當前位置: 首頁>>代碼示例>>Golang>>正文


Golang golua.State類代碼示例

本文整理匯總了Golang中github.com/MobRulesGames/golua.State的典型用法代碼示例。如果您正苦於以下問題:Golang State類的具體用法?Golang State怎麽用?Golang State使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。


在下文中一共展示了State類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。

示例1: LuaNumParamsOk

func LuaNumParamsOk(L *lua.State, num_params int, name string) bool {
	n := L.GetTop()
	if n != num_params {
		err_str := fmt.Sprintf("%s expects exactly %d parameters, got %d.", name, num_params, n)
		LuaDoError(L, err_str)
		return false
	}
	return true
}
開發者ID:genbattle,項目名稱:haunts,代碼行數:9,代碼來源:script_utils.go

示例2: UpdatePlayer

func UpdatePlayer(p *Player, L *lua.State) {
	buffer := bytes.NewBuffer(nil)
	L.GetGlobal("store")
	err := LuaEncodeTable(buffer, L, -1)
	if err != nil {
		base.Warn().Printf("Error encoding lua state: %v", err)
	}
	L.Pop(1)
	p.Lua_store = buffer.Bytes()
}
開發者ID:genbattle,項目名稱:haunts,代碼行數:10,代碼來源:player.go

示例3: LuaToEntity

// Gets the id out of the table at the specified index and returns the
// associated Entity, or nil if there is none.
func LuaToEntity(L *lua.State, game *Game, index int) *Entity {
	L.PushString("id")
	L.GetTable(index - 1)
	id := EntityId(L.ToInteger(-1))
	L.Pop(1)
	return game.EntityById(id)
}
開發者ID:genbattle,項目名稱:haunts,代碼行數:9,代碼來源:script_utils.go

示例4: LuaToSpawnPoint

func LuaToSpawnPoint(L *lua.State, game *Game, pos int) *house.SpawnPoint {
	L.PushString("id")
	L.GetTable(pos - 1)
	index := L.ToInteger(-1)
	L.Pop(1)
	if index < 0 || index >= len(game.House.Floors[0].Spawns) {
		return nil
	}
	return game.House.Floors[0].Spawns[index]
}
開發者ID:genbattle,項目名稱:haunts,代碼行數:10,代碼來源:script_utils.go

示例5: LuaDecodeTable

// decodes a lua table and pushes it onto the stack
func LuaDecodeTable(r io.Reader, L *lua.State, g *Game) error {
	L.NewTable()
	var cont byte
	err := binary.Read(r, binary.LittleEndian, &cont)
	for cont != 0 && err == nil {
		for i := 0; i < 2 && err == nil; i++ {
			err = LuaDecodeValue(r, L, g)
		}
		if err == nil {
			err = binary.Read(r, binary.LittleEndian, &cont)
		}

		L.SetTable(-3)
	}
	if err != nil {
		return err
	}

	return nil
}
開發者ID:genbattle,項目名稱:haunts,代碼行數:21,代碼來源:script_utils.go

示例6: Push

func (exec aoeExec) Push(L *lua.State, g *game.Game) {
	exec.BasicActionExec.Push(L, g)
	if L.IsNil(-1) {
		return
	}
	L.PushString("Pos")
	game.LuaPushPoint(L, exec.X, exec.Y)
	L.SetTable(-3)
}
開發者ID:genbattle,項目名稱:haunts,代碼行數:9,代碼來源:aoe_attack.go

示例7: LuaDecodeValue

// Decodes a value from the reader and pushes it onto the stack
func LuaDecodeValue(r io.Reader, L *lua.State, g *Game) error {
	var le luaEncodable
	err := binary.Read(r, binary.LittleEndian, &le)
	if err != nil {
		return err
	}
	switch le {
	case luaEncBool:
		var v byte
		err = binary.Read(r, binary.LittleEndian, &v)
		L.PushBoolean(v == 1)
	case luaEncNumber:
		var f float64
		err = binary.Read(r, binary.LittleEndian, &f)
		L.PushNumber(f)
	case luaEncNil:
		L.PushNil()
	case luaEncEntity:
		var id uint64
		err = binary.Read(r, binary.LittleEndian, &id)
		ent := g.EntityById(EntityId(id))
		LuaPushEntity(L, ent)
		if ent != nil {
			base.Log().Printf("LUA: Push Ent %s", ent.Name)
		} else {
			base.Log().Printf("LUA: Push Ent NIL")
		}
	case luaEncTable:
		err = LuaDecodeTable(r, L, g)
	case luaEncString:
		var length uint32
		err = binary.Read(r, binary.LittleEndian, &length)
		if err != nil {
			return err
		}
		sb := make([]byte, length)
		err = binary.Read(r, binary.LittleEndian, &sb)
		L.PushString(string(sb))
	default:
		return errors.New(fmt.Sprintf("Unknown lua value id == %d.", le))
	}
	if err != nil {
		return err
	}
	return nil
}
開發者ID:genbattle,項目名稱:haunts,代碼行數:47,代碼來源:script_utils.go

