1 | #ifndef SCRIPTABLE_CONTROLLER_API_H |
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2 | #define SCRIPTABLE_CONTROLLER_API_H |
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3 | |
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4 | #include <functional> |
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5 | #include "core/CoreIncludes.h" |
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6 | #include "tools/Timer.h" |
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7 | #include "OgreVector3.h" |
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8 | |
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9 | struct lua_State; |
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10 | |
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11 | namespace orxonox |
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12 | { |
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13 | |
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14 | class ScriptableController; |
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15 | class WorldEntity; |
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16 | class Pawn; |
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17 | |
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18 | /** |
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19 | * @brief API for ScriptableController's lua-scripts |
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20 | * |
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21 | * Defines the interface that lua can use in the scripts to communicate with orxonox. |
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22 | * |
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23 | * \sa ScriptableController |
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24 | */ |
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25 | class ScriptableControllerAPI |
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26 | { |
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27 | friend class ScriptableController; |
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28 | |
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29 | public: |
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30 | /** |
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31 | * @brief Constructs the API with the given lua state |
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32 | * @param lua The lua state |
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33 | * @param controller The parent controller |
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34 | * |
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35 | * This will not run any scripts, it'll just make the API visible to lua. |
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36 | */ |
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37 | ScriptableControllerAPI(lua_State *lua, ScriptableController *controller); |
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38 | |
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39 | /** |
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40 | * @brief Destructs the API and closes the lua state. |
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41 | */ |
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42 | ~ScriptableControllerAPI(); |
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43 | |
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44 | // ### API #################################################################### |
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45 | |
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46 | /** |
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47 | * @brief Print a message |
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48 | * @param msg The message |
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49 | * |
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50 | * Use this function instead of printing from lua directly, because that will mess up the |
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51 | * output as it is not synchronized. |
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52 | */ |
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53 | void orxPrint(std::string msg); |
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54 | |
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55 | /** |
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56 | * @brief Register a function that will be called after a timeout |
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57 | * @param callback The function to call after the timeout expired |
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58 | * @param timeout The timeout in seconds |
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59 | */ |
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60 | void registerAfterTimeout(std::function<void (void)> callback, double timeout); |
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61 | |
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62 | /** |
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63 | * @brief Register a function that will be called when two object are close to eachother |
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64 | * @param callback The function to call when the objects are close enough |
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65 | * @param id1 The first object |
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66 | * @param id2 The second object |
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67 | * @param distance If the distance between the two objects is smaller than this value, |
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68 | * the function is called |
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69 | * |
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70 | * Note: Distances are only checked every 0.5s! |
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71 | */ |
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72 | void registerAtNearObject(std::function<void(std::string, std::string)> callback, std::string id1, std::string id2, double distance); |
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73 | |
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74 | /** |
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75 | * @brief Register a function that will be called when an object is close to a certain point |
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76 | * @param callback The function to call when the object is close enough |
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77 | * @param id The object |
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78 | * @param x X-coordinate of the point |
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79 | * @param y Y-coordinate of the point |
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80 | * @param z Z-coordinate of the point |
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81 | * @param distance If the distance between the object and the point is smaller than this value, the |
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82 | * function is called. |
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83 | * |
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84 | * Note: Distances are only checked every 0.5s! |
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85 | */ |
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86 | void registerAtNearPoint(std::function<void (std::string)> callback, std::string id, double x, double y, double z, double distance); |
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87 | |
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88 | /** |
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89 | * @brief Register a function that will be called when an object enters a cubic area |
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90 | * @param callback The function to call when the object entered the area |
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91 | * @param id The object |
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92 | * @param x X-coordinate of the top-left corner |
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93 | * @param y Y-coordinate of the top-left corner |
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94 | * @param z Z-coordinate of the top-left corner |
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95 | * @param dx Size in X-direction of the cube |
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96 | * @param dy Size in Y-direction of the cube |
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97 | * @param dz Size in Z-direction of the cube |
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98 | * |
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99 | * Note: Distances are only checked every 0.5s! |
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100 | */ |
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101 | void registerAtAreaEnter(std::function<void (std::string)> callback, std::string id, int x, int y, int z, int dx, int dy, int dz); |
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102 | |
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103 | /** |
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104 | * @brief Register a function that will be called when an object leaves a cubic area |
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105 | * @param callback The function to call when the object left the area |
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106 | * @param id The object |
