finally Userdata() syntax, no more nasty CreateUserdata or Userdata.Create

This commit is contained in:
Evil Factory
2021-09-22 19:34:08 -03:00
parent 772edcfe5b
commit dac0734401
4 changed files with 51 additions and 16 deletions

View File

@@ -9,6 +9,8 @@ using System.Threading.Tasks;
using Barotrauma.Items.Components;
using System.Diagnostics;
using System.Linq;
using MoonSharp.Interpreter.Interop;
using System.Reflection;
namespace Barotrauma
{
@@ -174,6 +176,37 @@ namespace Barotrauma
return value * 2;
}
// messy solution
private object HandleCall(object arg1, ScriptExecutionContext arg2, CallbackArguments arg3)
{
var what = arg3.RawGet(0, true);
var code = "return " + what.UserData.Descriptor.Type.Name + ".__new(";
var tbl = new Table(lua);
tbl[what.UserData.Descriptor.Type.Name] = what;
for(var i=1; i < arg3.Count; i++)
{
if (i == arg3.Count - 1)
code = code + "arg" + i;
else
code = code + "arg" + i + ",";
tbl["arg" + i] = arg3.RawGet(i, true);
}
code = code + ")";
return lua.DoString(code, tbl);
}
private void AddCallMetaMember(IUserDataDescriptor IUDD)
{
var descriptor = (StandardUserDataDescriptor)IUDD;
descriptor.AddMetaMember("__call", new ObjectCallbackMemberDescriptor("__call", HandleCall));
}
public void Stop()
{
@@ -198,7 +231,6 @@ namespace Barotrauma
UserData.RegisterType<TraitorMessageType>();
UserData.RegisterType<JobPrefab>();
UserData.RegisterType<CharacterInfo>();
UserData.RegisterType<Rectangle>();
UserData.RegisterType<Point>();
UserData.RegisterType<Level.InterestingPosition>();
@@ -220,9 +252,6 @@ namespace Barotrauma
UserData.RegisterType<LuaTimer>();
UserData.RegisterType<LuaFile>();
UserData.RegisterType<LuaNetworking>();
UserData.RegisterType<Vector2>();
UserData.RegisterType<Vector3>();
UserData.RegisterType<Vector4>();
UserData.RegisterType<CauseOfDeathType>();
UserData.RegisterType<AfflictionPrefab>();
UserData.RegisterType<Affliction>();
@@ -239,7 +268,6 @@ namespace Barotrauma
UserData.RegisterType<MapEntityPrefab>();
UserData.RegisterType<CauseOfDeath>();
UserData.RegisterType<CharacterTeamType>();
UserData.RegisterType<Signal>();
UserData.RegisterType<Connection>();
UserData.RegisterType<ItemComponent>();
UserData.RegisterType<WifiComponent>();
@@ -288,6 +316,13 @@ namespace Barotrauma
UserData.RegisterType<ClientPacketHeader>();
UserData.RegisterType<DeliveryMethod>();
AddCallMetaMember(UserData.RegisterType<Vector2>());
AddCallMetaMember(UserData.RegisterType<Vector3>());
AddCallMetaMember(UserData.RegisterType<Vector4>());
AddCallMetaMember(UserData.RegisterType<CharacterInfo>());
AddCallMetaMember(UserData.RegisterType<Signal>());
lua = new Script(CoreModules.Preset_SoftSandbox);
lua.Options.DebugPrint = PrintMessage;
@@ -337,10 +372,7 @@ namespace Barotrauma
lua.Globals["CharacterTeamType"] = UserData.CreateStatic<CharacterTeamType>();
lua.Globals["Vector2"] = UserData.CreateStatic<Vector2>();
lua.Globals["Vector3"] = UserData.CreateStatic<Vector3>();
lua.Globals["Vector4"] = UserData.CreateStatic<Vector3>();
lua.Globals["CreateVector2"] = (Func<float, float, Vector2>)CreateVector2;
lua.Globals["CreateVector3"] = (Func<float, float, float, Vector3>)CreateVector3;
lua.Globals["CreateVector4"] = (Func<float, float, float, float, Vector4>)CreateVector4;
lua.Globals["Vector4"] = UserData.CreateStatic<Vector4>();
lua.Globals["ChatMessage"] = UserData.CreateStatic<ChatMessage>();
lua.Globals["Hull"] = UserData.CreateStatic<Hull>();
lua.Globals["InvSlotType"] = UserData.CreateStatic<InvSlotType>();
@@ -352,6 +384,11 @@ namespace Barotrauma
lua.Globals["ClientPacketHeader"] = UserData.CreateStatic<ClientPacketHeader>();
lua.Globals["ServerPacketHeader"] = UserData.CreateStatic<ServerPacketHeader>();
// obsolete
lua.Globals["CreateVector2"] = (Func<float, float, Vector2>)CreateVector2;
lua.Globals["CreateVector3"] = (Func<float, float, float, Vector3>)CreateVector3;
lua.Globals["CreateVector4"] = (Func<float, float, float, float, Vector4>)CreateVector4;
bool isServer = true;
#if SERVER
@@ -385,7 +422,6 @@ namespace Barotrauma
}
}
public LuaSetup()
{

View File

@@ -17,4 +17,4 @@ local CharacterInfo = {}
-- local vsauce = CharacterInfo.__new("human", "VSAUCE HERE")
-- local character = Character.Create(vsauce, Vector2.__new(0, 0), "some random characters")
-- print(character)
function CharacterInfo.__new(speciesName, name, jobPrefab, ragdollFileName, variant, randSync, npcIdentifier) end
function CharacterInfo(speciesName, name, jobPrefab, ragdollFileName, variant, randSync, npcIdentifier) end

View File

@@ -13,7 +13,7 @@ Signal = {}
--- Instantiates a new Signal.
-- @treturn Signal
-- @realm shared
function Signal.__new(stringValue, stepsTaken, characterSender, itemSource, power, strength) end
function Signal(stringValue, stepsTaken, characterSender, itemSource, power, strength) end
---
-- value, String value of the signal.

View File

@@ -8,7 +8,6 @@ These are the XNA Vectors, you can find all the functions and fields here: <br>
<a href="https://docs.microsoft.com/en-us/previous-versions/windows/silverlight/dotnet-windows-silverlight/bb199679(v=xnagamestudio.35)">XNA Vector4</a> <br>
Access them via Vector2.\*, Vector3.\*, Vector4.\* <br>
CreateVector2, CreateVector3, CreateVector4 are globals.
]]
-- @code Vectors
@@ -19,14 +18,14 @@ local Vector4 = {}
--- Create Vector2
-- @treturn Vector2
-- @realm shared
function Vector2.__new(x, y) end
function Vector2(X, Y) end
--- Create Vector3
-- @treturn Vector3
-- @realm shared
function Vector3.__new(x, y, z) end
function Vector3(X, Y, Z) end
--- Create Vector4
-- @treturn Vector4
-- @realm shared
function Vector4.__new(x, y, z, w) end
function Vector4(X, Y, Z, W) end