431a9c00a5
On Linux and macOS, using Clang to compile OpenStarbound produces about 400 MB worth of warnings during the build, making the compiler output unreadable and slowing the build down considerably. 99% of the warnings were unqualified uses of std::move and std::forward, which are now all properly qualified. Fixed a few other minor warnings about non-virtual destructors and some uses of std::move preventing copy elision on temporary objects. Most remaining warnings are now unused parameters.
527 lines
20 KiB
C++
527 lines
20 KiB
C++
#include "StarActiveItem.hpp"
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#include "StarRoot.hpp"
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#include "StarAssets.hpp"
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#include "StarConfigLuaBindings.hpp"
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#include "StarItemLuaBindings.hpp"
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#include "StarStatusControllerLuaBindings.hpp"
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#include "StarNetworkedAnimatorLuaBindings.hpp"
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#include "StarScriptedAnimatorLuaBindings.hpp"
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#include "StarPlayerLuaBindings.hpp"
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#include "StarEntityLuaBindings.hpp"
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#include "StarJsonExtra.hpp"
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#include "StarDataStreamExtra.hpp"
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#include "StarPlayer.hpp"
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#include "StarEmoteEntity.hpp"
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namespace Star {
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ActiveItem::ActiveItem(Json const& config, String const& directory, Json const& parameters)
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: Item(config, directory, parameters) {
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auto assets = Root::singleton().assets();
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auto animationConfig = assets->fetchJson(instanceValue("animation"), directory);
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if (auto customConfig = instanceValue("animationCustom"))
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animationConfig = jsonMerge(animationConfig, customConfig);
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m_itemAnimator = NetworkedAnimator(animationConfig, directory);
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for (auto const& pair : instanceValue("animationParts", JsonObject()).iterateObject())
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m_itemAnimator.setPartTag(pair.first, "partImage", pair.second.toString());
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m_scriptedAnimationParameters.reset(config.getObject("scriptedAnimationParameters", {}));
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addNetElement(&m_itemAnimator);
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addNetElement(&m_holdingItem);
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addNetElement(&m_backArmFrame);
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addNetElement(&m_frontArmFrame);
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addNetElement(&m_twoHandedGrip);
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addNetElement(&m_recoil);
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addNetElement(&m_outsideOfHand);
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addNetElement(&m_armAngle);
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addNetElement(&m_facingDirection);
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addNetElement(&m_damageSources);
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addNetElement(&m_itemDamageSources);
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addNetElement(&m_shieldPolys);
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addNetElement(&m_itemShieldPolys);
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addNetElement(&m_forceRegions);
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addNetElement(&m_itemForceRegions);
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// don't interpolate scripted animation parameters
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addNetElement(&m_scriptedAnimationParameters, false);
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m_holdingItem.set(true);
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m_armAngle.setFixedPointBase(0.01f);
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}
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ActiveItem::ActiveItem(ActiveItem const& rhs) : ActiveItem(rhs.config(), rhs.directory(), rhs.parameters()) {}
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ItemPtr ActiveItem::clone() const {
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return make_shared<ActiveItem>(*this);
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}
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void ActiveItem::init(ToolUserEntity* owner, ToolHand hand) {
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ToolUserItem::init(owner, hand);
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if (entityMode() == EntityMode::Master) {
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m_script.setScripts(jsonToStringList(instanceValue("scripts")).transformed(bind(&AssetPath::relativeTo, directory(), _1)));
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m_script.setUpdateDelta(instanceValue("scriptDelta", 1).toUInt());
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m_twoHandedGrip.set(twoHanded());
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if (auto previousStorage = instanceValue("scriptStorage"))
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m_script.setScriptStorage(previousStorage.toObject());
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m_script.addCallbacks("activeItem", makeActiveItemCallbacks());
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m_script.addCallbacks("item", LuaBindings::makeItemCallbacks(this));
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m_script.addCallbacks("config", LuaBindings::makeConfigCallbacks(bind(&Item::instanceValue, as<Item>(this), _1, _2)));
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m_script.addCallbacks("animator", LuaBindings::makeNetworkedAnimatorCallbacks(&m_itemAnimator));
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m_script.addCallbacks("status", LuaBindings::makeStatusControllerCallbacks(owner->statusController()));
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m_script.addActorMovementCallbacks(owner->movementController());
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if (auto player = as<Player>(owner))
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m_script.addCallbacks("player", LuaBindings::makePlayerCallbacks(player));
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m_script.addCallbacks("entity", LuaBindings::makeEntityCallbacks(as<Entity>(owner)));
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m_script.init(world());
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m_currentFireMode = FireMode::None;
