Files
csgo2_tiny_server_plugin_sy…/csgo2/script_apis.cpp
Huoji's 8f3005e9b2 大改
2023-10-03 04:07:50 +08:00

149 lines
5.4 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 {
// 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_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 initFunciton(lua_State* luaVm) -> void {
lua_register(luaVm, "ListenToGameEvent", luaApi_ListenToGameEvent);
lua_register(luaVm, "luaApi_SetPlayerCurrentWeaponAmmo", luaApi_SetPlayerCurrentWeaponAmmo);
//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