mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 14:22:26 +08:00
优化场景LUA处理
This commit is contained in:
@@ -158,16 +158,18 @@ func (g *GameDataConfig) readCsvFileData(fileName string) []byte {
|
||||
return standardCsvData
|
||||
}
|
||||
|
||||
func RegScriptLib(fnName string, fn lua.LGFunction) {
|
||||
for _, sceneLuaConfig := range CONF.SceneLuaConfigMap {
|
||||
for _, block := range sceneLuaConfig.BlockMap {
|
||||
for _, group := range block.GroupMap {
|
||||
luaState := group.LuaState
|
||||
scriptLib := luaState.NewTable()
|
||||
luaState.SetField(scriptLib, fnName, luaState.NewFunction(fn))
|
||||
}
|
||||
}
|
||||
}
|
||||
type ScriptLibFunc struct {
|
||||
fnName string
|
||||
fn lua.LGFunction
|
||||
}
|
||||
|
||||
var SCRIPT_LIB_FUNC_LIST = make([]*ScriptLibFunc, 0)
|
||||
|
||||
func RegScriptLibFunc(fnName string, fn lua.LGFunction) {
|
||||
SCRIPT_LIB_FUNC_LIST = append(SCRIPT_LIB_FUNC_LIST, &ScriptLibFunc{
|
||||
fnName: fnName,
|
||||
fn: fn,
|
||||
})
|
||||
}
|
||||
|
||||
func initLuaState(luaState *lua.LState) {
|
||||
@@ -181,6 +183,9 @@ func initLuaState(luaState *lua.LState) {
|
||||
luaState.SetGlobal("EntityType", entityType)
|
||||
luaState.SetField(entityType, "NONE", lua.LNumber(constant.ENTITY_TYPE_NONE))
|
||||
luaState.SetField(entityType, "AVATAR", lua.LNumber(constant.ENTITY_TYPE_AVATAR))
|
||||
luaState.SetField(entityType, "MONSTER", lua.LNumber(constant.ENTITY_TYPE_MONSTER))
|
||||
luaState.SetField(entityType, "NPC", lua.LNumber(constant.ENTITY_TYPE_NPC))
|
||||
luaState.SetField(entityType, "GADGET", lua.LNumber(constant.ENTITY_TYPE_GADGET))
|
||||
|
||||
regionShape := luaState.NewTable()
|
||||
luaState.SetGlobal("RegionShape", regionShape)
|
||||
@@ -192,8 +197,11 @@ func initLuaState(luaState *lua.LState) {
|
||||
|
||||
questState := luaState.NewTable()
|
||||
luaState.SetGlobal("QuestState", questState)
|
||||
luaState.SetField(questState, "NONE", lua.LNumber(0))
|
||||
luaState.SetField(questState, "UNFINISHED", lua.LNumber(1))
|
||||
luaState.SetField(questState, "NONE", lua.LNumber(constant.QUEST_STATE_NONE))
|
||||
luaState.SetField(questState, "UNSTARTED", lua.LNumber(constant.QUEST_STATE_UNSTARTED))
|
||||
luaState.SetField(questState, "UNFINISHED", lua.LNumber(constant.QUEST_STATE_UNFINISHED))
|
||||
luaState.SetField(questState, "FINISHED", lua.LNumber(constant.QUEST_STATE_FINISHED))
|
||||
luaState.SetField(questState, "FAILED", lua.LNumber(constant.QUEST_STATE_FAILED))
|
||||
|
||||
gadgetState := luaState.NewTable()
|
||||
luaState.SetGlobal("GadgetState", gadgetState)
|
||||
@@ -228,7 +236,7 @@ func newLuaState(luaStr string) *lua.LState {
|
||||
return luaState
|
||||
}
|
||||
|
||||
func parseLuaTableToObject[T any](luaState *lua.LState, tableName string, object T) bool {
|
||||
func getSceneLuaConfigTable[T any](luaState *lua.LState, tableName string, object T) bool {
|
||||
luaValue := luaState.GetGlobal(tableName)
|
||||
table, ok := luaValue.(*lua.LTable)
|
||||
if !ok {
|
||||