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}
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if (world()->isClient()) {
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if (auto animationScripts = instanceValue("animationScripts")) {
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m_scriptedAnimator.setScripts(jsonToStringList(animationScripts).transformed(bind(&AssetPath::relativeTo, directory(), _1)));
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m_scriptedAnimator.setUpdateDelta(instanceValue("animationDelta", 1).toUInt());
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m_scriptedAnimator.addCallbacks("animationConfig", LuaBindings::makeScriptedAnimatorCallbacks(&m_itemAnimator,
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[this](String const& name, Json const& defaultValue) -> Json {
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return m_scriptedAnimationParameters.value(name, defaultValue);
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}));
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m_scriptedAnimator.addCallbacks("activeItemAnimation", makeScriptedAnimationCallbacks());
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m_scriptedAnimator.addCallbacks("config", LuaBindings::makeConfigCallbacks(bind(&Item::instanceValue, as<Item>(this), _1, _2)));
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m_scriptedAnimator.init(world());
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}
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}
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}
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void ActiveItem::uninit() {
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if (entityMode() == EntityMode::Master) {
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m_script.uninit();
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m_script.removeCallbacks("activeItem");
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m_script.removeCallbacks("item");
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m_script.removeCallbacks("config");
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m_script.removeCallbacks("animator");
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m_script.removeCallbacks("status");
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m_script.removeActorMovementCallbacks();
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m_script.removeCallbacks("player");
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m_script.removeCallbacks("entity");
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}
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if (world()->isClient()) {
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if (auto animationScripts = instanceValue("animationScripts")) {
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m_scriptedAnimator.uninit();
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m_scriptedAnimator.removeCallbacks("animationConfig");
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m_scriptedAnimator.removeCallbacks("activeItemAnimation");
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m_scriptedAnimator.removeCallbacks("config");
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}
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}
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m_itemAnimatorDynamicTarget.stopAudio();
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ToolUserItem::uninit();
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m_activeAudio.clear();
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}
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void ActiveItem::update(float dt, FireMode fireMode, bool shifting, HashSet<MoveControlType> const& moves) {
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StringMap<bool> moveMap;
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for (auto m : moves)
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moveMap[MoveControlTypeNames.getRight(m)] = true;
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if (entityMode() == EntityMode::Master) {
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if (fireMode != m_currentFireMode) {
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m_currentFireMode = fireMode;
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if (fireMode != FireMode::None)
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m_script.invoke("activate", FireModeNames.getRight(fireMode), shifting, moveMap);
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}
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m_script.update(m_script.updateDt(dt), FireModeNames.getRight(fireMode), shifting, moveMap);
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if (instanceValue("retainScriptStorageInItem", false).toBool()) {
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setInstanceValue("scriptStorage", m_script.getScriptStorage());
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}
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}
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bool isClient = world()->isClient();
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if (isClient) {
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m_itemAnimator.update(dt, &m_itemAnimatorDynamicTarget);
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m_scriptedAnimator.update(m_scriptedAnimator.updateDt(dt));
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} else {
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m_itemAnimator.update(dt, nullptr);
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}
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eraseWhere(m_activeAudio, [this](pair<AudioInstancePtr const, Vec2F> const& a) {
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a.first->setPosition(owner()->position() + handPosition(a.second));
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return a.first->finished();
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});
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for (auto shieldPoly : shieldPolys()) {
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shieldPoly.translate(owner()->position());
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if (isClient)
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SpatialLogger::logPoly("world", shieldPoly, {255, 255, 0, 255});
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}
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if (isClient) {
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for (auto forceRegion : forceRegions()) {
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if (auto dfr = forceRegion.ptr<DirectionalForceRegion>())
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SpatialLogger::logPoly("world", dfr->region, { 155, 0, 255, 255 });
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else if (auto rfr = forceRegion.ptr<RadialForceRegion>())
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SpatialLogger::logPoint("world", rfr->center, { 155, 0, 255, 255 });
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}
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}
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}
