#include "plugin_api.h" #include "plugin_game.h" #include "lua.h" #include "lualib.h" #include #include #include // The wider set's game parts of the reskate API: the skater's state, control and save points, the // HUD, park editor objects, the environment, travel, AI skaters, other players' skaters, nametags, // voice, chat, throwdowns, music, progress, settings, input binds and full-screen screens. Each // checks its permission, its arguments and its own rate, and the game (plugin_game.h) does the rest // under the game's own rules (a session's host, the park editor's limits). namespace dingosdk::plugins { namespace { Plugin& plugin_of(lua_State* L) { auto& plugin = *static_cast(lua_callbacks(L)->userdata); if (plugin.halted()) luaL_error(L, "the plugin was stopped"); return plugin; } void need(lua_State* L, Plugin& plugin, const char* permission, const char* what) { if (!plugin.has(permission)) luaL_error(L, "%s needs the \"%s\" permission in reskate-plugin.json", what, permission); } std::string checked_text(lua_State* L, int index, std::size_t most, const char* what) { std::size_t length = 0; const char* text = luaL_checklstring(L, index, &length); if (length > most) luaL_error(L, "%s is longer than %d characters", what, static_cast(most)); return std::string(text, length); } Vec3 position_of(lua_State* L, int index, const char* what) { const float* v = luaL_checkvector(L, index); for (int i = 0; i < 3; ++i) if (!std::isfinite(v[i]) || std::fabs(v[i]) > 1e5f) luaL_error(L, "%s must be a finite position within 100 km", what); return {v[0], v[1], v[2]}; } void push_position(lua_State* L, const Vec3& v) { lua_pushvector(L, v[0], v[1], v[2]); } // ok, or false and why: what most of these return. int result(lua_State* L, const std::string& why) { lua_pushboolean(L, why.empty()); if (why.empty()) return 1; lua_pushlstring(L, why.data(), why.size()); return 2; } // A player by id ("7656...") or a player table ({id = ...}). std::uint64_t player_of(lua_State* L, int index) { std::string id; if (lua_istable(L, index)) { lua_getfield(L, index, "id"); id = luaL_checkstring(L, -1); lua_pop(L, 1); } else id = luaL_checkstring(L, index); std::uint64_t value = 0; if (std::from_chars(id.data(), id.data() + id.size(), value).ec != std::errc{} || !value) luaL_argerror(L, index, "not a player"); return value; } // A per-second budget; false past it. bool within(double now, double& second, int& count, int most) { if (now - second >= 1000) { second = now; count = 0; } return ++count <= most; } } const char* skater_state_name(std::uint32_t state) { if (state >= 100 && state < 200) return "riding"; if (state >= 200 && state < 300) return "air"; if (state >= 300 && state < 400) return "wipeout"; if (state >= 400 && state < 500) return "grinding"; if (state >= 500 && state < 600) return "off_board"; if (state == 602) return "planted"; return state ? "other" : "none"; } struct WorldApi { static Game& game(Plugin& plugin) { return plugin.services_.game(); } // ---- events.skater ------------------------------------------------------------------------- static int state(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "events.skater", "reskate.skater.state"); const auto now = game(plugin).physics_state(); if (!now) lua_pushnil(L); else lua_pushstring(L, skater_state_name(*now)); return 1; } // ---- skater.control ------------------------------------------------------------------------ static int control(lua_State* L, const char* action) { auto& plugin = plugin_of(L); need(L, plugin, "skater.control", "reskate.skater control"); if (!within(plugin.services_.now_ms(), plugin.control_second_, plugin.controls_, 4)) return result(L, "asked more than 4 times in a second"); return result(L, game(plugin).control(action)); } static int noclip(lua_State* L) { return control(L, lua_toboolean(L, 1) ? "noclip_on" : "noclip_off"); } static