Got rid of cWorld::GetAllPlayers() and implemented ForEachPlayer() more or less in Lua
Core now uses ForEachPlayer() to interact with connected players git-svn-id: http://mc-server.googlecode.com/svn/trunk@260 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -1,3 +1,5 @@
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local BlockData = {}
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function OnBlockPlace( Block, Player )
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-- dont check if the direction is in the air
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@ -11,43 +13,8 @@ function OnBlockPlace( Block, Player )
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return true
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end
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local collision = false
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local World = Player:GetWorld()
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local PlayerList = World:GetAllPlayers()
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-- check if a player occupies the placement location
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for i, Player in ipairs( PlayerList ) do
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-- drop the decimals, we only care about the full block X,Y,Z
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local PlayerX = math.floor(Player:GetPosX(), 0)
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local PlayerY = math.floor(Player:GetPosY(), 0)
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local PlayerZ = math.floor(Player:GetPosZ(), 0)
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local BlockX = Block.m_PosX
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local BlockY = Block.m_PosY
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local BlockZ = Block.m_PosZ
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-- player height is 2 blocks, so we check the position and then offset it up one
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-- so they can't place a block on there face
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if Block.m_Direction == 0 then if PlayerY == BlockY-2 and PlayerX == BlockX and PlayerZ == BlockZ then collision = true end end
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if Block.m_Direction == 1 then if PlayerY == BlockY+1 and PlayerX == BlockX and PlayerZ == BlockZ then collision = true end end
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if Block.m_Direction == 2 then if PlayerY == BlockY and PlayerX == BlockX and PlayerZ == BlockZ-1 then collision = true end end
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if Block.m_Direction == 2 then if PlayerY+1 == BlockY and PlayerX == BlockX and PlayerZ == BlockZ-1 then collision = true end end
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if Block.m_Direction == 3 then if PlayerY == BlockY and PlayerX == BlockX and PlayerZ == BlockZ+1 then collision = true end end
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if Block.m_Direction == 3 then if PlayerY+1 == BlockY and PlayerX == BlockX and PlayerZ == BlockZ+1 then collision = true end end
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if Block.m_Direction == 4 then if PlayerY == BlockY and PlayerX == BlockX-1 and PlayerZ == BlockZ then collision = true end end
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if Block.m_Direction == 4 then if PlayerY+1 == BlockY and PlayerX == BlockX-1 and PlayerZ == BlockZ then collision = true end end
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if Block.m_Direction == 5 then if PlayerY == BlockY and PlayerX == BlockX+1 and PlayerZ == BlockZ then collision = true end end
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if Block.m_Direction == 5 then if PlayerY+1 == BlockY and PlayerX == BlockX+1 and PlayerZ == BlockZ then collision = true end end
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end
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if collision then
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BlockData = Block
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if( Player:GetWorld():ForEachPlayer( CheckCollision ) == false ) then
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return true
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else
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return false
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@ -57,4 +24,36 @@ function OnBlockPlace( Block, Player )
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return false
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end
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function CheckCollision( Player )
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-- drop the decimals, we only care about the full block X,Y,Z
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local PlayerX = math.floor(Player:GetPosX(), 0)
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local PlayerY = math.floor(Player:GetPosY(), 0)
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local PlayerZ = math.floor(Player:GetPosZ(), 0)
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local BlockX = BlockData.m_PosX
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local BlockY = BlockData.m_PosY
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local BlockZ = BlockData.m_PosZ
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-- player height is 2 blocks, so we check the position and then offset it up one
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-- so they can't place a block on there face
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local collision = false
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if BlockData.m_Direction == 0 then if PlayerY == BlockY-2 and PlayerX == BlockX and PlayerZ == BlockZ then collision = true end end
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if BlockData.m_Direction == 1 then if PlayerY == BlockY+1 and PlayerX == BlockX and PlayerZ == BlockZ then collision = true end end
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if BlockData.m_Direction == 2 then if PlayerY == BlockY and PlayerX == BlockX and PlayerZ == BlockZ-1 then collision = true end end
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if BlockData.m_Direction == 2 then if PlayerY+1 == BlockY and PlayerX == BlockX and PlayerZ == BlockZ-1 then collision = true end end
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if BlockData.m_Direction == 3 then if PlayerY == BlockY and PlayerX == BlockX and PlayerZ == BlockZ+1 then collision = true end end
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if BlockData.m_Direction == 3 then if PlayerY+1 == BlockY and PlayerX == BlockX and PlayerZ == BlockZ+1 then collision = true end end
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if BlockData.m_Direction == 4 then if PlayerY == BlockY and PlayerX == BlockX-1 and PlayerZ == BlockZ then collision = true end end
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if BlockData.m_Direction == 4 then if PlayerY+1 == BlockY and PlayerX == BlockX-1 and PlayerZ == BlockZ then collision = true end end
