use crate::commands::{CommandQueue, ScriptCommand};
use gizmo_core::World;
use mlua::prelude::*;
use std::sync::Arc;
pub fn register_fighter_api(lua: &Lua, command_queue: Arc<CommandQueue>) -> Result<(), LuaError> {
let fighter_table = lua.create_table()?;
fighter_table.set("_buffers", lua.create_table()?)?;
fighter_table.set("_is_locked", lua.create_table()?)?;
{
let cq = command_queue.clone();
fighter_table.set(
"set_move",
lua.create_function(
move |_, (id, name, startup, active, recovery, damage): (u32, String, u32, u32, u32, f32)| {
cq.push(ScriptCommand::SetFighterMove {
id,
name,
startup,
active,
recovery,
damage,
});
Ok(())
},
)?,
)?;
}
{
let cq = command_queue.clone();
fighter_table.set(
"apply_hitstop",
lua.create_function(move |_, (id, frames): (u32, u32)| {
cq.push(ScriptCommand::ApplyHitstop(id, frames));
Ok(())
})?,
)?;
}
{
let cq = command_queue.clone();
fighter_table.set(
"apply_hitstun",
lua.create_function(move |_, (id, frames): (u32, u32)| {
cq.push(ScriptCommand::ApplyHitstun(id, frames));
Ok(())
})?,
)?;
}
lua.globals().set("fighter", fighter_table)?;
lua.load(
r#"
function fighter.is_locked(id)
return fighter._is_locked[id] or false
end
function fighter.check_combo(id, combo, max_gap)
local buffer = fighter._buffers[id]
if not buffer then return false end
local combo_idx = #combo
if combo_idx == 0 then return false end
local gap_counter = 0
for i = 1, #buffer do
local frame = buffer[i]
local target_input = combo[combo_idx]
if frame.just_pressed[target_input] then
combo_idx = combo_idx - 1
gap_counter = 0
if combo_idx == 0 then
return true
end
elseif gap_counter > max_gap then
return false
else
gap_counter = gap_counter + 1
end
end
return false
end
"#,
)
.exec()?;
Ok(())
}
pub fn update_fighter_read_api(lua: &Lua, world: &World) -> Result<(), LuaError> {
let fighter_table: LuaTable = lua.globals().get("fighter")?;
let buffers = lua.create_table()?;
let is_locked = lua.create_table()?;
let controllers = world.borrow::<gizmo_physics_core::components::FighterController>();
for (eid, _) in controllers.iter() {
if let Some(fighter) = controllers.get(eid) {
is_locked.set(eid, fighter.is_locked())?;
let frames_table = lua.create_table()?;
for (i, frame) in fighter.input_buffer.frames.iter().enumerate() {
let frame_table = lua.create_table()?;
let jp_table = lua.create_table()?;
for k in &frame.just_pressed {
jp_table.set(k.clone(), true)?;
}
let p_table = lua.create_table()?;
for k in &frame.pressed {
p_table.set(k.clone(), true)?;
}
frame_table.set("just_pressed", jp_table)?;
frame_table.set("pressed", p_table)?;
frames_table.set(i + 1, frame_table)?;
}
buffers.set(eid, frames_table)?;
}
}
fighter_table.set("_buffers", buffers)?;
fighter_table.set("_is_locked", is_locked)?;
Ok(())
}