diff options
Diffstat (limited to 'src/game/data.cpp')
| -rw-r--r-- | src/game/data.cpp | 261 |
1 files changed, 261 insertions, 0 deletions
diff --git a/src/game/data.cpp b/src/game/data.cpp new file mode 100644 index 0000000..54f7fdb --- /dev/null +++ b/src/game/data.cpp @@ -0,0 +1,261 @@ +#include "game/data.hpp" +#include "engine/script.hpp" + +#include <filesystem> +#include <algorithm> +#include <cstdio> + +// sol2's string-literal table keys trip a GCC -Warray-bounds false positive +// under inlining/optimisation. The access is correct; silence the noise here. +#if defined(__GNUC__) && !defined(__clang__) +#pragma GCC diagnostic ignored "-Warray-bounds" +#endif + +namespace fs = std::filesystem; + +namespace { +constexpr float DEG2RAD = 3.14159265358979323846f / 180.0f; + +MaterialDef read_material(const sol::table& m) { + MaterialDef d{}; + d.name = m.get_or("name", std::string("unnamed")); + d.stiffness = m.get_or("stiffness", 600.0f); + d.damping = m.get_or("damping", 12.0f); + d.mass = m.get_or("mass", 0.25f); + d.max_compression = m.get_or("max_compression", 0.90f); + d.max_expansion = m.get_or("max_expansion", 1.10f); + d.angle_threshold = m.get_or("angle_threshold", 30.0f) * DEG2RAD; // data is degrees + d.min_length = m.get_or("min_length", 0.4f); + d.max_length = m.get_or("max_length", 3.0f); + d.max_link_length = m.get_or("max_link_length", 6.0f); + d.hit_points = m.get_or("hit_points", 150.0f); + d.flammable = m.get_or("flammable", true); + d.burn_rate = m.get_or("burn_rate", 15.0f); + d.spread_time = m.get_or("spread_time", 2.0f); + d.blocks_projectiles = m.get_or("blocks_projectiles", true); + d.blocks_beam = m.get_or("blocks_beam", true); + d.tension_only = m.get_or("tension_only", false); + d.half_width = m.get_or("half_width", 0.15f); + d.texture = m.get_or("texture", std::string("")); + + sol::optional<sol::table> col = m["color"]; + d.r = col ? col->get_or(1, 0.8f) : 0.8f; + d.g = col ? col->get_or(2, 0.5f) : 0.5f; + d.b = col ? col->get_or(3, 0.2f) : 0.2f; + d.a = col ? col->get_or(4, 1.0f) : 1.0f; + return d; +} +} // namespace + +std::vector<MaterialDef> load_materials(ScriptEngine& script, + const std::string& data_dir) { + std::vector<MaterialDef> out; + + // 1. Base data. + if (!script.run_file(data_dir + "/materials.lua")) return out; + + // 2. Mods, ordered by (priority asc, path). Each mod.lua sets Priority; + // each materials.lua mutates the shared global Materials table. + std::error_code ec; + std::string mods_dir = data_dir + "/mods"; + std::vector<std::pair<int, std::string>> mods; + if (fs::is_directory(mods_dir, ec)) { + for (const auto& e : fs::directory_iterator(mods_dir, ec)) { + if (!e.is_directory()) continue; + std::string mp = e.path().string(); + if (!fs::exists(mp + "/materials.lua")) continue; + int priority = 5; + if (fs::exists(mp + "/mod.lua") && script.run_file(mp + "/mod.lua")) { + sol::optional<int> p = script.lua()["Priority"]; + if (p) priority = *p; + } + mods.emplace_back(priority, mp); + } + std::sort(mods.begin(), mods.end()); + for (const auto& [prio, mp] : mods) { + printf("Mod: applying %s (priority %d)\n", mp.c_str(), prio); + script.run_file(mp + "/materials.lua"); + } + } + + // 3. Read the final Materials array (1-based Lua array part, in order). + sol::optional<sol::table> mats = script.lua()["Materials"]; + if (!mats) { + fprintf(stderr, "load_materials: no global 'Materials' table\n"); + return out; + } + for (std::size_t i = 1; ; i++) { + sol::object o = (*mats)[i]; + if (o.get_type() != sol::type::table) break; + out.push_back(read_material(o.as<sol::table>())); + } + printf("Loaded %zu materials from Lua\n", out.size()); + return out; +} + +namespace { +// Run <data_dir>/<file> then every mod's <file> (priority, name order). +void run_layered(ScriptEngine& script, const std::string& data_dir, + const std::string& file) { + if (!script.run_file(data_dir + "/" + file)) return; + std::error_code ec; + std::string mods_dir = data_dir + "/mods"; + std::vector<std::pair<int, std::string>> mods; + if (fs::is_directory(mods_dir, ec)) { + for (const auto& e : fs::directory_iterator(mods_dir, ec)) { + if (!e.is_directory()) continue; + std::string mp = e.path().string(); + if (!fs::exists(mp + "/" + file)) continue; + int priority = 5; + if (fs::exists(mp + "/mod.lua") && script.run_file(mp + "/mod.lua")) { + sol::optional<int> p = script.lua()["Priority"]; + if (p) priority = *p; + } + mods.emplace_back(priority, mp); + } + std::sort(mods.begin(), mods.end()); + for (const auto& [prio, mp] : mods) + script.run_file(mp + "/" + file); + } +} + +WeaponDef read_weapon(const sol::table& w) { + WeaponDef d{}; + d.name = w.get_or("name", std::string("unnamed")); + d.muzzle_speed = w.get_or("muzzle_speed", 35.0f); + d.reload = w.get_or("reload", 2.0f); + d.splash_damage = w.get_or("splash_damage", 200.0f); + d.splash_radius = w.get_or("splash_radius", 3.0f); + d.knockback = w.get_or("knockback", 60.0f); + d.projectile_radius = w.get_or("projectile_radius", 0.15f); + d.fire_chance = w.get_or("fire_chance", 0.0f); + d.min_fire_angle = w.get_or("min_fire_angle", -20.0f) * DEG2RAD; + d.max_fire_angle = w.get_or("max_fire_angle", 30.0f) * DEG2RAD; + d.is_beam = w.get_or("is_beam", false); + d.beam_range = w.get_or("beam_range", 60.0f); + d.beam_dps = w.get_or("beam_dps", 120.0f); + d.beam_duration = w.get_or("beam_duration", 1.5f); + d.energy_cost = w.get_or("energy_cost", 0.0f); + d.texture = w.get_or("texture", std::string("")); + d.projectile_texture = w.get_or("projectile_texture", std::string("")); + return d; +} +} // namespace + +std::vector<WeaponDef> load_weapons(ScriptEngine& script, const std::string& data_dir) { + std::vector<WeaponDef> out; + run_layered(script, data_dir, "weapons.lua"); + sol::optional<sol::table> ws = script.lua()["Weapons"]; + if (!ws) { fprintf(stderr, "load_weapons: no global 'Weapons' table\n"); return out; } + for (std::size_t i = 1; ; i++) { + sol::object o = (*ws)[i]; + if (o.get_type() != sol::type::table) break; + out.push_back(read_weapon(o.as<sol::table>())); + } + printf("Loaded %zu weapons from Lua\n", out.size()); + return out; +} + +void load_structures(ScriptEngine& script, const std::string& data_dir, + BuildGraph& graph) { + run_layered(script, data_dir, "structures.lua"); + sol::optional<sol::table> structs = script.lua()["Structures"]; + if (!structs) return; + + auto mat_index = [&](const std::string& nm) -> int { + for (int i = 0; i < (int)graph.materials.size(); i++) + if (graph.materials[i].name == nm) return i; + return 0; + }; + auto node_at = [&](float x, float y) -> int { + int n = graph.find_nearest_node(x, y, BuildGraph::SNAP_RADIUS); + return (n >= 