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if BlockData.m_Direction == 5 then if PlayerY == BlockY and PlayerX == BlockX+1 and PlayerZ == BlockZ then collision = true end end
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if BlockData.m_Direction == 5 then if PlayerY+1 == BlockY and PlayerX == BlockX+1 and PlayerZ == BlockZ then collision = true end end
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return collision
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end
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@ -1,16 +1,16 @@
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local PlayerTable = {}
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function HandlePlayerListCommand( Split, Player )
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local World = Player:GetWorld()
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local PlayerList = World:GetAllPlayers()
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PlayerTable = {}
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Player:GetWorld():ForEachPlayer( AppendToTable )
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local Message = cChatColor.Green .. "Connected players: (".. cChatColor.White.. #PlayerList .. cChatColor.Green .. ")"
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local Message = cChatColor.Green .. "Connected players: (".. cChatColor.White.. #PlayerTable .. cChatColor.Green .. ")"
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Player:SendMessage( Message )
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local PlayerTable = {}
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for i, TempPlayer in ipairs( PlayerList ) do
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local PlayerName = TempPlayer:GetName()
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table.insert(PlayerTable, PlayerName )
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end
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Player:SendMessage( table.concat(PlayerTable, " ") )
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return true
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end
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function AppendToTable( Player )
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table.insert(PlayerTable, Player:GetName() )
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end
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@ -1,3 +1,6 @@
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local PlayerHTML = ""
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local PlayerNum = 0
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function HandleRequest_PlayerList( Request )
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local World = cRoot:Get():GetWorld()
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local Content = ""
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@ -16,20 +19,25 @@ function HandleRequest_PlayerList( Request )
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Content = Content .. "<p>Connected Players: <b>" .. World:GetNumPlayers() .. "</b></p>"
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Content = Content .. "<table>"
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PlayerNum = 0
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PlayerHTML = ""
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World:ForEachPlayer( CreatePlayerList )
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local PlayerList = World:GetAllPlayers()
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if( #PlayerList > 0 ) then
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for i, Player in ipairs( PlayerList ) do
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Content = Content .. "<tr>"
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Content = Content .. "<td style='width: 10px;'>" .. i .. ".</td>"
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Content = Content .. "<td>" .. Player:GetName() .. "</td>"
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Content = Content .. "<td><a href='?playerlist-kick=" .. Player:GetName() .. "'>Kick</a></td>"
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Content = Content .. "</tr>"
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end
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if( PlayerHTML ~= "" ) then
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Content = Content .. PlayerHTML
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else
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Content = Content .. "<tr><td>None</td></tr>"
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end
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Content = Content .. "</table>"
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Content = Content .. "<br>"
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return Content
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end
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function CreatePlayerList( Player, Data )
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PlayerNum = PlayerNum + 1
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PlayerHTML = PlayerHTML .. "<tr>"
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PlayerHTML = PlayerHTML .. "<td style='width: 10px;'>" .. PlayerNum .. ".</td>"
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PlayerHTML = PlayerHTML .. "<td>" .. Player:GetName() .. "</td>"
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PlayerHTML = PlayerHTML .. "<td><a href='?playerlist-kick=" .. Player:GetName() .. "'>Kick</a></td>"
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PlayerHTML = PlayerHTML .. "</tr>"
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end
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@ -16,7 +16,17 @@
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#include "md5/md5.h"
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static bool report_errors(lua_State* lua, int status)
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{
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if ( status!=0 )
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{
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std::string s = lua_tostring(lua, -1);
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LOGERROR("-- %s", s.c_str() );
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lua_pop(lua, 1);
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return true;
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}
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return false;
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}
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/****************************
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@ -91,13 +101,59 @@ static int tolua_LOGERROR(lua_State* tolua_S)
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static int tolua_cWorld_GetAllPlayers(lua_State* tolua_S)