@@ -269,6 +277,24 @@ func parseLuaTableToObject[T any](luaState *lua.LState, tableName string, object
|
||||
return true
|
||||
}
|
||||
|
||||
func ParseLuaTableToObject[T any](table *lua.LTable, object T) bool {
|
||||
tableObject := convLuaValueToGo(table)
|
||||
jsonData, err := json.Marshal(tableObject)
|
||||
if err != nil {
|
||||
logger.Error("build json error: %v", err)
|
||||
return false
|
||||
}
|
||||
if string(jsonData) == "{}" {
|
||||
return true
|
||||
}
|
||||
err = json.Unmarshal(jsonData, object)
|
||||
if err != nil {
|
||||
logger.Error("parse json error: %v", err)
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
func convLuaValueToGo(lv lua.LValue) any {
|
||||
switch v := lv.(type) {
|
||||
case *lua.LNilType:
|
||||
|
||||
@@ -68,6 +68,18 @@ type Group struct {
|
||||
LuaState *lua.LState `json:"-"`
|
||||
}
|
||||
|
||||
func (g *Group) GetLuaState() *lua.LState {
|
||||
if g.LuaState == nil {
|
||||
g.LuaState = newLuaState(g.LuaStr)
|
||||
scriptLib := g.LuaState.NewTable()
|
||||
g.LuaState.SetGlobal("ScriptLib", scriptLib)
|
||||
for _, scriptLibFunc := range SCRIPT_LIB_FUNC_LIST {
|
||||
g.LuaState.SetField(scriptLib, scriptLibFunc.fnName, g.LuaState.NewFunction(scriptLibFunc.fn))
|
||||
}
|
||||
}
|
||||
return g.LuaState
|
||||
}
|
||||
|
||||
type Replaceable struct {
|
||||
Value bool `json:"value"`
|
||||
Version int32 `json:"version"`
|
||||
@@ -137,12 +149,12 @@ func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, bl
|
||||
}
|
||||
group.LuaStr = string(groupLuaData)
|
||||
luaState := newLuaState(group.LuaStr)
|
||||
group.LuaState = luaState
|
||||
// monsters
|
||||
group.MonsterList = make([]*Monster, 0)
|
||||
ok := parseLuaTableToObject[*[]*Monster](luaState, "monsters", &group.MonsterList)
|
||||
ok := getSceneLuaConfigTable[*[]*Monster](luaState, "monsters", &group.MonsterList)
|
||||
if !ok {
|
||||
logger.Error("get monsters object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
|
||||
luaState.Close()
|
||||
return
|
||||
}
|
||||
for _, monster := range group.MonsterList {
|
||||
@@ -150,9 +162,10 @@ func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, bl
|
||||
}
|
||||
// npcs
|
||||
group.NpcList = make([]*Npc, 0)
|
||||
ok = parseLuaTableToObject[*[]*Npc](luaState, "npcs", &group.NpcList)
|
||||
ok = getSceneLuaConfigTable[*[]*Npc](luaState, "npcs", &group.NpcList)
|
||||
if !ok {
|
||||
logger.Error("get npcs object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
|
||||
luaState.Close()
|
||||
return
|
||||
}
|
||||
for _, npc := range group.NpcList {
|
||||
@@ -160,9 +173,10 @@ func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, bl
|
||||
}
|
||||
// gadgets
|
||||
group.GadgetList = make([]*Gadget, 0)
|
||||
ok = parseLuaTableToObject[*[]*Gadget](luaState, "gadgets", &group.GadgetList)
|
||||
ok = getSceneLuaConfigTable[*[]*Gadget](luaState, "gadgets", &group.GadgetList)
|
||||
if !ok {
|
||||
logger.Error("get gadgets object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
|
||||
luaState.Close()
|
||||
return
|
