395 lines
15 KiB
C++
395 lines
15 KiB
C++
#pragma once
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#include "lua/Lua.h"
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#include "game/def/ItemDef.h"
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#include "game/LocalSubgame.h"
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#include "game/def/BiomeDef.h"
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#include "game/def/BlockDef.h"
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#include "game/ServerSubgame.h"
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#include "game/def/CraftItemDef.h"
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#include "game/def/mesh/BlockModel.h"
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#include "game/def/mesh/SelectionBox.h"
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#include "game/atlas/asset/AtlasTexture.h"
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#include "game/atlas/LocalDefinitionAtlas.h"
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#include "game/atlas/ServerDefinitionAtlas.h"
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namespace RegisterBlock {
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namespace {
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/**
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* Takes a lua selection box table list, and returns a vector of selection boxes.
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*
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* @param boxesTable - The lua box table list.
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* @returns a vector of selection boxes.
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*/
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static vec<SelectionBox> parseBoxes(sol::table boxesTable) {
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vec<SelectionBox> boxes{};
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for (auto pair : boxesTable) {
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if (!pair.second.is<sol::table>()) throw std::runtime_error("must be a table");
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sol::table table = pair.second;
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if (table.size() != 6) throw std::runtime_error("must contain exactly 6 elements");
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boxes.emplace_back(vec3 { table[1], table[2], table[3] }, vec3 { table[4], table[5], table[6] });
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}
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return boxes;
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}
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/**
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* Creates near and far models for a block based on the passed in parameters.
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*
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* @param blockTable - The lua block table to find the model parameters from.
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* @param blockModels - The lua block models table with the available block model definitions.
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* @param atlas - The texture atlas, can be nullptr on the server to disable linking textures.
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*
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* @returns two block models in a pair, the first being the near model and the second being the far model.
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*/
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static std::pair<BlockModel, BlockModel>
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createBlockModel(sol::table blockTable, sol::table blockModels, TextureAtlas* atlas) {
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// Get the specified block model
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let modelStr = blockTable.get_or<string>("model", "zepha:base:block");
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let modelOpt = blockModels.get<optional<sol::table>>(modelStr);
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if (!modelOpt) throw std::runtime_error("Non-existent model \"" + modelStr + "\" specified");
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sol::table modelTable = *modelOpt;
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BlockModel model;
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// Apply basic properties
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model.culls = blockTable.get_or("culls", true);
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model.visible = blockTable.get_or("visible", true);
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// Convert textures and low-def textures into vectors
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let texturesOpt = blockTable.get<sol::optional<sol::table>>("textures");
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let ldTexturesOpt = blockTable.get<sol::optional<sol::table>>("lowdef_textures");
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if (!texturesOpt) throw std::runtime_error("Missing textures property");
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vec<string> textures;
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for (let& pair : *texturesOpt) {
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if (!pair.second.is<string>()) throw std::runtime_error(
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"textures table contains non-string value");
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textures.push_back(pair.second.as<string>());
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}
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if (textures.empty()) textures.push_back("_missing");
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vec<string> lowdef_textures;
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if (!ldTexturesOpt) lowdef_textures = textures;
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else {
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for (let& pair : *ldTexturesOpt) {
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if (!pair.second.is<string>()) throw std::runtime_error(
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"lowdef_textures table has non-string value!");
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lowdef_textures.push_back(pair.second.as<string>());
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}
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}
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if (lowdef_textures.empty()) lowdef_textures.push_back("_missing");
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// Parse through mesh mods and add them
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optional<sol::table> meshModTable = modelTable.get<optional<sol::table>>("mesh_mods");
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if (meshModTable) {
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for (auto& modEntry : *meshModTable) {
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auto modTable = modEntry.second.as<sol::table>();
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string meshMod = modTable.get_or<string>("type", "none");
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if (meshMod == "none") continue;
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else if (meshMod == "offset_x")
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model.meshMods.emplace_back(MeshMod::OFFSET_X, modTable.get_or<f32>("amplitude", 1));
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else if (meshMod == "offset_y")
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model.meshMods.emplace_back(MeshMod::OFFSET_Y, modTable.get_or<f32>("amplitude", 1));
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else if (meshMod == "offset_z")
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model.meshMods.emplace_back(MeshMod::OFFSET_Z, modTable.get_or<f32>("amplitude", 1));
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else if (meshMod == "rotate_x")
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model.meshMods.emplace_back(MeshMod::ROTATE_X, modTable.get_or<f32>("amplitude", 1));
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else if (meshMod == "rotate_y")
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model.meshMods.emplace_back(MeshMod::ROTATE_Y, modTable.get_or<f32>("amplitude", 1));
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else if (meshMod == "rotate_z")
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model.meshMods.emplace_back(MeshMod::ROTATE_Z, modTable.get_or<f32>("amplitude", 1));
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}
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}
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// Parse through all the parts and add them to the model
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let partsOpt = modelTable.get<optional<sol::table>>("parts");
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if (!partsOpt) throw std::runtime_error("blockmodel is missing parts table");
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partsOpt->for_each([&](sol::object key, sol::object value) {
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// Validate that variables are what we expect them to be