int boost(lua_State* L) { const std::string kind = luaL_checkstring(L, 1); if (kind == "forward") return control(L, "boost_forward"); if (kind == "up") return control(L, "boost_up"); if (kind == "offboard") return control(L, "boost_offboard"); luaL_argerror(L, 1, "a boost is \"forward\", \"up\" or \"offboard\""); return 0; } // ---- trainer: one save point of the plugin's own ------------------------------------------- static int set_point(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "trainer", "reskate.trainer.set_point"); const auto s = plugin.services_.skater(); if (!s) return result(L, "there is no skater"); plugin.trainer_point_ = std::pair(s->position, s->heading); return result(L, {}); } static int back(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "trainer", "reskate.trainer.back"); if (!plugin.trainer_point_) return result(L, "no save point is set"); if (!within(plugin.services_.now_ms(), plugin.teleport_second_, plugin.teleports_, plugin.limits_.teleports_per_second)) return result(L, "asked more than twice in a second"); switch (plugin.services_.teleport(plugin.trainer_point_->first, plugin.trainer_point_->second)) { case Teleport::sent: return result(L, {}); case Teleport::forbidden: return result(L, "the host has turned teleporting off"); default: return result(L, "teleporting is unavailable now"); } } // ---- hud --------------------------------------------------------------------------------------- static int hide_hud(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "hud", "reskate.hud.hide"); game(plugin).hide_hud(plugin.id(), lua_toboolean(L, 1) != 0); return 0; } // ---- world.objects ----------------------------------------------------------------------------- static int catalog(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "world.objects", "reskate.objects.catalog"); const auto items = game(plugin).object_catalog(); lua_createtable(L, static_cast(items.size()), 0); for (std::size_t i = 0; i < items.size(); ++i) { lua_createtable(L, 0, 3); lua_pushlstring(L, items[i].key.data(), items[i].key.size()); lua_setfield(L, -2, "key"); lua_pushlstring(L, items[i].title.data(), items[i].title.size()); lua_setfield(L, -2, "title"); lua_pushlstring(L, items[i].category.data(), items[i].category.size()); lua_setfield(L, -2, "category"); lua_rawseti(L, -2, static_cast(i + 1)); } return 1; } static int objects(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "world.objects", "reskate.objects.list"); const auto list = game(plugin).objects(); lua_createtable(L, static_cast(list.size()), 0); for (std::size_t i = 0; i < list.size(); ++i) { const auto& o = list[i]; lua_createtable(L, 0, 5); const auto id = std::to_string(o.id); lua_pushlstring(L, id.data(), id.size()); lua_setfield(L, -2, "id"); lua_pushlstring(L, o.item.data(), o.item.size()); lua_setfield(L, -2, "item"); push_position(L, o.position); lua_setfield(L, -2, "position"); // The heading the pose turns to, as the skater's: about world up. const float heading = std::atan2(2 * (o.rotation[3] * o.rotation[1] + o.rotation[0] * o.rotation[2]), 1 - 2 * (o.rotation[1] * o.rotation[1] + o.rotation[0] * o.rotation[0])); lua_pushnumber(L, heading); lua_setfield(L, -2, "heading"); lua_pushnumber(L, o.scale); lua_setfield(L, -2, "scale"); lua_rawseti(L, -2, static_cast(i + 1)); } return 1; } static GameObject pose(lua_State* L, int at, int heading_index, int scale_index) { GameObject object; object.position = position_of(L, at, "the object's position"); const double heading = luaL_optnumber(L, heading_index, 0); if (!std::isfinite(heading)) luaL_argerror(L, heading_index, "a heading is a finite number of radians"); object.rotation = {0, static_cast(std::sin(heading / 2)), 0, static_cast(std::cos(heading / 2))}; if (scale_index) { const double scale = luaL_optnumber(L, scale_index, 1); if (!