Using an entity stack for trigger comparisons
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@@ -32,7 +32,7 @@ roomAPI.Initialize(overworld, mapSaver.Load, mapSaver.Save, mapMaker.DebugIsland
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local underworld, uidTwo = roomManagerAPI.CreateRoom("underworld", "overworld.bmp")
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roomAPI.Initialize(underworld, mapSaver.Load, mapSaver.Save, mapMaker.DebugGrassland, mapSaver.Save)
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--debug: test the trigger system
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--NOTE: test the trigger system
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regionPagerAPI = require("region_pager")
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triggerManagerAPI = require("trigger_manager")
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@@ -58,17 +58,10 @@ createTrigger("door 1", overworld, 128, -128, function(entity)
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return
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end
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print("mark 1")
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local x, y = characterAPI.GetOrigin(entity)
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print("mark 2")
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characterAPI.SetRoomIndex(entity, uidTwo) --TODO: (1) take exit coordinates as a parameter
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print("mark 3")
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characterAPI.SetOrigin(entity, 0, 0)
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print("mark 4")
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networkAPI.PumpCharacterUpdate(entity)
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print("mark 5")
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return false
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end)
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createTrigger("door 1", underworld, 128, -128, function(entity)
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@@ -76,17 +69,10 @@ createTrigger("door 1", underworld, 128, -128, function(entity)
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return
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end
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print("mark 6")
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local x, y = characterAPI.GetOrigin(entity)
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print("mark 7")
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characterAPI.SetRoomIndex(entity, uidOne)
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print("mark 8")
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characterAPI.SetOrigin(entity, 0, 0)
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print("mark 9")
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networkAPI.PumpCharacterUpdate(entity)
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print("mark 10")
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return false
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end)
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print("Finished the lua script")
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+25
-26
@@ -22,6 +22,7 @@
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#include "room_data.hpp"
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#include <iostream>
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#include <stack>
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#include <stdexcept>
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void RoomData::RunFrame() {
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@@ -44,42 +45,40 @@ void RoomData::RunFrame() {
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it->Update();
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}
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//TODO: (3) iterate through the monster map
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//TODO: (3) trigger script for monsters
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//build a list of game entities
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std::stack<Entity*> entityStack;
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for (auto& it : characterList) {
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entityStack.push(it);
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}
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//TODO: (3) push the monster entities
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//compare the triggers to the entities, using their real hitboxes
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for (auto& it : *triggerMgr.GetContainer()) {
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BoundingBox itBox = it.second.GetBoundingBox() + it.second.GetOrigin();
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for (auto& character : characterList) {
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BoundingBox hitBox = character->GetBounds() + character->GetOrigin();
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//NOTE: this stack solution should prevent problems when modifying the various lists
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while(entityStack.size()) {
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//get the entity & hitbox
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Entity* entity = entityStack.top();
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BoundingBox entityBox = entity->GetBounds() + entity->GetOrigin();
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if ( itBox.CheckOverlap(hitBox) ) {
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//trigger script
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//get the trigger & hitbox
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for (auto& it : *triggerMgr.GetContainer()) {
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BoundingBox triggerBox = it.second.GetBoundingBox() + it.second.GetOrigin();
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if (entityBox.CheckOverlap(triggerBox)) {
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//run the trigger script
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lua_rawgeti(lua, LUA_REGISTRYINDEX, it.second.GetScriptReference());
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lua_pushlightuserdata(lua, character);
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lua_pushlightuserdata(lua, entity);
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//BUG: (0)
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std::cout << "running scripts" << std::endl;
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//run the script
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//BUGFIX: changing the character's room via lua invalidates the list, therefore, the script much signal for an early exit
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//TODO: (2) fix this somehow (operate on a stack?)
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if (lua_pcall(lua, 1, 1, 0) != LUA_OK) {
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if (lua_pcall(lua, 1, 0, 0) != LUA_OK) {
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//error
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throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(lua, -1) ));
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}
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//true = safe to continue, false = exit early
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if (!lua_toboolean(lua, -1)) {
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std::cout << "Warning!: Early abort" << std::endl;
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return;
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}
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}
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}
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// for (auto& monster : *monsterMgr.GetContainer()) {
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// if (it.second.Compare(static_cast<Entity*>(&monster.second))) {
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// //TODO: (1) trigger script
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// }
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// }
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//next
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entityStack.pop();
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}
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}
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@@ -156,8 +156,6 @@ void copyCharacterToPacket(CharacterPacket* const packet, CharacterData* const c
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}
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void pumpAndChangeRooms(int characterIndex, int newRoomIndex) {
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//BUG: three redundant lookups
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//get the character object
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CharacterData* character = CharacterManager::GetSingleton().Get(characterIndex);
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