||||
}
|
||||
for _, gadget := range group.GadgetList {
|
||||
@@ -170,18 +184,21 @@ func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, bl
|
||||
}
|
||||
// regions
|
||||
group.RegionList = make([]*Region, 0)
|
||||
ok = parseLuaTableToObject[*[]*Region](luaState, "regions", &group.RegionList)
|
||||
ok = getSceneLuaConfigTable[*[]*Region](luaState, "regions", &group.RegionList)
|
||||
if !ok {
|
||||
logger.Error("get regions object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
|
||||
luaState.Close()
|
||||
return
|
||||
}
|
||||
// triggers
|
||||
group.TriggerList = make([]*Trigger, 0)
|
||||
ok = parseLuaTableToObject[*[]*Trigger](luaState, "triggers", &group.TriggerList)
|
||||
ok = getSceneLuaConfigTable[*[]*Trigger](luaState, "triggers", &group.TriggerList)
|
||||
if !ok {
|
||||
logger.Error("get triggers object error, sceneId: %v, blockId: %v, groupId: %v", sceneId, blockId, groupId)
|
||||
luaState.Close()
|
||||
return
|
||||
}
|
||||
luaState.Close()
|
||||
block.groupMapLoadLock.Lock()
|
||||
block.GroupMap[group.Id] = group
|
||||
block.groupMapLoadLock.Unlock()
|
||||
@@ -204,7 +221,7 @@ func (g *GameDataConfig) loadSceneLuaConfig() {
|
||||
sceneLuaConfig.Id = sceneId
|
||||
// scene_config
|
||||
sceneLuaConfig.SceneConfig = new(SceneConfig)
|
||||
ok := parseLuaTableToObject[*SceneConfig](luaState, "scene_config", sceneLuaConfig.SceneConfig)
|
||||
ok := getSceneLuaConfigTable[*SceneConfig](luaState, "scene_config", sceneLuaConfig.SceneConfig)
|
||||
if !ok {
|
||||
logger.Error("get scene_config object error, sceneId: %v", sceneId)
|
||||
luaState.Close()
|
||||
@@ -213,7 +230,7 @@ func (g *GameDataConfig) loadSceneLuaConfig() {
|
||||
sceneLuaConfig.BlockMap = make(map[int32]*Block)
|
||||
// blocks
|
||||
blockIdList := make([]int32, 0)
|
||||
ok = parseLuaTableToObject[*[]int32](luaState, "blocks", &blockIdList)
|
||||
ok = getSceneLuaConfigTable[*[]int32](luaState, "blocks", &blockIdList)
|
||||
if !ok {
|
||||
logger.Error("get blocks object error, sceneId: %v", sceneId)
|
||||
luaState.Close()
|
||||
@@ -221,7 +238,7 @@ func (g *GameDataConfig) loadSceneLuaConfig() {
|
||||
}
|
||||
// block_rects
|
||||
blockRectList := make([]*BlockRange, 0)
|
||||
ok = parseLuaTableToObject[*[]*BlockRange](luaState, "block_rects", &blockRectList)
|
||||
ok = getSceneLuaConfigTable[*[]*BlockRange](luaState, "block_rects", &blockRectList)
|
||||
luaState.Close()
|
||||
if !ok {
|
||||
logger.Error("get block_rects object error, sceneId: %v", sceneId)
|
||||
@@ -244,7 +261,7 @@ func (g *GameDataConfig) loadSceneLuaConfig() {
|
||||
// groups
|
||||
block.GroupMap = make(map[int32]*Group)
|
||||
groupList := make([]*Group, 0)
|
||||
ok = parseLuaTableToObject[*[]*Group](luaState, "groups", &groupList)
|
||||
ok = getSceneLuaConfigTable[*[]*Group](luaState, "groups", &groupList)
|
||||
luaState.Close()
|
||||
if !ok {
|
||||
logger.Error("get groups object error, sceneId: %v, blockId: %v", sceneId, blockId)
|
||||
|
||||
Reference in New Issue
Block a user