(scale >= 0.1 && scale <= 10)) luaL_argerror(L, scale_index, "a scale is 0.1 to 10"); object.scale = static_cast(scale); } return object; } static std::uint64_t object_id(lua_State* L, int index) { const std::string text = luaL_checkstring(L, index); std::uint64_t id = 0; if (std::from_chars(text.data(), text.data() + text.size(), id).ec != std::errc{} || !id) luaL_argerror(L, index, "not an object's id"); return id; } static int edit(lua_State* L, const char* operation, GameObject object) { auto& plugin = plugin_of(L); if (!within(plugin.services_.now_ms(), plugin.edit_second_, plugin.edits_, 4)) return result(L, "more than 4 edits in a second"); return result(L, game(plugin).edit_object(operation, object)); } static int place(lua_State* L) { need(L, plugin_of(L), "world.objects", "reskate.objects.place"); auto object = pose(L, 2, 3, 4); object.item = checked_text(L, 1, 200, "an item's key"); return edit(L, "place", object); } static int move(lua_State* L) { need(L, plugin_of(L), "world.objects", "reskate.objects.move"); auto object = pose(L, 2, 3, 0); object.id = object_id(L, 1); return edit(L, "move", object); } static int remove(lua_State* L) { need(L, plugin_of(L), "world.objects", "reskate.objects.remove"); GameObject object; object.id = object_id(L, 1); return edit(L, "delete", object); } // ---- world.environment ----------------------------------------------------------------------- static int environment(lua_State* L, const char* kind, const std::string& key, const std::string& value) { auto& plugin = plugin_of(L); need(L, plugin, "world.environment", "reskate.world's environment"); if (!within(plugin.services_.now_ms(), plugin.environment_second_, plugin.environments_, 4)) return result(L, "more than 4 changes in a second"); return result(L, game(plugin).set_environment(kind, key, value)); } static int set_time(lua_State* L) { return environment(L, "tod", checked_text(L, 1, 20, "a time of day"), {}); } static int set_control(lua_State* L) { const auto key = checked_text(L, 1, 30, "a world control"); const double value = luaL_checknumber(L, 2); if (!std::isfinite(value)) luaL_argerror(L, 2, "a finite number"); return environment(L, "control", key, std::to_string(value)); } static int set_park(lua_State* L) { return environment(L, "park", checked_text(L, 1, 30, "a lot"), checked_text(L, 2, 40, "a layout")); } // ---- travel ------------------------------------------------------------------------------------ static int locations(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "travel", "reskate.travel.locations"); const auto list = game(plugin).destinations(); lua_createtable(L, static_cast(list.size()), 0); for (std::size_t i = 0; i < list.size(); ++i) { lua_createtable(L, 0, 3); lua_pushlstring(L, list[i].id.data(), list[i].id.size()); lua_setfield(L, -2, "id"); lua_pushlstring(L, list[i].name.data(), list[i].name.size()); lua_setfield(L, -2, "name"); lua_pushlstring(L, list[i].map.data(), list[i].map.size()); lua_setfield(L, -2, "map"); lua_rawseti(L, -2, static_cast(i + 1)); } return 1; } static int levels(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "travel", "reskate.travel.levels"); const auto list = game(plugin).levels(); lua_createtable(L, static_cast(list.size()), 0); for (std::size_t i = 0; i < list.size(); ++i) { lua_createtable(L, 0, 3); lua_pushlstring(L, list[i].asset.data(), list[i].asset.size()); lua_setfield(L, -2, "asset"); lua_pushlstring(L, list[i].name.data(), list[i].name.size()); lua_setfield(L, -2, "name"); lua_pushboolean(L, list[i].can_load); lua_setfield(L, -2, "can_load"); lua_rawseti(L, -2, static_cast(i + 1)); } return 1; } static int travel(lua_State* L, const char* kind) { auto& plugin = plugin_of(L); need(L, plugin, "travel", "reskate.travel"); const auto target = checked_text(L, 1, 260, "a destination"); const double now = plugin.services_.now_ms(); if (now - plugin.travel_at_ < 5000) return result(L, "one trip every 5 s"); plugin.travel_at_ = now; return result(L, game(plugin).travel(kind, target)); } static int go(lua_State* L) { return travel(L, "location"); } static int load(lua_State* L) { return travel(L, "level"); } // ---- world.ai ----------------------------------------------------------------------------------- static int ai_spawn(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "world.ai", "reskate.ai.spawn"); const auto count = static_cast(luaL_optinteger(L, 1, 1)); if (count < 1 || count > 8) luaL_argerror(L, 1, "1 to 8 at a time"); if (!within(plugin.services_.now_ms(), plugin.control_second_, plugin.controls_, 4)) return result(L, "asked more than 4 times in a second"); return result(L, game(plugin).ai("spawn", count)); } static int ai_clear(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "world.ai", "reskate.ai.clear"); return result(L, game(plugin).ai("clear", 0)); } static int ai_count(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "world.ai", "reskate.ai.count"); lua_pushinteger(L, game(plugin).ai_count()); return 1; } // ---- session.skaters / session.nametags / voice.control ----------------------------------------- static int skaters(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "session.skaters", "reskate.session.skaters"); const auto list = game(plugin).peer_skaters(); lua_createtable(L, static_cast(list.size()), 0); for (std::size_t i = 0; i < list.size(); ++i) { lua_createtable(L, 0, 4); const auto id = std::to_string(list[i].id); lua_pushlstring(L, id.data(), id.size()); lua_setfield(L, -2, "id"); push_position(L, list[i].position); lua_setfield(L, -2, "position"); lua_pushnumber(L, list[i].heading); lua_setfield(L, -2, "heading"); lua_pushnumber(L, list[i].age_ms); lua_setfield(L, -2, "age_ms"); lua_rawseti(L, -2, static_cast(i + 1)); } return 1; } static int tag(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "session.nametags", "reskate.session.tag"); const auto player = player_of(L, 1); std::string text = lua_isnoneornil(L, 2) ? std::string{} : checked_text(L, 2, 16, "a nametag's tag"); for (const char c : text) if (c < 0x20 || c > 0x7e) luaL_error(L, "a nametag's tag is printable text"); std::uint32_t colour = 0xffffffff; if (!lua_isnoneornil(L, 3)) { const double value = luaL_checknumber(L, 3); if (!(value >= 0 && value <= 4294967295.0) || value != std::floor(value)) luaL_argerror(L, 3, "a colour number is 0xRRGGBBAA"); const auto rgba = static_cast(value); colour = (rgba >> 24) | ((rgba >> 16) & 0xff) << 8 | ((rgba >> 8) & 0xff) << 16 | (rgba & 0xff) << 24; } game(plugin).set_nametag(plugin.id(), player, std::move(text), colour); return 0; } static int voice_volume(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "voice.control", "reskate.voice.set_volume"); const auto player = player_of(L, 1); const double volume = luaL_checknumber(L, 2); if (!(volume >= 0 && volume <= 10)) luaL_argerror(L, 2, "a volume is 0 (muted) to 10"); if (!within(plugin.services_.now_ms(), plugin.voice_second_, plugin.voices_, 10)) return result(L, "more than 10 changes in a second"); return result(L, game(plugin).voice_volume(player, static_cast(volume))); } // ---- chat.send ------------------------------------------------------------------------------------ static int chat_send(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "chat.send", "reskate.chat.send"); const auto text = checked_text(L, 1, 200, "a chat line"); if (text.empty() || text.front() == '/') luaL_argerror(L, 1, "a chat line, not empty and not a / command"); const double now = plugin.services_.now_ms(); if (now - plugin.chat_at_ < 3000) return result(L, "one line every 3 s"); plugin.chat_at_ = now; return result(L, game(plugin).send_chat(text)); } // ---- throwdowns ------------------------------------------------------------------------------------- static