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if (!value.is<sol::table>()) throw std::runtime_error("meshpart must be a table");
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sol::table meshPartTable = value.as<sol::table>();
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let points_optional = meshPartTable.get<sol::optional<sol::table>>("points");
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if (!points_optional) throw std::runtime_error("Meshpart is missing a points table");
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sol::table points = *points_optional;
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if (points.size() % 20 != 0)
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throw std::runtime_error("Points table must contain a multiple of 20 values");
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// Populate the Vertices and Indices vectors from the points table
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vec<BlockModelVertex> vertices;
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vec<u32> indices;
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for (u32 i = 1; i <= points.size() / 5; i++) {
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u32 offset = (i - 1) * 5 + 1;
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vec3 pos(points[offset], points[offset + 1], points[offset + 2]);
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vec2 tex(points[offset + 3], points[offset + 4]);
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vertices.push_back(BlockModelVertex { pos, {}, tex, tex, {}, {} });
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}
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u32 ind = 0;
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for (u32 i = 1; i <= points.size() / 20; i++) {
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indices.push_back(ind);
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indices.push_back(ind + 1);
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indices.push_back(ind + 2);
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indices.push_back(ind + 2);
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indices.push_back(ind + 3);
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indices.push_back(ind);
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ind += 4;
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}
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// Get texture, and add texture refs to blockModel if the atlas is provided
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u32 tex = std::max(meshPartTable.get_or<u32>("tex", 1), 1u);
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optional<u32> tintInd {};
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optional<AtlasTexture> textureRef {};
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optional<AtlasTexture> tintTextureRef = {};
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if (atlas) {
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textureRef = (*atlas)[textures[std::min(tex - 1, static_cast<u32>(textures.size()) - 1)]];
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model.textures.push_back(*textureRef);
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tintInd = textureRef->getTintInd();
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tintTextureRef = textureRef->getTintMask();
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}
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// Create the meshpart object
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MeshPart meshPart(std::move(vertices), std::move(indices), textureRef, tintInd, tintTextureRef);
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// Add the shader mod, if it exists
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sol::optional<sol::table> shaderModTable = meshPartTable.get<sol::optional<sol::table>>("shader_mod");
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if (shaderModTable) {
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std::string shaderMod = shaderModTable->get_or<std::string>("type", "none");
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if (shaderMod == "none") meshPart.shaderMod = ShaderMod::NONE;
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else if (shaderMod == "rotate_x") {
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meshPart.shaderMod = ShaderMod::ROTATE_X;
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meshPart.modValue = (*shaderModTable).get_or<float>("speed", 1);
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}
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else if (shaderMod == "rotate_y") {
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meshPart.shaderMod = ShaderMod::ROTATE_Y;
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meshPart.modValue = (*shaderModTable).get_or<float>("speed", 1);
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}
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else if (shaderMod == "rotate_z") {
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meshPart.shaderMod = ShaderMod::ROTATE_Z;
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meshPart.modValue = (*shaderModTable).get_or<float>("speed", 1);
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}
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else if (shaderMod == "sway_attached") {
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meshPart.shaderMod = ShaderMod::SWAY_ATTACHED;
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meshPart.modValue = (*shaderModTable).get_or<float>("amplitude", 1);
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}
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else if (shaderMod == "sway_full_block") {
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meshPart.shaderMod = ShaderMod::SWAY_FULL_BLOCK;
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meshPart.modValue = (*shaderModTable).get_or<float>("amplitude", 1);
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}
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}
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//Add the meshpart to the proper face of the model
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std::string face = meshPartTable.get_or<std::string>("face", "nocull");
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EVec d =
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face == "top" ? EVec::TOP :
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face == "bottom" ? EVec::BOTTOM :
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face == "left" ? EVec::LEFT :
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face == "right" ? EVec::RIGHT :
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face == "front" ? EVec::FRONT :
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face == "back" ? EVec::BACK :
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face == "nocull" ? EVec::NO_CULL :
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EVec::INVALID;
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if (d == EVec::INVALID) throw std::runtime_error("face value is unrecognized");
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model.parts[static_cast<int>(d)].push_back(meshPart);
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});
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// Create the far model
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BlockModel farModel {};
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auto ldRender = blockTable.get_or("lowdef_render", true);
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if (atlas) {
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vec<std::tuple<AtlasTexture, optional<u32>, optional<AtlasTexture>>> modelData;
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for (let i = 0; i < lowdef_textures.size(); i++) {
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let textureRef = (*atlas)[lowdef_textures[i]];
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modelData.emplace_back(textureRef, textureRef.getTintInd(), textureRef.getTintMask());
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}
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farModel = BlockModel { modelData };
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}
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farModel.culls = ldRender;
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farModel.visible = ldRender;
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return { model, farModel };
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}
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/**
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* Attempts to add a callback of the type specified from the block table provided
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* to the block definition provided. Does nothing if the block table doesn't have a callback of said type.
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*
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* @param blockDef - The block definition to add the callback to.
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* @param blockTable - The lua block table to get the callback from.
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* @param name - The name of the callback to look for in the lua table.
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* @param cbType - The type to register the callback as.
