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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "LuaConstGame.h"
#include "LuaInclude.h"
#include "LuaHandle.h"
#include "LuaUtils.h"
#include "Game/GameSetup.h"
#include "Map/MapDamage.h"
#include "Map/MapInfo.h"
#include "Map/ReadMap.h"
#include "Sim/Misc/ModInfo.h"
#include "Sim/Misc/CategoryHandler.h"
#include "Sim/Misc/DamageArrayHandler.h"
#include "Sim/Misc/Wind.h"
#include "Sim/Units/UnitHandler.h"
#include "System/FileSystem/ArchiveScanner.h"
#include "System/StringUtil.h"
/******************************************************************************/
/******************************************************************************/
/*
static void LuaPushNamedColor(lua_State* L,
const string& name, const float3& color)
{
lua_pushsstring(L, name);
lua_newtable(L);
lua_pushnumber(L, color.x); lua_rawseti(L, -2, 1);
lua_pushnumber(L, color.y); lua_rawseti(L, -2, 2);
lua_pushnumber(L, color.z); lua_rawseti(L, -2, 3);
lua_rawset(L, -3);
}
*/
bool LuaConstGame::PushEntries(lua_State* L)
{
assert(mapInfo != nullptr);
assert(gameSetup != nullptr);
// FIXME -- this is getting silly, convert to userdata?
if (unitHandler != nullptr)
LuaPushNamedNumber(L, "maxUnits", unitHandler->MaxUnits());
LuaPushNamedNumber(L, "maxTeams", MAX_TEAMS);
LuaPushNamedNumber(L, "maxPlayers", MAX_PLAYERS);
LuaPushNamedNumber(L, "gameSpeed", GAME_SPEED);
LuaPushNamedNumber(L, "squareSize", SQUARE_SIZE);
LuaPushNamedNumber(L, "startPosType", gameSetup->startPosType);
LuaPushNamedBool(L, "ghostedBuildings", gameSetup->ghostedBuildings);
LuaPushNamedNumber(L, "gravity", -mapInfo->map.gravity * GAME_SPEED * GAME_SPEED);
LuaPushNamedNumber(L, "windMin", wind.GetMinWind());
LuaPushNamedNumber(L, "windMax", wind.GetMaxWind());
LuaPushNamedString(L, "mapName", mapInfo->map.name);
LuaPushNamedString(L, "mapHumanName", mapInfo->map.description); //! deprecated
LuaPushNamedString(L, "mapDescription", mapInfo->map.description);
LuaPushNamedNumber(L, "mapHardness", mapInfo->map.hardness);
// damage is enabled iff !mapInfo->map.notDeformable
if (mapDamage != nullptr)
LuaPushNamedBool(L, "mapDamage", !mapDamage->disabled);
if (readMap != nullptr) {
//FIXME make this available in LoadScreen already!
LuaPushNamedNumber(L, "mapX", mapDims.mapx / 64);
LuaPushNamedNumber(L, "mapY", mapDims.mapy / 64);
LuaPushNamedNumber(L, "mapSizeX", mapDims.mapx * SQUARE_SIZE);
LuaPushNamedNumber(L, "mapSizeZ", mapDims.mapy * SQUARE_SIZE);
}
LuaPushNamedNumber(L, "extractorRadius", mapInfo->map.extractorRadius);
LuaPushNamedNumber(L, "tidal", mapInfo->map.tidalStrength);
LuaPushNamedNumber(L, "waterDamage", mapInfo->water.damage);
LuaPushNamedBool(L, "allowTeamColors", true);
LuaPushNamedString(L, "gameName", modInfo.humanName);
LuaPushNamedString(L, "gameShortName", modInfo.shortName);
LuaPushNamedString(L, "gameVersion", modInfo.version);
LuaPushNamedString(L, "gameMutator", modInfo.mutator);
LuaPushNamedString(L, "gameDesc", modInfo.description);
LuaPushNamedString(L, "modName", modInfo.humanNameVersioned);
LuaPushNamedString(L, "modShortName", modInfo.shortName);
LuaPushNamedString(L, "modVersion", modInfo.version);
LuaPushNamedString(L, "modMutator", modInfo.mutator);
LuaPushNamedString(L, "modDesc", modInfo.description);
LuaPushNamedBool(L, "constructionDecay", modInfo.constructionDecay);
LuaPushNamedNumber(L, "constructionDecayTime", modInfo.constructionDecayTime);