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List<DamageSource> ActiveItem::damageSources() const {
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List<DamageSource> damageSources = m_damageSources.get();
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for (auto ds : m_itemDamageSources.get()) {
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if (ds.damageArea.is<PolyF>()) {
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auto& poly = ds.damageArea.get<PolyF>();
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poly.rotate(m_armAngle.get());
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if (owner()->facingDirection() == Direction::Left)
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poly.flipHorizontal(0.0f);
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poly.translate(handPosition(Vec2F()));
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} else if (ds.damageArea.is<Line2F>()) {
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auto& line = ds.damageArea.get<Line2F>();
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line.rotate(m_armAngle.get());
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if (owner()->facingDirection() == Direction::Left)
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line.flipHorizontal(0.0f);
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line.translate(handPosition(Vec2F()));
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}
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damageSources.append(std::move(ds));
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}
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return damageSources;
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}
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List<PolyF> ActiveItem::shieldPolys() const {
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List<PolyF> shieldPolys = m_shieldPolys.get();
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for (auto sp : m_itemShieldPolys.get()) {
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sp.rotate(m_armAngle.get());
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if (owner()->facingDirection() == Direction::Left)
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sp.flipHorizontal(0.0f);
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sp.translate(handPosition(Vec2F()));
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shieldPolys.append(std::move(sp));
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}
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return shieldPolys;
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}
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List<PhysicsForceRegion> ActiveItem::forceRegions() const {
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List<PhysicsForceRegion> forceRegions = m_forceRegions.get();
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for (auto fr : m_itemForceRegions.get()) {
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if (auto dfr = fr.ptr<DirectionalForceRegion>()) {
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dfr->region.rotate(m_armAngle.get());
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if (owner()->facingDirection() == Direction::Left)
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dfr->region.flipHorizontal(0.0f);
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dfr->region.translate(owner()->position() + handPosition(Vec2F()));
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} else if (auto rfr = fr.ptr<RadialForceRegion>()) {
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rfr->center = rfr->center.rotate(m_armAngle.get());
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if (owner()->facingDirection() == Direction::Left)
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rfr->center[0] *= -1;
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rfr->center += owner()->position() + handPosition(Vec2F());
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}
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forceRegions.append(std::move(fr));
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}
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return forceRegions;
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}
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bool ActiveItem::holdingItem() const {
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return m_holdingItem.get();
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}
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Maybe<String> ActiveItem::backArmFrame() const {
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return m_backArmFrame.get();
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}
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Maybe<String> ActiveItem::frontArmFrame() const {
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return m_frontArmFrame.get();
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}
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bool ActiveItem::twoHandedGrip() const {
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return m_twoHandedGrip.get();
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}
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bool ActiveItem::recoil() const {
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return m_recoil.get();
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}
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bool ActiveItem::outsideOfHand() const {
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return m_outsideOfHand.get();
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}
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float ActiveItem::armAngle() const {
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return m_armAngle.get();
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}
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Maybe<Direction> ActiveItem::facingDirection() const {
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return m_facingDirection.get();
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}
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List<Drawable> ActiveItem::handDrawables() const {
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if (m_itemAnimator.parts().empty()) {
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auto drawables = Item::iconDrawables();
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Drawable::scaleAll(drawables, 1.0f / TilePixels);
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return drawables;
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} else {
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return m_itemAnimator.drawables();
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}
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}
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List<pair<Drawable, Maybe<EntityRenderLayer>>> ActiveItem::entityDrawables() const {
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return m_scriptedAnimator.drawables();
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}
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List<LightSource> ActiveItem::lights() const {
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// Same as pullNewAudios, we translate and flip ourselves.