0) ? n : graph.add_node(x, y, graph.is_on_ground(y)); + }; + + int built = 0; + for (std::size_t si = 1; ; si++) { + sol::object so = (*structs)[si]; + if (so.get_type() != sol::type::table) break; + sol::table S = so.as<sol::table>(); + sol::optional<sol::table> beams = S["beams"]; + if (!beams) continue; + for (std::size_t bi = 1; ; bi++) { + sol::object bo = (*beams)[bi]; + if (bo.get_type() != sol::type::table) break; + sol::table b = bo.as<sol::table>(); + float x1 = b.get_or(1, 0.0f), y1 = b.get_or(2, 0.0f); + float x2 = b.get_or(3, 0.0f), y2 = b.get_or(4, 0.0f); + std::string mat = b.get_or(5, std::string("wood")); + if (graph.add_edge(node_at(x1, y1), node_at(x2, y2), mat_index(mat)) >= 0) + built++; + } + } + for (auto& e : graph.edges) e.settle = 0.0f; // prebuilt = already cured + printf("Loaded %d prebuilt struts from Structures\n", built); +} + +namespace { +DeviceDef read_device(const sol::table& d) { + DeviceDef v{}; + v.name = d.get_or("name", std::string("device")); + v.hp = d.get_or("hp", 100.0f); + v.energy_rate = d.get_or("energy_rate", 0.0f); + v.metal_rate = d.get_or("metal_rate", 0.0f); + v.energy_storage = d.get_or("energy_storage", 0.0f); + v.metal_storage = d.get_or("metal_storage", 0.0f); + v.needs_deposit = d.get_or("needs_deposit", false); + v.wind = d.get_or("wind", false); + v.wind_max_rate = d.get_or("wind_max_rate", 15.0f); + v.wind_max_height = d.get_or("wind_max_height", 20.0f); + v.is_core = d.get_or("is_core", false); + v.half_w = d.get_or("half_w", 0.6f); + v.half_h = d.get_or("half_h", 0.6f); + v.cost_metal = d.get_or("cost_metal", 0.0f); + v.cost_energy = d.get_or("cost_energy", 0.0f); + v.texture = d.get_or("texture", std::string("")); + sol::optional<sol::table> col = d["color"]; + v.r = col ? col->get_or(1, 0.8f) : 0.8f; + v.g = col ? col->get_or(2, 0.8f) : 0.8f; + v.b = col ? col->get_or(3, 0.8f) : 0.8f; + return v; +} +} // namespace + +std::vector<DeviceDef> load_devices(ScriptEngine& script, const std::string& data_dir) { + std::vector<DeviceDef> out; + run_layered(script, data_dir, "devices.lua"); + sol::optional<sol::table> ds = script.lua()["DeviceDefs"]; + if (!ds) { fprintf(stderr, "load_devices: no 'DeviceDefs' table\n"); return out; } + for (std::size_t i = 1; ; i++) { + sol::object o = (*ds)[i]; + if (o.get_type() != sol::type::table) break; + out.push_back(read_device(o.as<sol::table>())); + } + printf("Loaded %zu devices from Lua\n", out.size()); + return out; +} + +MapData load_map(ScriptEngine& script, const std::string& data_dir) { + MapData m; + run_layered(script, data_dir, "map.lua"); + if (sol::optional<sol::table> dep = script.lua()["Deposits"]) { + for (std::size_t i = 1; ; i++) { + sol::object o = (*dep)[i]; + if (o.get_type() != sol::type::table) break; + sol::table p = o.as<sol::table>(); + m.deposits.emplace_back(p.get_or(1, 0.0f), p.get_or(2, 0.0f)); + } + } + if (sol::optional<sol::table> md = script.lua()["MapDevices"]) { + for (std::size_t i = 1; ; i++) { + sol::object o = (*md)[i]; + if (o.get_type() != sol::type::table) break; + sol::table d = o.as<sol::table>(); + m.devices.push_back({ d.get_or("type", std::string("reactor")), + d.get_or("x", 0.0f), d.get_or("y", 0.0f), + d.get_or("team", 0) }); + } + } + printf("Loaded map: %zu deposits, %zu devices\n", m.deposits.size(), m.devices.size()); + return m; +} |
