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YimMenu/src/lua/bindings/script.hpp

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#pragma once
#include "fiber_pool.hpp"
#include "lua/lua_manager.hpp"
#include "lua/lua_module.hpp"
#include "script_mgr.hpp"
namespace lua::script
{
// Lua API: Class
// Name: script_util
// Class for gta script utils, the instance is usually given to you.
class script_util
{
public:
// We keep the two functions below yield and sleep for backcompat.
// The idea of exposing big::script::get_current()->yield directly to lua
// on the surface looks like it could works but it doesnt, the lua stack end up exploding.
// Lua API: Function
// Class: script_util
// Name: yield
// Yield execution.
int yield()
{
return 0;
}
// Lua API: Function
// Class: script_util
// Name: sleep
// Param: ms: integer: The amount of time in milliseconds that we will sleep for.
// Sleep for the given amount of time, time is in milliseconds.
int sleep(int ms)
{
return ms;
}
};
static script_util dummy_script_util;
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// Lua API: Table
// Name: script
// Table containing helper functions related to gta scripts.
// Lua API: Function
// Table: script
// Name: register_looped
// Param: name: string: name of your new looped script
// Param: func: function: function that will be executed in a forever loop.
// Registers a function that will be looped as a gta script.
// **Example Usage:**
// ```lua
// script.register_looped("nameOfMyLoopedScript", function (script)
// -- sleep until next game frame
// script:yield()
//
// local ModelHash = joaat("adder")
// if not STREAMING.IS_MODEL_IN_CDIMAGE(ModelHash) then return end
// STREAMING.REQUEST_MODEL(ModelHash) -- Request the model
// while not STREAMING.HAS_MODEL_LOADED(ModelHash) do -- Waits for the model to load
// script:yield()
// end
// local myPed = PLAYER.PLAYER_PED_ID()
// local myCoords = ENTITY.GET_ENTITY_COORDS(myPed, true)
// -- Spawns a networked vehicle on your current coords
// local spawnedVehicle = VEHICLE.CREATE_VEHICLE(ModelHash, myCoords.x, myCoords.y, myCoords.z, ENTITY.GET_ENTITY_HEADING(myPed), true, false)
// -- removes model from game memory as we no longer need it
// STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(ModelHash)
// -- sleep for 2s
// script:sleep(2000)
// ENTITY.DELETE_ENTITY(spawnedVehicle)
// end)
// ```
static void register_looped(const std::string& name, sol::protected_function func_, sol::this_state state)
{
auto module = sol::state_view(state)["!this"].get<big::lua_module*>();
std::unique_ptr<big::script> lua_script = std::make_unique<big::script>(
[func_, state]() mutable {
sol::thread t = sol::thread::create(state);
sol::coroutine func = sol::coroutine(t.state(), func_);
while (big::g_running)
{
auto res = func(dummy_script_util);
if (!res.valid())
big::g_lua_manager->handle_error(res, res.lua_state());
if (func.runnable())
{
big::script::get_current()->yield(std::chrono::milliseconds(res.return_count() ? res[0] : 0));
}
else
{
big::script::get_current()->yield();
}
}
},
name);
const auto registered_script = big::g_script_mgr.add_script(std::move(lua_script));
module->m_registered_scripts.push_back(registered_script);
}
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// Lua API: Function
// Table: script
// Name: run_in_fiber
// Param: func: function: function that will be executed once in the fiber pool.
// Executes a function once inside the fiber pool, you can call natives inside it and yield or sleep.
// **Example Usage:**
// ```lua
// script.run_in_fiber(function (script)
// -- sleep until next game frame
// script:yield()
//
// local ModelHash = joaat("adder")
// if not STREAMING.IS_MODEL_IN_CDIMAGE(ModelHash) then return end
// STREAMING.REQUEST_MODEL(ModelHash) -- Request the model
// while not STREAMING.HAS_MODEL_LOADED(ModelHash) do -- Waits for the model to load
// script:yield()
// end
// local myPed = PLAYER.PLAYER_PED_ID()
// local myCoords = ENTITY.GET_ENTITY_COORDS(myPed, true)
// -- Spawns a networked vehicle on your current coords
// local spawnedVehicle = VEHICLE.CREATE_VEHICLE(ModelHash, myCoords.x, myCoords.y, myCoords.z, ENTITY.GET_ENTITY_HEADING(myPed), true, false)
// -- removes model from game memory as we no longer need it
// STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(ModelHash)
// -- sleep for 2s
// script:sleep(2000)
// ENTITY.DELETE_ENTITY(spawnedVehicle)
// end)
// ```
static void run_in_fiber(sol::protected_function func_, sol::this_state state)
{
auto module = sol::state_view(state)["!this"].get<big::lua_module*>();
static size_t name_i = 0;
std::string job_name = module->module_name() + std::to_string(name_i++);
// We make a new script for lua state destruction timing purposes, see lua_module dctor for more info.
std::unique_ptr<big::script> lua_script = std::make_unique<big::script>(
[func_, state]() mutable {
sol::thread t = sol::thread::create(state);
sol::coroutine func = sol::coroutine(t.state(), func_);
while (big::g_running)
{
auto res = func(dummy_script_util);
if (!res.valid())
big::g_lua_manager->handle_error(res, res.lua_state());
if (func.runnable())
{
big::script::get_current()->yield(std::chrono::milliseconds(res.return_count() ? res[0] : 0));
}
else
{
big::g_script_mgr.remove_script(big::script::get_current());
break;
}
}
},
job_name);
const auto registered_script = big::g_script_mgr.add_script(std::move(lua_script));
module->m_registered_scripts.push_back(registered_script);
}
static void bind(sol::state& state)
{
auto ns = state["script"].get_or_create<sol::table>();
ns["register_looped"] = register_looped;
ns["run_in_fiber"] = run_in_fiber;
state.new_usertype<script_util>("script_util");
state["script_util"]["yield"] = sol::yielding(&script_util::yield);
state["script_util"]["sleep"] = sol::yielding(&script_util::sleep);
}
}