int throwdown_state(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "throwdowns", "reskate.throwdowns.state"); const auto t = game(plugin).throwdowns(); lua_createtable(L, 0, 3); lua_pushboolean(L, t.active); lua_setfield(L, -2, "active"); lua_pushboolean(L, t.host); lua_setfield(L, -2, "host"); lua_createtable(L, static_cast(t.skate.size()), 0); for (std::size_t i = 0; i < t.skate.size(); ++i) { lua_createtable(L, 0, 4); lua_pushlstring(L, t.skate[i].name.data(), t.skate[i].name.size()); lua_setfield(L, -2, "name"); lua_pushinteger(L, t.skate[i].letters); lua_setfield(L, -2, "letters"); lua_pushboolean(L, t.skate[i].up); lua_setfield(L, -2, "up"); lua_pushboolean(L, t.skate[i].out); lua_setfield(L, -2, "out"); lua_rawseti(L, -2, static_cast(i + 1)); } lua_setfield(L, -2, "skate"); return 1; } // ---- music ------------------------------------------------------------------------------------------- static void push_track(lua_State* L, const Track& t) { lua_createtable(L, 0, 5); lua_pushlstring(L, t.app.data(), t.app.size()); lua_setfield(L, -2, "app"); lua_pushlstring(L, t.title.data(), t.title.size()); lua_setfield(L, -2, "title"); lua_pushlstring(L, t.artist.data(), t.artist.size()); lua_setfield(L, -2, "artist"); lua_pushlstring(L, t.album.data(), t.album.size()); lua_setfield(L, -2, "album"); lua_pushboolean(L, t.playing); lua_setfield(L, -2, "playing"); } static int current(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "music", "reskate.music.current"); const auto t = game(plugin).track(); if (!t.available) lua_pushnil(L); else push_track(L, t); return 1; } static int music(lua_State* L, const char* command) { auto& plugin = plugin_of(L); need(L, plugin, "music", "reskate.music"); if (!within(plugin.services_.now_ms(), plugin.music_second_, plugin.musics_, 2)) return result(L, "more than 2 a second"); return result(L, game(plugin).music(command)); } static int play(lua_State* L) { return music(L, "play"); } static int pause(lua_State* L) { return music(L, "pause"); } static int next(lua_State* L) { return music(L, "next"); } static int previous(lua_State* L) { return music(L, "previous"); } // ---- progression.read / settings.read ------------------------------------------------------------- static int progress(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "progression.read", "reskate.progression.get"); const auto p = game(plugin).progress(); if (!p.available) { lua_pushnil(L); return 1; } lua_createtable(L, 0, 5); lua_createtable(L, static_cast(p.districts.size()), 0); for (std::size_t i = 0; i < p.districts.size(); ++i) { lua_createtable(L, 0, 3); lua_pushlstring(L, p.districts[i].id.data(), p.districts[i].id.size()); lua_setfield(L, -2, "id"); lua_pushlstring(L, p.districts[i].name.data(), p.districts[i].name.size()); lua_setfield(L, -2, "name"); lua_pushinteger(L, p.districts[i].rank); lua_setfield(L, -2, "rank"); lua_rawseti(L, -2, static_cast(i + 1)); } lua_setfield(L, -2, "districts"); lua_createtable(L, static_cast(p.challenges.size()), 0); for (std::size_t i = 0; i < p.challenges.size(); ++i) { const auto& c = p.challenges[i]; lua_createtable(L, 0, 6); lua_pushlstring(L, c.id.data(), c.id.size()); lua_setfield(L, -2, "id"); lua_pushlstring(L, c.type.data(), c.type.size()); lua_setfield(L, -2, "type"); lua_pushlstring(L, c.neighborhood.data(), c.neighborhood.size()); lua_setfield(L, -2, "neighborhood"); lua_pushinteger(L, c.attempts); lua_setfield(L, -2, "attempts"); lua_pushinteger(L, c.completed_goals); lua_setfield(L, -2, "completed_goals"); lua_pushinteger(L, c.goal_count); lua_setfield(L, -2, "goal_count"); lua_rawseti(L, -2, static_cast(i + 1)); } lua_setfield(L, -2, "challenges"); lua_pushnumber(L, p.score); lua_setfield(L, -2, "score"); lua_pushnumber(L, p.score_cap); lua_setfield(L, -2, "score_cap"); lua_pushinteger(L, p.score_level); lua_setfield(L, -2, "score_level"); return 