示例8: Push

func (exec summonExec) Push(L *lua.State, g *game.Game) {
	exec.BasicActionExec.Push(L, g)
	if L.IsNil(-1) {
		return
	}
	_, x, y := g.FromVertex(exec.Pos)
	L.PushString("Pos")
	game.LuaPushPoint(L, x, y)
	L.SetTable(-3)
}
開發者ID:genbattle,項目名稱:haunts,代碼行數:10,代碼來源:summon.go

示例9: Push

func (exec basicAttackExec) Push(L *lua.State, g *game.Game) {
	exec.BasicActionExec.Push(L, g)
	if L.IsNil(-1) {
		return
	}
	target := g.EntityById(exec.Target)
	L.PushString("Target")
	game.LuaPushEntity(L, target)
	L.SetTable(-3)
}
開發者ID:genbattle,項目名稱:haunts,代碼行數:10,代碼來源:basic_attack.go

示例10: LuaEncodeTable

func LuaEncodeTable(w io.Writer, L *lua.State, index int) error {
	L.PushNil()
	for L.Next(index-1) != 0 {
		binary.Write(w, binary.LittleEndian, byte(1))
		err := LuaEncodeValue(w, L, -2)
		if err != nil {
			return err
		}
		err = LuaEncodeValue(w, L, -1)
		if err != nil {
			return err
		}
		L.Pop(1)
	}
	return binary.Write(w, binary.LittleEndian, byte(0))
}
開發者ID:genbattle,項目名稱:haunts,代碼行數:16,代碼來源:script_utils.go

示例11: Push

func (exec *moveExec) Push(L *lua.State, g *game.Game) {
	exec.BasicActionExec.Push(L, g)
	if L.IsNil(-1) {
		return
	}
	L.PushString("Path")
	L.NewTable()
	for i := range exec.Path {
		L.PushInteger(i + 1)
		_, x, y := g.FromVertex(exec.Path[i])
		game.LuaPushPoint(L, x, y)
		L.SetTable(-3)
	}
	L.SetTable(-3)
}
開發者ID:genbattle,項目名稱:haunts,代碼行數:15,代碼來源:move.go

示例12: LuaDoError

func LuaDoError(L *lua.State, err_str string) {
	base.Error().Printf(err_str)
	L.PushString(err_str)
	L.SetExecutionLimit(1)
}
開發者ID:genbattle,項目名稱:haunts,代碼行數:5,代碼來源:script_utils.go

示例13: LuaCheckParamsOk

func LuaCheckParamsOk(L *lua.State, name string, params ...LuaType) bool {
	fmt.Sprintf("%s(")
	n := L.GetTop()
	if n != len(params) {
		LuaDoError(L, fmt.Sprintf("Got %d parameters to %s.", n, luaMakeSigniature(name, params)))
		return false
	}
	for i := -n; i < 0; i++ {
		ok := false
		switch params[i+n] {
		case LuaInteger:
			ok = L.IsNumber(i)
		case LuaFloat:
			ok = L.IsNumber(i)
		case LuaBoolean:
			ok = L.IsBoolean(i)
		case LuaString:
			ok = L.IsString(i)
		case LuaEntity:
			if L.IsTable(i) {
				L.PushNil()
				for L.Next(i-1) != 0 {
					if L.ToString(-2) == "type" && L.ToString(-1) == "Entity" {
						ok = true
					}
					L.Pop(1)
				}
			}
		case LuaPoint:
			if L.IsTable(i) {
				var x, y bool
				L.PushNil()
				for L.Next(i-1) != 0 {
					if L.ToString(-2) == "X" {
						x = true
					}
					if L.ToString(-2) == "Y" {
						y = true
					}
					L.Pop(1)
				}
				ok = x && y
			}
		case LuaRoom:
			if L.IsTable(i) {
				var floor, room, door bool
				L.PushNil()
				for L.Next(i-1) != 0 {
					switch L.ToString(-2) {
					case "floor":
						floor = true
					case "room":
						room = true
					case "door":
						door = true
					}
					L.Pop(1)
				}
				ok = floor && room && !door
			}
		case LuaDoor:
			if L.IsTable(i) {
				var floor, room, door bool
				L.PushNil()
				for L.Next(i-1) != 0 {
					switch L.ToString(-2) {
					case "floor":
						floor = true
					case "room":
						room = true
					case "door":
						door = true
					}
					L.Pop(1)
				}
				ok = floor && room && door
			}
		case LuaSpawnPoint:
			if L.IsTable(i) {
				L.PushNil()
				for L.Next(i-1) != 0 {
					if L.ToString(-2) == "type" && L.ToString(-1) == "SpawnPoint" {
						ok = true
					}
					L.Pop(1)
				}
			}
		case LuaArray:
			// Make sure that all of the indices 1..length are there, and no others.
			check := make(map[int]int)
			if L.IsTable(i) {
				L.PushNil()
				for L.Next(i-1) != 0 {
					if L.IsNumber(-2) {
						check[L.ToInteger(-2)]++
					} else {
						break
					}
					L.Pop(1)
				}
//.........這裏部分代碼省略.........
開發者ID:genbattle,項目名稱:haunts,代碼行數:101,代碼來源:script_utils.go

