rawset(thinfo, "isnew", true);
LS.rawset(thinfo, "useppool", true);
LS.rawset(thinfo, "print", false);
// Store the thread into place's thread table.
LS.getmetatable(mt, place);
if (!LS.istable(mt)) {
return;
}
LS.rawget(threads, mt, "threads");
if (!LS.istable(threads)) {
return;
}
LS.rawset(threads, tid, thinfo);
}
// Push the thread's ID into the runnable thread queue,
// then run the thread queue.
schedule(0, tid, place_id);
run_scheduled_threads();
assert(stack_is_clear());
}
void World::invoke_tick(int64_t actor_id, int64_t place_id, std::string_view datapack) {
if (!is_authoritative()) {
return;