| 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 |     void setPosition(std::string id, double x, double y, double z); | 
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| 164 |  | 
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| 165 |     /** | 
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| 166 |      * @brief Set the orientation of an object | 
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| 167 |      * @param id The ID of the object | 
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| 168 |      * @param x The x component of the axis vector | 
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| 169 |      * @param y The y component of the axis vector | 
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| 170 |      * @param z The z component of the axis vector | 
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| 171 |      * @param angle The angle around the axis | 
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| 172 |      * | 
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| 173 |      * To set the orientation, you have to specify the direction that the | 
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| 174 |      * object should be facing with the vector (x, y, z) and the rotation | 
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| 175 |      * of the object around this axis with 'angle', which has to be given | 
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| 176 |      * in degrees, NOT radian. The vector does not have to be normalized. | 
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| 177 |      */ | 
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| 178 |     void setOrientation(std::string id, double x, double y, double z, double angle); | 
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| 179 |  | 
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| 180 |     /** | 
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| 181 |      * @brief Set the velocity of an object | 
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| 182 |      * @param id The ID of the object | 
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| 183 |      * @param x The velocity in x-direction | 
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| 184 |      * @param y The velocity in y-direction | 
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| 185 |      * @param z The velocity in z-direction | 
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| 186 |      * | 
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| 187 |      * The velocity is in units per second. | 
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| 188 |      */ | 
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| 189 |     void setVelocity(std::string id, double x, double y, double z); | 
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| 190 |  | 
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| 191 |     /** | 
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| 192 |      * @brief Set the angular velocity of an object | 
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| 193 |      * @param id The ID of the object | 
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| 194 |      * @param x The rotation velocity around the x-axis | 
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| 195 |      * @param y The rotation velocity around the y-axis | 
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| 196 |      * @param z The rotation velocity around the z-axis | 
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| 197 |      */ | 
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| 198 |     void setAngularVelocity(std::string id, double x, double y, double z); | 
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| 199 |  | 
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| 200 |  | 
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| 201 |     /** | 
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| 202 |      * @brief Set the angular velocity of an object | 
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| 203 |      * @param id The ID of the object | 
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| 204 |      * @param x The rotation velocity around the x-axis | 
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| 205 |      * @param y The rotation velocity around the y-axis | 
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| 206 |      * @param z The rotation velocity around the z-axis | 
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| 207 |      */ | 
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| 208 |     double myTestFunction(double x, double y); | 
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| 209 |  | 
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| 210 |     void moveControllableEntity(std::string id, double x, double y, double z); | 
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| 211 |  | 
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| 212 | // ### API END ################################################################ | 
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| 213 |  | 
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| 214 | private: | 
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| 215 |     /** | 
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| 216 |      * @brief Groups everything together that is needed to handle a near-object event | 
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| 217 |      */ | 
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| 218 |     struct NearObjectHandler | 
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| 219 |     { | 
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| 220 |         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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| 221 |             : entity1_(entity1), entity2_(entity2), id1_(id1), id2_(id2), distance_(distance), callback_(callback) | 
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| 222 |         {} | 
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| 223 |  | 
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| 224 |         WorldEntity *entity1_, *entity2_; | 
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| 225 |         std::string id1_, id2_; | 
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| 226 |         double distance_; | 
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| 227 |         std::function<void (std::string, std::string)> callback_; | 
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| 228 |     }; | 
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| 229 |  | 
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| 230 |     /** | 
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| 231 |      * @brief Groups everything together that is needed to handle a near-poinb event | 
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| 232 |      */ | 
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| 233 |     struct NearPointHandler | 
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| 234 |     { | 
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| 235 |         NearPointHandler(WorldEntity *entity, std::string id, double x, double y, double z, double distance, std::function<void (std::string)> callback) | 
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| 236 |             : entity_(entity), id_(id), point_(x, y, z), distance_(distance), callback_(callback) | 
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| 237 |         {} | 
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| 238 |  | 
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| 239 |         WorldEntity *entity_; | 
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| 240 |         std::string id_; | 
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| 241 |         Vector3 point_; | 
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| 242 |         double distance_; | 
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| 243 |         std::function<void (std::string)> callback_; | 
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| 244 |     }; | 
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| 245 |  | 
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| 246 |     /** | 
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| 247 |      * @brief Groups everything together that is needed to handle an area enter/leave event | 
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| 248 |      */ | 
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| 249 |     struct AreaHandler | 
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| 250 |     { | 
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| 251 |         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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| 252 |             : entity_(entity), id_(id), start_point_(x, y, z), atEnter_(atEnter), callback_(callback) | 
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| 253 |         { this-> end_point_ = this->start_point_ + Vector3(dx, dy, dz); } | 
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| 254 |  | 
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| 255 |         WorldEntity *entity_; | 
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| 256 |         std::string id_; | 
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| 257 |         Vector3 start_point_, end_point_; | 
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| 258 |         bool atEnter_; | 
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| 259 |         std::function<void (std::string)> callback_; | 
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| 260 |     }; | 
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| 261 |  | 
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| 262 |     lua_State *lua_; | 
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| 263 |     ScriptableController *controller_; | 
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| 264 |     std::list<NearObjectHandler> nearObjectHandlers_; | 
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| 265 |     std::list<NearPointHandler> nearPointHandlers_; | 
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| 266 |     std::list<AreaHandler> areaHandlers_; | 
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| 267 |     std::map<std::string, std::list<std::function<void (std::string)> > > pawnDestroyedHandlers_; | 
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| 268 |     std::map<std::string, std::list<std::function<void (std::string, std::string, double, double)> > > pawnHitHandlers_; | 
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| 269 |     Timer periodicTimer; | 
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| 270 |     static const double periodic_interval; | 
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| 271 |  | 
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| 272 |     /** | 
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| 273 |      * @brief Called by ScriptableController when a pawn is killed | 
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| 274 |      * @param id The dead pawn | 
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| 275 |      * | 
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| 276 |      * Calls the lua callbacks associated with this event. | 
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| 277 |      */ | 
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| 278 |     void pawnKilled(std::string id, Pawn *pawn); | 
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| 279 |  | 
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| 280 |     /** | 
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| 281 |      * @brief Called by ScriptableController when a Pawn is hit | 
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| 282 |      * @param target_id The hit Pawn | 
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| 283 |      * @param source_id The shooting Pawn | 
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| 284 |      * @param new_health The new health of the hit Pawn | 
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| 285 |      * @param new_shield The new shield health of the hit Pawn | 
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| 286 |      */ | 
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| 287 |     void pawnHit(std::string target_id, std::string source_id, double new_health, double new_shield); | 
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| 288 |  | 
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| 289 |     /** | 
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| 290 |      * @brief Called every 0.5s | 
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| 291 |      * | 
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| 292 |      * This handles things that have to be checked periodically (like area events) | 
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| 293 |      * but doing this in every tick would be an overkill. | 
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| 294 |      */ | 
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| 295 |     void periodic(void); | 
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| 296 | }; | 
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| 297 |  | 
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| 298 | } | 
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| 299 |  | 
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| 300 | #endif // SCRIPTABLE_CONTROLLER_API_H | 
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