示例14: LuaPushEntity

// Pushes an entity onto the stack, it is a table containing the following:
// e.id -> EntityId of this entity
// e.name -> Name as displayed to the user
// e.gear_options -> Table mapping gear to icon for all available gear
// e.gear -> Name of the selected gear, nil if none is selected
// e.actions -> Array of actions this entity has available
func LuaPushEntity(L *lua.State, _ent *Entity) {
	if _ent == nil {
		L.PushNil()
		return
	}
	// id and Name can be added to the ent table as static data since they
	// never change.
	L.NewTable()
	L.PushString("Name")
	L.PushString(_ent.Name)
	L.SetTable(-3)
	L.PushString("id")
	L.PushInteger(int(_ent.Id))
	L.SetTable(-3)
	L.PushString("type")
	L.PushString("Entity")
	L.SetTable(-3)

	id := _ent.Id

	// Meta table for the Entity so that any dynamic data is generated
	// on-the-fly
	LuaPushSmartFunctionTable(L, FunctionTable{
		"Conditions": func() {
			ent := _ent.Game().EntityById(id)
			L.NewTable()
			for _, condition := range ent.Stats.ConditionNames() {
				L.PushString(condition)
				L.PushBoolean(true)
				L.SetTable(-3)
			}
		},
		"Side": func() {
			ent := _ent.Game().EntityById(id)
			L.NewTable()
			sides := map[string]Side{
				"Denizen":  SideHaunt,
				"Intruder": SideExplorers,
				"Npc":      SideNpc,
				"Object":   SideObject,
			}
			for str, side := range sides {
				L.PushString(str)
				L.PushBoolean(ent.Side() == side)
				L.SetTable(-3)
			}
		},
		"State": func() {
			ent := _ent.Game().EntityById(id)
			L.PushString(ent.Sprite().State())
		},
		"Master": func() {
			ent := _ent.Game().EntityById(id)
			L.NewTable()
			for key, val := range ent.Ai_data {
				L.PushString(key)
				L.PushString(val)
				L.SetTable(-3)
			}
		},
		"GearOptions": func() {
			ent := _ent.Game().EntityById(id)
			L.NewTable()
			if ent.ExplorerEnt != nil {
				for _, gear_name := range ent.ExplorerEnt.Gear_names {
					var g Gear
					g.Defname = gear_name
					base.GetObject("gear", &g)
					L.PushString(gear_name)
					L.PushString(g.Large_icon.Path.String())
					L.SetTable(-3)
				}
			}
		},
		"Gear": func() {
			ent := _ent.Game().EntityById(id)
			if ent.ExplorerEnt != nil && ent.ExplorerEnt.Gear != nil {
				L.PushString(ent.ExplorerEnt.Gear.Name)
			} else {
				L.PushNil()
			}
		},
		"Actions": func() {
			ent := _ent.Game().EntityById(id)
			L.NewTable()
			for _, action := range ent.Actions {
				L.PushString(action.String())
				action.Push(L)
				L.SetTable(-3)
			}
		},
		"Pos": func() {
			ent := _ent.Game().EntityById(id)
			x, y := ent.Pos()
//.........這裏部分代碼省略.........
開發者ID:genbattle,項目名稱:haunts,代碼行數:101,代碼來源:script_utils.go

示例15: LuaPushDoor

func LuaPushDoor(L *lua.State, game *Game, door *house.Door) {
	for fi, f := range game.House.Floors {
		for ri, r := range f.Rooms {
			for di, d := range r.Doors {
				if d == door {
					L.NewTable()
					L.PushString("type")
					L.PushString("door")
					L.SetTable(-3)
					L.PushString("floor")
					L.PushInteger(fi)
					L.SetTable(-3)
					L.PushString("room")
					L.PushInteger(ri)
					L.SetTable(-3)
					L.PushString("door")
					L.PushInteger(di)
					L.SetTable(-3)
					return
				}
			}
		}
	}
	L.PushNil()
}
開發者ID:genbattle,項目名稱:haunts,代碼行數:25,代碼來源:script_utils.go


注:本文中的github.com/MobRulesGames/golua.State類示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。