Files
csgo2_tiny_server_plugin_sy…/csgo2/script_apis.cpp
Huoji's 06acf8b24d 11
2023-10-04 06:01:28 +08:00

423 lines
15 KiB
C++

#include "script_apis.h"
enum class _luaApi_WeaponType {
kOther,
kKnife,
kGun,
};
struct _luaApi_WeaponInfo {
bool isSuccess;
int Ammo;
int ReserveAmmo;
std::string weaponName;
int weaponType;
};
namespace ScriptApis {
auto TimerCallBack(_GameTimer* timer) -> void {
LOG("excute timer: %d %d m_bRepeat: %d\n", timer->m_iLuaCallBackFn, timer->m_iParamIndex, timer->m_bRepeat);
lua_rawgeti(timer->m_luaVm, LUA_REGISTRYINDEX, timer->m_iLuaCallBackFn);
lua_rawgeti(timer->m_luaVm, LUA_REGISTRYINDEX, timer->m_iParamIndex);
lua_pcall(timer->m_luaVm, 1, 0, 0);
if (timer->m_bRepeat == false) {
luaL_unref(timer->m_luaVm, LUA_REGISTRYINDEX, timer->m_iLuaCallBackFn);
luaL_unref(timer->m_luaVm, LUA_REGISTRYINDEX, timer->m_iParamIndex);
}
}
// 返回是返回值数量,返回值内容要自己push到stack上
auto luaApi_ListenToGameEvent(lua_State* luaVm) -> int {
const auto eventName = lua_tostring(luaVm, 1);
do {
if (eventName == nullptr) {
LOG("luaApi_ListenToGameEvent eventName == nullptr || callbackName "
"== "
"nullptr\n");
break;
}
if (!lua_isfunction(luaVm, 2)) {
LOG("luaApi_ListenToGameEvent callback is not a function\n");
break;
}
auto callbackType = ScriptCallBacks::CallBackNameToEnum(eventName);
if (callbackType == ScriptCallBacks::_CallbackNames::kError) {
LOG("luaApi_ListenToGameEvent unknown event name: %s\n", eventName);
break;
}
// 将回调添加到映射中
std::unique_lock lock(ScriptCallBacks::mutex_callbackList);
ScriptCallBacks::callbackList[luaVm][callbackType] =
luaL_ref(luaVm, LUA_REGISTRYINDEX);
LOG("luaApi_ListenToGameEvent eventName:%s callback added\n",
eventName);
} while (false);
lua_pop(luaVm, 2); // 清理堆栈
return 0;
}
auto luaApi_SetPlayerCurrentWeaponAmmo(lua_State* luaVm) -> int {
const auto playerIndex = lua_tointeger(luaVm, 1);
const auto playerAmmoNum = lua_tointeger(luaVm, 2);
const auto playerReserveAmmoNum = lua_tointeger(luaVm, 3);
CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
do {
if (EntitySystem == nullptr || playerIndex == 0) {
break;
}
auto player = EntitySystem->GetBaseEntity(playerIndex);
if (player == nullptr) {
break;
}
if (player->IsBasePlayerController() == false) {
break;
}
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
const auto weaponServices = playerController->m_hPawn()
.Get<CCSPlayerPawn>()
->m_pWeaponServices();
if (weaponServices == nullptr) {
break;
}
const auto activeWeapon =
weaponServices->m_hActiveWeapon().Get<CBasePlayerWeapon>();
if (activeWeapon == nullptr) {
break;
}
if (playerAmmoNum != -1) {
activeWeapon->m_iClip1(playerAmmoNum);
}
if (playerReserveAmmoNum != -1) {
activeWeapon->m_pReserveAmmo(playerReserveAmmoNum);
}
} while (false);
lua_pop(luaVm, 3);
return 0;
}
auto luaApi_RespawnPlayer(lua_State* luaVm) -> int {
const auto playerIndex = lua_tointeger(luaVm, 1);
int playerArmorValue = 0;
CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
do {
if (EntitySystem == nullptr || playerIndex == 0) {
break;
}
auto player = EntitySystem->GetBaseEntity(playerIndex);
if (player == nullptr) {
break;
}
if (player->IsBasePlayerController() == false) {
break;
}
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
auto playerPawn = playerController->m_hPawn().Get<CCSPlayerPawn>();
playerPawn->m_bRespawning(false);
} while (false);
lua_pop(luaVm, 1);
return 0;
}
auto luaApi_SetPlayerArmorValue(lua_State* luaVm) -> int {
const auto playerIndex = lua_tointeger(luaVm, 1);
const auto playerArmorValue = lua_tointeger(luaVm, 2);
CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
do {
if (EntitySystem == nullptr || playerIndex == 0) {
break;
}
auto player = EntitySystem->GetBaseEntity(playerIndex);
if (player == nullptr) {
break;
}
if (player->IsBasePlayerController() == false) {
break;
}
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
auto playerPawn = playerController->m_hPawn().Get<CCSPlayerPawn>();
playerPawn->m_ArmorValue(playerArmorValue);
} while (false);
lua_pop(luaVm, 2);
return 0;
}
auto luaApi_GetPlayerArmorValue(lua_State* luaVm) -> int {