LuaPushNamedNumber(L, "constructionDecaySpeed", modInfo.constructionDecaySpeed);
LuaPushNamedNumber(L, "multiReclaim", modInfo.multiReclaim);
LuaPushNamedNumber(L, "reclaimMethod", modInfo.reclaimMethod);
LuaPushNamedNumber(L, "reclaimUnitMethod", modInfo.reclaimUnitMethod);
LuaPushNamedNumber(L, "reclaimUnitEnergyCostFactor", modInfo.reclaimUnitEnergyCostFactor);
LuaPushNamedNumber(L, "reclaimUnitEfficiency", modInfo.reclaimUnitEfficiency);
LuaPushNamedNumber(L, "reclaimFeatureEnergyCostFactor", modInfo.reclaimFeatureEnergyCostFactor);
LuaPushNamedBool(L, "reclaimAllowEnemies", modInfo.reclaimAllowEnemies);
LuaPushNamedBool(L, "reclaimAllowAllies", modInfo.reclaimAllowAllies);
LuaPushNamedNumber(L, "repairEnergyCostFactor", modInfo.repairEnergyCostFactor);
LuaPushNamedNumber(L, "resurrectEnergyCostFactor", modInfo.resurrectEnergyCostFactor);
LuaPushNamedNumber(L, "captureEnergyCostFactor", modInfo.captureEnergyCostFactor);
LuaPushNamedNumber(L, "transportAir", modInfo.transportAir);
LuaPushNamedNumber(L, "transportShip", modInfo.transportShip);
LuaPushNamedNumber(L, "transportHover", modInfo.transportHover);
LuaPushNamedNumber(L, "transportGround", modInfo.transportGround);
LuaPushNamedNumber(L, "fireAtKilled", modInfo.fireAtKilled);
LuaPushNamedNumber(L, "fireAtCrashing", modInfo.fireAtCrashing);
LuaPushNamedNumber(L, "requireSonarUnderWater", modInfo.requireSonarUnderWater);
char buf[64];
SNPRINTF(buf, sizeof(buf), "0x%08X", archiveScanner->GetArchiveCompleteChecksum(mapInfo->map.name)); LuaPushNamedString(L, "mapChecksum", buf);
SNPRINTF(buf, sizeof(buf), "0x%08X", archiveScanner->GetArchiveCompleteChecksum(modInfo.filename)); LuaPushNamedString(L, "modChecksum", buf);
// needed for LuaIntro which also pushes ConstGame entries
// (but it probably doesn't need to know about categories)
if (CCategoryHandler::Instance() != nullptr) {
const std::vector<string>& cats = CCategoryHandler::Instance()->GetCategoryNames(~0);
lua_pushliteral(L, "springCategories");
lua_newtable(L);
for (unsigned int i = 0; i < cats.size(); i++) {
LuaPushNamedNumber(L, StringToLower(cats[i]), i);
}
lua_rawset(L, -3);
}
// needed for LuaIntro which also pushes ConstGame entries
// (but it probably doesn't need to know about armor-types)
if (damageArrayHandler != nullptr) {
lua_pushliteral(L, "armorTypes");
lua_newtable(L);
const std::vector<std::string>& typeList = damageArrayHandler->GetTypeList();
for (size_t i = 0; i < typeList.size(); i++) {
// bidirectional map
lua_pushsstring(L, typeList[i]);
lua_pushnumber(L, i);
lua_rawset(L, -3);
lua_pushsstring(L, typeList[i]);
lua_rawseti(L, -2, i);
}
lua_rawset(L, -3);
}
// environmental damage types
lua_pushliteral(L, "envDamageTypes");
lua_newtable(L);
LuaPushNamedNumber(L, "Debris", -CSolidObject::DAMAGE_EXPLOSION_DEBRIS );
LuaPushNamedNumber(L, "GroundCollision", -CSolidObject::DAMAGE_COLLISION_GROUND );
LuaPushNamedNumber(L, "ObjectCollision", -CSolidObject::DAMAGE_COLLISION_OBJECT );
LuaPushNamedNumber(L, "Fire", -CSolidObject::DAMAGE_EXTSOURCE_FIRE );
LuaPushNamedNumber(L, "Water", -CSolidObject::DAMAGE_EXTSOURCE_WATER );
LuaPushNamedNumber(L, "Killed", -CSolidObject::DAMAGE_EXTSOURCE_KILLED );
LuaPushNamedNumber(L, "Crushed", -CSolidObject::DAMAGE_EXTSOURCE_CRUSHED);
lua_rawset(L, -3);
return true;
}
/******************************************************************************/
/******************************************************************************/
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