1; } static int setting(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "settings.read", "reskate.settings.game"); const auto value = game(plugin).setting(checked_text(L, 1, 120, "a setting's name")); if (value) lua_pushlstring(L, value->data(), value->size()); else lua_pushnil(L); return 1; } static int setting_names(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "settings.read", "reskate.settings.names"); const auto names = game(plugin).setting_names(); lua_createtable(L, static_cast(names.size()), 0); for (std::size_t i = 0; i < names.size(); ++i) { lua_pushlstring(L, names[i].data(), names[i].size()); lua_rawseti(L, -2, static_cast(i + 1)); } return 1; } // ---- input ------------------------------------------------------------------------------------------- // bind(action, "F7" | "Ctrl+K" | "Pad.LB+Pad.RB"): the "action" event names it on each press, // while the game itself has the input (no menu, console or text box open). static int bind(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "input", "reskate.input.bind"); const auto action = checked_text(L, 1, 48, "an action's name"); const auto key = checked_text(L, 2, 60, "a key"); if (action.empty()) luaL_argerror(L, 1, "an action needs a name"); const auto combo = combo_of(key); if (!combo) luaL_error(L, "\"%s\" is not a key: 0-9, A-Z, Space, F1-F12 with Ctrl, Shift or Alt; or Pad.A, Pad.LB+Pad.RB...", key.c_str()); if (!plugin.binds_.contains(action) && plugin.binds_.size() >= 16) luaL_error(L, "at most 16 actions"); if (const auto why = game(plugin).bind(plugin.id(), action, combo); !why.empty()) return result(L, why); plugin.binds_.insert(action); return result(L, {}); } // ---- ui.screen --------------------------------------------------------------------------------------- // screen(title, build): a full-screen screen, drawn while open() has it open; Esc closes it. static int screen(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "ui.screen", "reskate.ui.screen"); std::size_t length = 0; const char* text = luaL_checklstring(L, 1, &length); const std::string title(text, length); luaL_checktype(L, 2, LUA_TFUNCTION); if (title.empty() || title.size() > 40) luaL_argerror(L, 1, "a screen's title is 1 to 40 characters"); if (plugin.screens_.size() >= 4) luaL_error(L, "at most 4 screens"); for (const auto& entry : plugin.screens_) if (entry.title == title) luaL_error(L, "the screen \"%s\" is there already", title.c_str()); lua_pushvalue(L, 2); plugin.screens_.push_back({title, lua_ref(L, -1)}); lua_pop(L, 1); return 0; } static int open(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "ui.screen", "reskate.ui.open"); const std::string title = luaL_checkstring(L, 1); if (std::none_of(plugin.screens_.begin(), plugin.screens_.end(), [&](const auto& e) { return e.title == title; })) luaL_error(L, "there is no screen \"%s\"", title.c_str()); plugin.open_screen_ = title; return 0; } static int close(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "ui.screen", "reskate.ui.close"); plugin.open_screen_.clear(); return 0; } static void install(Plugin& plugin, lua_State* L); }; void install_world_api(Plugin& plugin, lua_State* L) { WorldApi::install(plugin, L); } // Adds the functions to the table at `field` of the reskate table on top of the stack, making it // when there is none yet. static void into(lua_State* L, const char* field, std::initializer_list> functions) { lua_getfield(L, -1, field); if (lua_isnil(L, -1)) { lua_pop(L, 1); lua_createtable(L, 0, static_cast(functions.size())); lua_pushvalue(L, -1); lua_setfield(L, -3, field); } // A table made read-only earlier in the install is opened for this, and closed again. lua_setreadonly(L, -1, false); for (const auto& [name, function] : functions) { lua_pushcfunction(L, function, name); lua_setfield(L, -2, name); } lua_setreadonly(L, -1, true); lua_pop(L, 