#include "LuaCall.h" #include "IntegrationGameModeBase.h" static void CheckNotEmpty(const FlxStreamBuffer &sb) { if (sb.empty()) { UE_LOG(LogBlueprint, Fatal, TEXT("Must use LuaCallBegin before other LuaCall steps")); } } void UlxLuaCallLibrary::LuaCallBegin(UObject *context, const FString &cname, const FString &fname) { AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context); FlxStreamBuffer &sb = mode->LuaCallGetBuffer(); mode->LuaCallBegin(); sb.write_string(cname); sb.write_string(fname); } void UlxLuaCallLibrary::LuaCallAddStringParameter(UObject *context, const FString &pstring) { AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context); FlxStreamBuffer &sb = mode->LuaCallGetBuffer(); CheckNotEmpty(sb); sb.write_simple_dynamic_tag(SimpleDynamicTag::STRING); sb.write_string(pstring); } void UlxLuaCallLibrary::LuaCallAddFloatParameter(UObject *context, double pfloat) { AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context); FlxStreamBuffer &sb = mode->LuaCallGetBuffer(); CheckNotEmpty(sb); sb.write_simple_dynamic_tag(SimpleDynamicTag::NUMBER); sb.write_double(pfloat); } void UlxLuaCallLibrary::LuaCallAddVectorParameter(UObject *context, const FVector &pvector) { AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context); FlxStreamBuffer &sb = mode->LuaCallGetBuffer(); CheckNotEmpty(sb); sb.write_simple_dynamic_tag(SimpleDynamicTag::VECTOR); sb.write_fvector(pvector); } void UlxLuaCallLibrary::LuaCallAddBooleanParameter(UObject *context, bool pbool) { AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context); FlxStreamBuffer &sb = mode->LuaCallGetBuffer(); CheckNotEmpty(sb); sb.write_simple_dynamic_tag(SimpleDynamicTag::BOOLEAN); sb.write_bool(pbool); } void UlxLuaCallLibrary::LuaCallInvoke(UObject *context, bool background) { AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context); FlxStreamBuffer &sb = mode->LuaCallGetBuffer(); CheckNotEmpty(sb); mode->LuaCallInvoke(true); } void UlxLuaCallLibrary::InvokeEngioMove(UObject *context, const FString &action, const FVector &xyz, double facing) { AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context); FlxStreamBuffer &sb = mode->LuaCallGetBuffer(); mode->LuaCallBegin(); sb.write_string("engio"); sb.write_string("move"); sb.write_simple_dynamic_tag(SimpleDynamicTag::STRING); sb.write_string(action); sb.write_simple_dynamic_tag(SimpleDynamicTag::VECTOR); sb.write_fvector(xyz); sb.write_simple_dynamic_tag(SimpleDynamicTag::NUMBER); sb.write_double(facing); mode->LuaCallInvoke(true); }