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List<LightSource> result;
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for (auto& light : m_itemAnimator.lightSources()) {
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light.position = owner()->position() + handPosition(light.position);
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light.beamAngle += m_armAngle.get();
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if (owner()->facingDirection() == Direction::Left) {
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if (light.beamAngle > 0)
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light.beamAngle = Constants::pi / 2 + constrainAngle(Constants::pi / 2 - light.beamAngle);
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else
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light.beamAngle = -Constants::pi / 2 - constrainAngle(light.beamAngle + Constants::pi / 2);
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}
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result.append(std::move(light));
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}
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result.appendAll(m_scriptedAnimator.lightSources());
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return result;
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}
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List<AudioInstancePtr> ActiveItem::pullNewAudios() {
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// Because the item animator is in hand-space, and Humanoid does all the
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// translation *and flipping*, we cannot use NetworkedAnimator's built-in
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// functionality to rotate and flip, and instead must do it manually. We do
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// not call animatorTarget.setPosition, and keep track of running audio
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// ourselves. It would be easier if (0, 0) for the NetworkedAnimator was,
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// say, the shoulder and un-rotated, but it gets a bit weird with Humanoid
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// modifications.
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List<AudioInstancePtr> result;
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for (auto& audio : m_itemAnimatorDynamicTarget.pullNewAudios()) {
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m_activeAudio[audio] = *audio->position();
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audio->setPosition(owner()->position() + handPosition(*audio->position()));
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result.append(std::move(audio));
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}
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result.appendAll(m_scriptedAnimator.pullNewAudios());
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return result;
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}
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List<Particle> ActiveItem::pullNewParticles() {
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// Same as pullNewAudios, we translate, rotate, and flip ourselves
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List<Particle> result;
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for (auto& particle : m_itemAnimatorDynamicTarget.pullNewParticles()) {
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particle.position = owner()->position() + handPosition(particle.position);
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particle.velocity = particle.velocity.rotate(m_armAngle.get());
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if (owner()->facingDirection() == Direction::Left) {
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particle.velocity[0] *= -1;
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particle.flip = !particle.flip;
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}
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result.append(std::move(particle));
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}
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result.appendAll(m_scriptedAnimator.pullNewParticles());
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return result;
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}
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Maybe<String> ActiveItem::cursor() const {
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return m_cursor;
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}
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Maybe<Json> ActiveItem::receiveMessage(String const& message, bool localMessage, JsonArray const& args) {
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return m_script.handleMessage(message, localMessage, args);
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}
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float ActiveItem::durabilityStatus() {
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auto durability = instanceValue("durability").optFloat();
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if (durability) {
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auto durabilityHit = instanceValue("durabilityHit").optFloat().value(*durability);
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return durabilityHit / *durability;
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}
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return 1.0;
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}
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Vec2F ActiveItem::armPosition(Vec2F const& offset) const {
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return owner()->armPosition(hand(), owner()->facingDirection(), m_armAngle.get(), offset);
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}
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Vec2F ActiveItem::handPosition(Vec2F const& offset) const {
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return armPosition(offset + owner()->handOffset(hand(), owner()->facingDirection()));
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}
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LuaCallbacks ActiveItem::makeActiveItemCallbacks() {
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LuaCallbacks callbacks;
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callbacks.registerCallback("ownerEntityId", [this]() {
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return owner()->entityId();
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});
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callbacks.registerCallback("ownerTeam", [this]() {
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return owner()->getTeam().toJson();
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});
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callbacks.registerCallback("ownerAimPosition", [this]() {
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return owner()->aimPosition();
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});
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callbacks.registerCallback("ownerPowerMultiplier", [this]() {
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return owner()->powerMultiplier();
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});
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callbacks.registerCallback("fireMode", [this]() {
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return FireModeNames.getRight(m_currentFireMode);
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});
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callbacks.registerCallback("hand", [this]() {
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return ToolHandNames.getRight(hand());
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});
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callbacks.registerCallback("handPosition", [this](Maybe<Vec2F> offset) {
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return handPosition(offset.value());
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});
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// Gets the required aim angle to aim a "barrel" of the item that has the given
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// vertical offset from the hand at the given target. The line that is aimed
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// at the target is the horizontal line going through the aimVerticalOffset.