1); } void WorldApi::install(Plugin& plugin, lua_State* L) { (void)plugin; into(L, "skater", {{"state", state}, {"noclip", noclip}, {"boost", boost}}); into(L, "trainer", {{"set_point", set_point}, {"back", back}}); into(L, "hud", {{"hide", hide_hud}}); into(L, "objects", {{"catalog", catalog}, {"list", objects}, {"place", place}, {"move", move}, {"remove", remove}}); into(L, "world", {{"set_time", set_time}, {"set_control", set_control}, {"set_park", set_park}}); into(L, "travel", {{"locations", locations}, {"levels", levels}, {"go", go}, {"load", load}}); into(L, "ai", {{"spawn", ai_spawn}, {"clear", ai_clear}, {"count", ai_count}}); into(L, "session", {{"skaters", skaters}, {"tag", tag}}); into(L, "voice", {{"set_volume", voice_volume}}); into(L, "chat", {{"send", chat_send}}); into(L, "throwdowns", {{"state", throwdown_state}}); into(L, "music", {{"current", current}, {"play", play}, {"pause", pause}, {"next", next}, {"previous", previous}}); into(L, "progression", {{"get", progress}}); into(L, "settings", {{"game", setting}, {"names", setting_names}}); into(L, "input", {{"bind", bind}}); into(L, "ui", {{"screen", screen}, {"open", open}, {"close", close}}); } std::uint32_t combo_of(std::string_view name) { constexpr std::array, 16> pad{{ {"up", 0x1}, {"down", 0x2}, {"left", 0x4}, {"right", 0x8}, {"start", 0x10}, {"back", 0x20}, {"l3", 0x40}, {"r3", 0x80}, {"lb", 0x100}, {"rb", 0x200}, {"a", 0x1000}, {"b", 0x2000}, {"x", 0x4000}, {"y", 0x8000}, {"lt", 0x10000}, {"rt", 0x20000}, }}; std::array keys{}; std::uint32_t buttons = 0; bool keyboard = false, controller = false; std::size_t start = 0; while (start <= name.size()) { const auto end = std::min(name.find('+', start), name.size()); std::string part(name.substr(start, end - start)); for (auto& c : part) if (c >= 'A' && c <= 'Z') c = static_cast(c + 32); start = end + 1; if (part.starts_with("pad.")) { const auto button = std::string_view(part).substr(4); const auto found = std::find_if(pad.begin(), pad.end(), [&](const auto& p) { return p.first == button; }); if (found == pad.end()) return 0; buttons |= found->second; controller = true; continue; } unsigned key = 0; if (part == "ctrl") key = 0x11; else if (part == "shift") key = 0x10; else if (part == "alt") key = 0x12; else if (part == "space") key = 0x20; else if (part.size() == 1 && ((part[0] >= 'a' && part[0] <= 'z') || (part[0] >= '0' && part[0] <= '9'))) key = part[0] >= 'a' ? static_cast(part[0] - 32) : static_cast(part[0]); else if (part.size() >= 2 && part[0] == 'f') { unsigned n = 0; if (std::from_chars(part.data() + 1, part.data() + part.size(), n).ec != std::errc{} || n < 1 || n > 12) return 0; key = 0x70 + n - 1; } else return 0; keys[key / 64] |= std::uint64_t{1} << (key % 64); keyboard = true; } if (keyboard == controller) return 0; // a key or a pad combo, not both, and not nothing if (controller) return buttons; std::uint32_t value = 0x40000000u; // as controller_bindings.h's keyboard_binding_from_keys unsigned count = 0; const auto id_of = [](unsigned key) -> unsigned { if (key >= '0' && key <= '9') return key - '0' + 1; if (key >= 'A' && key <= 'Z') return key - 'A' + 11; if (key == 0x20) return 37; if (key >= 0x70 && key <= 0x7b) return key - 0x70 + 38; if (key == 0x11) return 50; if (key == 0x10) return 51; if (key == 0x12) return 52; return 0; }; unsigned single = 0; for (unsigned key = 0; key < 256; ++key) { if (!(keys[key / 64] & (std::uint64_t{1} << (key % 64)))) continue; if (count == 5) return 0; single = key; ++count; } if (count == 1) return 0x80000000u | single; // Chord ids go in ascending order. std::vector ids; for (unsigned key = 0; key < 256; ++key) if (keys[key / 64] & (std::uint64_t{1} << (key % 64))) ids.push_back(id_of(key)); std::sort(ids.begin(), ids.end()); for (std::size_t i = 0; i < ids.size(); ++i) value |= ids[i] << (i * 6); return value; } }