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107 | * @param x X-coordinate of the top-left corner |
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108 | * @param y Y-coordinate of the top-left corner |
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109 | * @param z Z-coordinate of the top-left corner |
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110 | * @param dx Size in X-direction of the cube |
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111 | * @param dy Size in Y-direction of the cube |
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112 | * @param dz Size in Z-direction of the cube |
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113 | * |
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114 | * Note: Distances are only checked every 0.5s! |
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115 | */ |
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116 | void registerAtAreaLeave(std::function<void (std::string)> callback, std::string id, int x, int y, int z, int dx, int dy, int dz); |
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117 | |
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118 | /** |
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119 | * @brief Register a function that will be called when a Pawn is killed |
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120 | * @param callback The function to call as soon as the Pawn is dead |
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121 | * @param id The Pawn |
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122 | * |
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123 | * Note: Once a Pawn is dead, the callback is removed, even if the pawn got magically revived. |
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124 | */ |
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125 | void registerAtPawnKilled(std::function<void (std::string)> callback, std::string id); |
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126 | |
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127 | /** |
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128 | * @brief Register a function that will be called when a Pawn is hit |
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129 | * @param callback The function to call as soon as the Pawn is hit |
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130 | * @param id The Pawn |
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131 | * |
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132 | * Note: Once a Pawn is dead, the all hit-callbacks are removed, even if the pawn got magically revived. |
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133 | */ |
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134 | void registerAtPawnHit(std::function<void (std::string, std::string, double, double)> callback, std::string id); |
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135 | |
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136 | /** |
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137 | * @brief Kill a pawn |
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138 | * @param id The pawn to kill |
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139 | * |
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140 | * Note: It might up to 0.5s until the pawn is actually killed. |
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141 | */ |
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142 | void killPawn(std::string id); |
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143 | |
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144 | /** |
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145 | * @brief Spawn an object |
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146 | * @param type Name of the class of the object you want to spawn |
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147 | * @param id The newly created ID that can be used to access this object |
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148 | * |
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149 | * IMPORTANT: Do not use this function yet, it only has minimal functionality and is not |
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150 | * really helpful as it is. |
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151 | */ |
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152 | void spawn(std::string type, std::string id); |
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153 | |
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154 | void spawnTest(std::string id); |
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155 | |
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156 | /** |
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157 | * @brief Set the position of an object |
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158 | * @param id The ID of the object |
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159 | * @param x The position on the x-axis |
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160 | * @param y The position on the y-axis |
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161 | * @param z The position on the z-axis |
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162 | */ |
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163 | |
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164 | void spawnZombie(std::string id); |
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165 | |
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166 | /** |
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167 | * @brief Set the position of an object |
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168 | * @param id The ID of the object |
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169 | * @param x The position on the x-axis |
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170 | * @param y The position on the y-axis |
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171 | * @param z The position on the z-axis |
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172 | */ |
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173 | |
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174 | |
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175 | void setPosition(std::string id, double x, double y, double z); |
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176 | |
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177 | /** |
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178 | * @brief Set the orientation of an object |
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179 | * @param id The ID of the object |
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180 | * @param x The x component of the axis vector |
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181 | * @param y The y component of the axis vector |
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182 | * @param z The z component of the axis vector |
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183 | * @param angle The angle around the axis |
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184 | * |
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185 | * To set the orientation, you have to specify the direction that the |
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186 | * object should be facing with the vector (x, y, z) and the rotation |
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187 | * of the object around this axis with 'angle', which has to be given |
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188 | * in degrees, NOT radian. The vector does not have to be normalized. |
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189 | */ |
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190 | void setOrientation(std::string id, double x, double y, double z, double angle); |
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191 | |
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192 | /** |
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193 | * @brief Set the velocity of an object |
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194 | * @param id The ID of the object |
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195 | * @param x The velocity in x-direction |
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196 | * @param y The velocity in y-direction |
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197 | * @param z The velocity in z-direction |
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198 | * |
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199 | * The velocity is in units per second. |
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200 | */ |
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201 | void setVelocity(std::string id, double x, double y, double z); |
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202 | |
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203 | /** |
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204 | * @brief Set the angular velocity of an object |
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205 | * @param id The ID of the object |
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206 | * @param x The rotation velocity around the x-axis |
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207 | * @param y The rotation velocity around the y-axis |
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208 | * @param z The rotation velocity around the z-axis |
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209 | */ |