const auto playerIndex = lua_tointeger(luaVm, 1);
int playerArmorValue = 0;
CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
do {
if (EntitySystem == nullptr || playerIndex == 0) {
break;
}
auto player = EntitySystem->GetBaseEntity(playerIndex);
if (player == nullptr) {
break;
}
if (player->IsBasePlayerController() == false) {
break;
}
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
auto playerPawn = playerController->m_hPawn().Get<CCSPlayerPawn>();
playerArmorValue = playerPawn->m_ArmorValue();
} while (false);
lua_pop(luaVm, 1);
lua_pushinteger(luaVm, playerArmorValue);
return 1;
}
auto luaApi_GetPlayerHealth(lua_State* luaVm) -> int {
const auto playerIndex = lua_tointeger(luaVm, 1);
int playerHealth = 0;
CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
do {
if (EntitySystem == nullptr || playerIndex == 0) {
break;
}
auto player = EntitySystem->GetBaseEntity(playerIndex);
if (player == nullptr) {
break;
}
if (player->IsBasePlayerController() == false) {
break;
}
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
playerHealth = playerController->m_iHealth();
} while (false);
lua_pop(luaVm, 1);
lua_pushinteger(luaVm, playerHealth);
return 1;
}
auto luaApi_SetPlayerHealth(lua_State* luaVm) -> int {
const auto playerIndex = lua_tointeger(luaVm, 1);
const auto playerHealth = lua_tointeger(luaVm, 2);
CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
do {
if (EntitySystem == nullptr || playerIndex == 0) {
break;
}
LOG("luaApi_SetPlayerHealth :2 \n");
auto player = EntitySystem->GetBaseEntity(playerIndex);
if (player == nullptr) {
break;
}
if (player->IsBasePlayerController() == false) {
break;
}
LOG("luaApi_SetPlayerHealth :3 \n");
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
playerController->m_iHealth(playerHealth);
} while (false);
lua_pop(luaVm, 2);
return 0;
}
auto luaApi_GetPlayerCurrentWeaponInfo(lua_State* luaVm) -> _luaApi_WeaponInfo {
// param: playerIndex:int
const auto playerIndex = lua_tointeger(luaVm, 1);
_luaApi_WeaponInfo info{0};
CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
do {
if (EntitySystem == nullptr || playerIndex == 0) {
break;
}
auto player = EntitySystem->GetBaseEntity(playerIndex);
if (player == nullptr) {
break;
}
if (player->IsBasePlayerController() == false) {
break;
}
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
const auto weaponServices = playerController->m_hPawn()
.Get<CCSPlayerPawn>()
->m_pWeaponServices();
if (weaponServices == nullptr) {
break;
}
const auto activeWeapon =
weaponServices->m_hActiveWeapon().Get<CBasePlayerWeapon>();
if (activeWeapon == nullptr) {
break;
}
const auto attributeManager = activeWeapon->m_AttributeManager();
if (activeWeapon == nullptr) {
break;
}
const auto itemView = attributeManager->m_Item();
if (itemView == nullptr) {
break;
}
const auto itemStaticData = itemView->GetStaticData();
if (itemView == nullptr) {
break;
}
const char* checkWeaponName = Offset::InterFaces::ILocalize->FindSafe(
itemStaticData->m_pszItemBaseName);
if (checkWeaponName == nullptr || strlen(checkWeaponName) < 1) {
break;
}
info.isSuccess = true;
info.Ammo = activeWeapon->m_iClip1();
info.ReserveAmmo = activeWeapon->m_pReserveAmmo();
info.weaponName = itemStaticData->GetSimpleWeaponName();
info.weaponType = static_cast<int>(
itemStaticData->IsKnife(false)
? _luaApi_WeaponType::kKnife
: (itemStaticData->IsWeapon() ? _luaApi_WeaponType::kGun
: _luaApi_WeaponType::kOther));
} while (false);
return info;
}
auto luaApi_CreateTimer(lua_State* luaVm) -> int {
// param: time:float, callback:function, params:lua_table
const auto time = lua_tonumber(luaVm, 1);
const auto repeat = lua_toboolean(luaVm, 2);
const auto preserveMapChange = lua_toboolean(luaVm, 3);
auto timerHandle = 0;
do {
const auto params = lua_gettable(luaVm, 4);
const auto callback = luaL_ref(luaVm, LUA_REGISTRYINDEX);
LOG("luaApi_CreateTimer: params: %d callback: %d \n", params, callback);
timerHandle = GameTimer::AddTimer(new _GameTimer{
.m_flTime = (float)time,
.m_bRepeat = (bool)repeat,