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callbacks.registerCallback("aimAngleAndDirection", [this](float aimVerticalOffset, Vec2F targetPosition) {
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// This was figured out using pencil and paper geometry from the hand
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// rotation center, the target position, and the 90 deg vertical offset of
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// the "barrel".
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Vec2F handRotationCenter = owner()->armPosition(hand(), owner()->facingDirection(), 0.0f, Vec2F());
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Vec2F ownerPosition = owner()->position();
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// Vector in owner entity space from hand rotation center to target.
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Vec2F toTarget = owner()->world()->geometry().diff(targetPosition, (ownerPosition + handRotationCenter));
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float toTargetDist = toTarget.magnitude();
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// If the aim position is inside the circle formed by the barrel line as it
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// goes around (aimVerticalOffset <= toTargetDist) absolutely no angle will
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// give you an intersect, so we just bail out and assume the target is at the
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// edge of the circle to retain continuity.
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float angleAdjust = -std::asin(clamp(aimVerticalOffset / toTargetDist, -1.0f, 1.0f));
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auto angleSide = getAngleSide(toTarget.angle());
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return luaTupleReturn(angleSide.first + angleAdjust, numericalDirection(angleSide.second));
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});
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// Similar to aimAngleAndDirection, but only provides the offset-adjusted aimAngle for the current facing direction
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callbacks.registerCallback("aimAngle", [this](float aimVerticalOffset, Vec2F targetPosition) {
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Vec2F handRotationCenter = owner()->armPosition(hand(), owner()->facingDirection(), 0.0f, Vec2F());
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Vec2F ownerPosition = owner()->position();
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Vec2F toTarget = owner()->world()->geometry().diff(targetPosition, (ownerPosition + handRotationCenter));
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float toTargetDist = toTarget.magnitude();
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float angleAdjust = -std::asin(clamp(aimVerticalOffset / toTargetDist, -1.0f, 1.0f));
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return toTarget.angle() + angleAdjust;
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});
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callbacks.registerCallback("setHoldingItem", [this](bool holdingItem) {
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m_holdingItem.set(holdingItem);
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});
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callbacks.registerCallback("setBackArmFrame", [this](Maybe<String> armFrame) {
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m_backArmFrame.set(armFrame);
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});
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callbacks.registerCallback("setFrontArmFrame", [this](Maybe<String> armFrame) {
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m_frontArmFrame.set(armFrame);
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});
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callbacks.registerCallback("setTwoHandedGrip", [this](bool twoHandedGrip) {
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m_twoHandedGrip.set(twoHandedGrip);
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});
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callbacks.registerCallback("setRecoil", [this](bool recoil) {
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m_recoil.set(recoil);
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});
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callbacks.registerCallback("setOutsideOfHand", [this](bool outsideOfHand) {
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m_outsideOfHand.set(outsideOfHand);
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});