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210 | void setAngularVelocity(std::string id, double x, double y, double z); |
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211 | |
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212 | |
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213 | /** |
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214 | * @brief Set the angular velocity of an object |
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215 | * @param id The ID of the object |
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216 | * @param x The rotation velocity around the x-axis |
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217 | * @param y The rotation velocity around the y-axis |
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218 | * @param z The rotation velocity around the z-axis |
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219 | */ |
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220 | double myTestFunction(double x, double y); |
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221 | |
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222 | void moveControllableEntity(std::string id, double x, double y, double z); |
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223 | |
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224 | // ### API END ################################################################ |
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225 | |
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226 | private: |
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227 | /** |
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228 | * @brief Groups everything together that is needed to handle a near-object event |
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229 | */ |
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230 | struct NearObjectHandler |
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231 | { |
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232 | NearObjectHandler(WorldEntity *entity1, WorldEntity *entity2, std::string id1, std::string id2, double distance, std::function<void (std::string, std::string)> callback) |
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233 | : entity1_(entity1), entity2_(entity2), id1_(id1), id2_(id2), distance_(distance), callback_(callback) |
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234 | {} |
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235 | |
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236 | WorldEntity *entity1_, *entity2_; |
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237 | std::string id1_, id2_; |
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238 | double distance_; |
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239 | std::function<void (std::string, std::string)> callback_; |
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240 | }; |
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241 | |
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242 | /** |
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243 | * @brief Groups everything together that is needed to handle a near-poinb event |
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244 | */ |
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245 | struct NearPointHandler |
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246 | { |
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247 | NearPointHandler(WorldEntity *entity, std::string id, double x, double y, double z, double distance, std::function<void (std::string)> callback) |
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248 | : entity_(entity), id_(id), point_(x, y, z), distance_(distance), callback_(callback) |
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249 | {} |
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250 | |
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251 | WorldEntity *entity_; |
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252 | std::string id_; |
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253 | Vector3 point_; |
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254 | double distance_; |
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255 | std::function<void (std::string)> callback_; |
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256 | }; |
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257 | |
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258 | /** |
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259 | * @brief Groups everything together that is needed to handle an area enter/leave event |
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260 | */ |
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261 | struct AreaHandler |
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262 | { |
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263 | AreaHandler(WorldEntity *entity, std::string id, double x, double y, double z, double dx, double dy, double dz, bool atEnter, std::function<void (std::string)> callback) |
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264 | : entity_(entity), id_(id), start_point_(x, y, z), atEnter_(atEnter), callback_(callback) |
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265 | { this-> end_point_ = this->start_point_ + Vector3(dx, dy, dz); } |
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266 | |
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267 | WorldEntity *entity_; |
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268 | std::string id_; |
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269 | Vector3 start_point_, end_point_; |
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270 | bool atEnter_; |
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271 | std::function<void (std::string)> callback_; |
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272 | }; |
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273 | |
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274 | lua_State *lua_; |
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275 | ScriptableController *controller_; |
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276 | std::list<NearObjectHandler> nearObjectHandlers_; |
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277 | std::list<NearPointHandler> nearPointHandlers_; |
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278 | std::list<AreaHandler> areaHandlers_; |
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279 | std::map<std::string, std::list<std::function<void (std::string)> > > pawnDestroyedHandlers_; |
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280 | std::map<std::string, std::list<std::function<void (std::string, std::string, double, double)> > > pawnHitHandlers_; |
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281 | Timer periodicTimer; |
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282 | static const double periodic_interval; |
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283 | |
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284 | /** |
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285 | * @brief Called by ScriptableController when a pawn is killed |
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286 | * @param id The dead pawn |
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287 | * |
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288 | * Calls the lua callbacks associated with this event. |
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289 | */ |
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290 | void pawnKilled(std::string id, Pawn *pawn); |
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291 | |
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292 | /** |
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293 | * @brief Called by ScriptableController when a Pawn is hit |
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294 | * @param target_id The hit Pawn |
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295 | * @param source_id The shooting Pawn |
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296 | * @param new_health The new health of the hit Pawn |
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297 | * @param new_shield The new shield health of the hit Pawn |
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298 | */ |
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299 | void pawnHit(std::string target_id, std::string source_id, double new_health, double new_shield); |
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300 | |
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301 | /** |
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302 | * @brief Called every 0.5s |
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303 | * |
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304 | * This handles things that have to be checked periodically (like area events) |
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305 | * but doing this in every tick would be an overkill. |
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306 | */ |
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307 | void periodic(void); |
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308 | }; |
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309 | |
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310 | } |
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311 | |
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312 | #endif // SCRIPTABLE_CONTROLLER_API_H |
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