本文整理匯總了Golang中github.com/MobRulesGames/golua.State類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
}
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()
}
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)
}
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]
}
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
}
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)
}
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
}
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)
}
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)
}
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))
}
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)
}
示例12: LuaDoError
func LuaDoError(L *lua.State, err_str string) {
base.Error().Printf(err_str)
L.PushString(err_str)
L.SetExecutionLimit(1)
}
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.........
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.........
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()
}