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callbacks.registerCallback("setArmAngle", [this](float armAngle) {
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m_armAngle.set(armAngle);
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});
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callbacks.registerCallback("setFacingDirection", [this](float direction) {
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m_facingDirection.set(directionOf(direction));
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});
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callbacks.registerCallback("setDamageSources", [this](Maybe<JsonArray> const& damageSources) {
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m_damageSources.set(damageSources.value().transformed(construct<DamageSource>()));
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});
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callbacks.registerCallback("setItemDamageSources", [this](Maybe<JsonArray> const& damageSources) {
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m_itemDamageSources.set(damageSources.value().transformed(construct<DamageSource>()));
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});
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callbacks.registerCallback("setShieldPolys", [this](Maybe<List<PolyF>> const& shieldPolys) {
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m_shieldPolys.set(shieldPolys.value());
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});
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callbacks.registerCallback("setItemShieldPolys", [this](Maybe<List<PolyF>> const& shieldPolys) {
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m_itemShieldPolys.set(shieldPolys.value());
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});
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callbacks.registerCallback("setForceRegions", [this](Maybe<JsonArray> const& forceRegions) {
|
|
if (forceRegions)
|
|
m_forceRegions.set(forceRegions->transformed(jsonToPhysicsForceRegion));
|
|
else
|
|
m_forceRegions.set({});
|
|
});
|
|
|
|
callbacks.registerCallback("setItemForceRegions", [this](Maybe<JsonArray> const& forceRegions) {
|
|
if (forceRegions)
|
|
m_itemForceRegions.set(forceRegions->transformed(jsonToPhysicsForceRegion));
|
|
else
|
|
m_itemForceRegions.set({});
|
|
});
|
|
|
|
callbacks.registerCallback("setCursor", [this](Maybe<String> cursor) {
|
|
m_cursor = std::move(cursor);
|
|
});
|
|
|
|
callbacks.registerCallback("setScriptedAnimationParameter", [this](String name, Json value) {
|
|
m_scriptedAnimationParameters.set(std::move(name), std::move(value));
|
|
});
|
|
|
|
callbacks.registerCallback("setInventoryIcon", [this](String image) {
|
|
setInstanceValue("inventoryIcon", image);
|
|
setIconDrawables({Drawable::makeImage(std::move(image), 1.0f, true, Vec2F())});
|
|
});
|
|
|
|
callbacks.registerCallback("setInstanceValue", [this](String name, Json val) {
|
|
setInstanceValue(std::move(name), std::move(val));
|
|
});
|
|
|
|
callbacks.registerCallback("callOtherHandScript", [this](String const& func, LuaVariadic<LuaValue> const& args) {
|
|
if (auto otherHandItem = owner()->handItem(hand() == ToolHand::Primary ? ToolHand::Alt : ToolHand::Primary)) {
|
|
if (auto otherActiveItem = as<ActiveItem>(otherHandItem))
|
|
return otherActiveItem->m_script.invoke(func, args).value();
|
|
}
|
|
return LuaValue();
|
|
});
|
|
|
|
callbacks.registerCallback("interact", [this](String const& type, Json const& configData, Maybe<EntityId> const& sourceEntityId) {
|
|
owner()->interact(InteractAction(type, sourceEntityId.value(NullEntityId), configData));
|
|
});
|
|
|
|
callbacks.registerCallback("emote", [this](String const& emoteName) {
|
|
auto emote = HumanoidEmoteNames.getLeft(emoteName);
|
|
if (auto entity = as<EmoteEntity>(owner()))
|
|
entity->playEmote(emote);
|
|
});
|
|
|
|
callbacks.registerCallback("setCameraFocusEntity", [this](Maybe<EntityId> const& cameraFocusEntity) {
|
|
owner()->setCameraFocusEntity(cameraFocusEntity);
|
|
});
|
|
|
|
return callbacks;
|
|
}
|
|
|
|
LuaCallbacks ActiveItem::makeScriptedAnimationCallbacks() {
|
|
LuaCallbacks callbacks;
|
|
callbacks.registerCallback("ownerPosition", [this]() {
|
|
return owner()->position();
|
|
});
|
|
callbacks.registerCallback("ownerAimPosition", [this]() {
|
|
return owner()->aimPosition();
|
|
});
|
|
callbacks.registerCallback("ownerArmAngle", [this]() {
|
|
return m_armAngle.get();
|
|
});
|
|
callbacks.registerCallback("ownerFacingDirection", [this]() {
|
|
return numericalDirection(owner()->facingDirection());
|
|
});
|
|
callbacks.registerCallback("handPosition", [this](Maybe<Vec2F> offset) {
|
|
return handPosition(offset.value());
|
|
});
|
|
return callbacks;
|
|
}
|
|
|
|
}
|