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static int tolua_cWorld_ForEachPlayer(lua_State* tolua_S)
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{
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cWorld* self = (cWorld*) tolua_tousertype(tolua_S,1,0);
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lua_State* L = tolua_S;
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self->GetAllPlayers(L);
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if( !lua_isfunction( tolua_S, 2 ) )
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{
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LOGWARN("Error in function call 'ForEachPlayer': Expected a function for parameter #1");
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return 0;
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}
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int Reference = luaL_ref(tolua_S, LUA_REGISTRYINDEX);
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if( Reference == LUA_REFNIL )
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{
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LOGWARN("Error in function call 'ForEachPlayer': Could not get function reference");
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return 0;
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}
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class cLuaPlayerCallback : public cPlayerListCallback
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{
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virtual bool Item(cPlayer * a_Player) override
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{
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lua_rawgeti( LuaState, LUA_REGISTRYINDEX, Reference);
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tolua_pushusertype( LuaState, a_Player, "cPlayer" );
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int s = lua_pcall( LuaState, 1, 1, 0);
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if( report_errors( LuaState, s ) )
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{
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return false;
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}
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if( lua_isboolean( LuaState, -1 ) )
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{
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return (tolua_toboolean( LuaState, -1, 0) > 0);
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}
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LOGINFO("Stack size: %i", lua_gettop(LuaState) );
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return false;
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}
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public:
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lua_State* LuaState;
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int Reference;
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} Callback;
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Callback.LuaState = tolua_S;
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Callback.Reference = Reference;
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bool bRetVal = self->ForEachPlayer( &Callback );
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luaL_unref( tolua_S, LUA_REGISTRYINDEX, Reference );
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tolua_pushboolean( tolua_S, bRetVal );
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return 1;
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}
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@ -397,7 +453,7 @@ void ManualBindings::Bind( lua_State* tolua_S )
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tolua_function(tolua_S,"Log",tolua_LOG); // Deprecated
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tolua_beginmodule(tolua_S,"cWorld");
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tolua_function(tolua_S,"GetAllPlayers",tolua_cWorld_GetAllPlayers);
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tolua_function(tolua_S,"ForEachPlayer",tolua_cWorld_ForEachPlayer);
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tolua_endmodule(tolua_S);
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tolua_beginmodule(tolua_S,"cPlugin");
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tolua_function(tolua_S,"GetCommands",tolua_cPlugin_GetCommands);
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@ -989,26 +989,6 @@ bool cWorld::ForEachPlayer(cPlayerListCallback * a_Callback)
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void cWorld::GetAllPlayers( lua_State* L )
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{
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lua_createtable(L, m_Players.size(), 0);
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int newTable = lua_gettop(L);
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int index = 1;
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cPlayerList::const_iterator iter = m_Players.begin();
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while(iter != m_Players.end())
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{
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tolua_pushusertype( L, (*iter), "cPlayer" );
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lua_rawseti(L, newTable, index);
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++iter;
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++index;
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}
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}
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// TODO: This interface is dangerous!
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cPlayer* cWorld::GetPlayer( const char* a_PlayerName )
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{
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@ -76,13 +76,10 @@ public:
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void AddPlayer( cPlayer* a_Player );
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void RemovePlayer( cPlayer* a_Player );
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bool ForEachPlayer(cPlayerListCallback * a_Callback); // Calls the callback for each player in the list
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// TODO: This interface is dangerous!
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cPlayerList & GetAllPlayers() {return m_Players; }
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typedef struct lua_State lua_State;
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void GetAllPlayers( lua_State* L ); // >> EXPORTED IN MANUALBINDINGS <<
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bool ForEachPlayer(cPlayerListCallback * a_Callback); // Calls the callback for each player in the list
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// >> EXPORTED IN MANUALBINDINGS <<
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unsigned int GetNumPlayers(); //tolua_export
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// TODO: This interface is dangerous
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