.m_bPreserveMapChange = (bool)preserveMapChange,
.m_luaVm = luaVm,
.m_iParamIndex = params,
.m_iLuaCallBackFn = callback
});
} while (false);
lua_pop(luaVm, 5);
lua_pushinteger(luaVm, timerHandle);
return 1;
}
auto luaApi_CheckPlayerIsAlive(lua_State* luaVm) -> int {
// param: playerIndex:int
const auto playerIndex = lua_tointeger(luaVm, 1);
auto isAlive = false;
CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
do {
if (EntitySystem == nullptr || playerIndex == 0) {
break;
}
auto player = EntitySystem->GetBaseEntity(playerIndex);
if (player == nullptr) {
break;
}
if (player->IsBasePlayerController() == false) {
break;
}
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
isAlive = playerController->m_bPawnIsAlive();
} while (false);
lua_pop(luaVm, 1);
lua_pushboolean(luaVm, isAlive);
return 1;
}
auto luaApi_GetPlayerTeam(lua_State* luaVm) -> int {
// param: playerIndex:int
const auto playerIndex = lua_tointeger(luaVm, 1);
auto team = 0;
CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
do {
if (EntitySystem == nullptr || playerIndex == 0) {
break;
}
auto player = EntitySystem->GetBaseEntity(playerIndex);
if (player == nullptr) {
break;
}
if (player->IsBasePlayerController() == false) {
break;
}
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
team = playerController->m_iTeamNum();
} while (false);
lua_pop(luaVm, 1);
lua_pushinteger(luaVm, team);
return 1;
}
auto luaApi_SetPlayerTeam(lua_State* luaVm) -> int {
// param: playerIndex:int, team:int
const auto playerIndex = lua_tointeger(luaVm, 1);
const auto team = lua_tointeger(luaVm, 2);
auto isSuccess = false;
CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
do {
if (EntitySystem == nullptr || playerIndex == 0) {
break;
}
auto player = EntitySystem->GetBaseEntity(playerIndex);
if (player == nullptr) {
break;
}
if (player->IsBasePlayerController() == false) {
break;
}
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
playerController->m_iTeamNum() = team;
isSuccess = true;
} while (false);
lua_pop(luaVm, 2);
lua_pushboolean(luaVm, isSuccess);
return 1;
}
auto luaApi_CheckPlayerIsInServer(lua_State* luaVm) -> int {
// param: playerIndex:int
const auto playerIndex = lua_tointeger(luaVm, 1);
auto isInServer = false;
CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
do {
if (EntitySystem == nullptr || playerIndex == 0) {
break;
}
auto player = EntitySystem->GetBaseEntity(playerIndex);
if (player == nullptr) {
break;
}
if (player->IsBasePlayerController() == false) {
break;
}
isInServer = true;
} while (false);
lua_pop(luaVm, 1);
lua_pushboolean(luaVm, isInServer);
return 1;
}
auto initFunciton(lua_State* luaVm) -> void {
lua_register(luaVm, "ListenToGameEvent", luaApi_ListenToGameEvent);
lua_register(luaVm, "luaApi_SetPlayerCurrentWeaponAmmo",
luaApi_SetPlayerCurrentWeaponAmmo);
lua_register(luaVm, "luaApi_GetPlayerHealth", luaApi_GetPlayerHealth);
lua_register(luaVm, "luaApi_SetPlayerHealth", luaApi_SetPlayerHealth);
lua_register(luaVm, "luaApi_GetPlayerArmorValue",
luaApi_GetPlayerArmorValue);
lua_register(luaVm, "luaApi_SetPlayerArmorValue",
luaApi_SetPlayerArmorValue);
lua_register(luaVm, "luaApi_RespawnPlayer", luaApi_RespawnPlayer);
lua_register(luaVm, "luaApi_CreateTimer", luaApi_CreateTimer);
lua_register(luaVm, "luaApi_CheckPlayerIsAlive", luaApi_CheckPlayerIsAlive);
lua_register(luaVm, "luaApi_GetPlayerTeam", luaApi_GetPlayerTeam);
lua_register(luaVm, "luaApi_SetPlayerTeam", luaApi_SetPlayerTeam);
lua_register(luaVm, "luaApi_CheckPlayerIsInServer",
luaApi_CheckPlayerIsInServer);
// 我不喜欢他
luabridge::getGlobalNamespace(luaVm)
.beginClass<_luaApi_WeaponInfo>("WeaponInfo")
.addConstructor<void (*)(void)>()
.addData("isSuccess", &_luaApi_WeaponInfo::isSuccess)
.addData("Ammo", &_luaApi_WeaponInfo::Ammo)
.addData("ReserveAmmo", &_luaApi_WeaponInfo::ReserveAmmo)
.addData("weaponName", &_luaApi_WeaponInfo::weaponName)
.addData("weaponType", &_luaApi_WeaponInfo::weaponType)
.endClass()
.addFunction("luaApi_GetPlayerCurrentWeaponInfo",
&luaApi_GetPlayerCurrentWeaponInfo);
}
}; // namespace ScriptApis