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*/
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static void
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addCallback(BlockDef& blockDef, sol::table& blockTable, const std::string& name, BlockDef::Callback cbType) {
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auto cb = blockTable.get<sol::optional<sol::protected_function>>(name);
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if (cb) blockDef.callbacks.insert({ cbType, *cb });
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}
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/**
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* Registers a block from the blocks table to the Definition Atlas.
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* Generic method that works on both the client and the server, depending on if `atlas` is non-null.
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*
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* @param blocks - The blocks table to index.
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* @param blockModels - The blockmodels table for indexing block models.
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* @param identifier - The identifier of the block to register.
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* @param defs - The Definition Atlas to add the block to.
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* @param atlas - The Texture Atlas, pass in if running on the client, otherwise pass nullptr.
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*/
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static void registerBlock(sol::table blocks, sol::table blockModels,
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const std::string& identifier, DefinitionAtlas& defs, TextureAtlas* atlas) {
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sol::table blockTable = blocks[identifier];
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// Basic Block Properties
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auto nameOpt = blockTable.get<sol::optional<std::string>>("name");
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if (!nameOpt) throw std::runtime_error(identifier + " is missing name property!");
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bool culls = blockTable.get_or("culls", true);
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bool solid = blockTable.get_or("solid", true);
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bool lightPropagates = blockTable.get_or("light_propagates", false);
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auto maxStack = blockTable.get_or("stack", 64);
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unsigned int health = INT32_MAX, defense = 0;
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auto toolOpt = blockTable.get<sol::optional<sol::table>>("tool_props");
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if (toolOpt) {
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health = toolOpt->get_or<unsigned int>("health", INT32_MAX);
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defense = toolOpt->get_or<unsigned int>("defense", 0);
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}
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glm::vec3 lightSource{};
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if (blockTable.get<sol::optional<sol::table>>("light_source")) {
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auto light = blockTable.get<sol::table>("light_source");
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lightSource = { light[1], light[2], light[3] };
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}
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else if (blockTable.get_or<float>("light_source", -1) != -1) {
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auto light = blockTable.get<float>("light_source");
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lightSource = { light, light, light };
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}
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// Parse through selection boxes and collision boxes
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auto selectionOpt = blockTable.get<sol::optional<sol::table>>("selection_box");
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auto collisionOpt = blockTable.get<sol::optional<sol::table>>("collision_box");
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std::vector<SelectionBox> selectionBoxes{};
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try {
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if (selectionOpt) selectionBoxes = parseBoxes(*selectionOpt);
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else selectionBoxes.emplace_back(glm::vec3{ 0, 0, 0 }, glm::vec3{ 1, 1, 1 });
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}
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catch (const char* error) {
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throw std::string("selection boxes " + std::string(error)).c_str();
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}
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std::vector<SelectionBox> collisionBoxes{};
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try { if (collisionOpt) collisionBoxes = parseBoxes(*collisionOpt); }
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catch (const char* error) { throw std::string("collision boxes " + std::string(error)).c_str(); }
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if (collisionBoxes.size() == 0) collisionBoxes.emplace_back(glm::vec3{ 0, 0, 0 }, glm::vec3{ 1, 1, 1 });
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// Create the block model
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std::pair<BlockModel, BlockModel> models = createBlockModel(blockTable, blockModels, atlas);
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BlockDef* def = new BlockDef();
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def->identifier = identifier;
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def->name = *nameOpt;
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def->index = defs.size();
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def->culls = culls;
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def->solid = solid;
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def->lightSource = lightSource;
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def->lightPropagates = lightPropagates;
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def->health = health;
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def->defense = defense;
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def->maxStack = maxStack;
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def->model = models.first;
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def->farModel = models.second;
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def->sBoxes = std::move(selectionBoxes);
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def->cBoxes = std::move(collisionBoxes);
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// Create entity model
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if (atlas) def->createModel();
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// Bind Callbacks
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addCallback(*def, blockTable, "on_construct", BlockDef::Callback::CONSTRUCT);
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addCallback(*def, blockTable, "after_construct", BlockDef::Callback::AFTER_CONSTRUCT);
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addCallback(*def, blockTable, "on_destruct", BlockDef::Callback::DESTRUCT);
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addCallback(*def, blockTable, "after_destruct", BlockDef::Callback::AFTER_DESTRUCT);
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addCallback(*def, blockTable, "on_place", BlockDef::Callback::PLACE);
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addCallback(*def, blockTable, "on_place_client", BlockDef::Callback::PLACE_CLIENT);
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addCallback(*def, blockTable, "after_place", BlockDef::Callback::AFTER_PLACE);
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addCallback(*def, blockTable, "after_place_client", BlockDef::Callback::AFTER_PLACE_CLIENT);
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addCallback(*def, blockTable, "on_break", BlockDef::Callback::BREAK);
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addCallback(*def, blockTable, "on_break_client", BlockDef::Callback::BREAK_CLIENT);
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addCallback(*def, blockTable, "after_break", BlockDef::Callback::AFTER_BREAK);
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addCallback(*def, blockTable, "after_break_client", BlockDef::Callback::AFTER_BREAK_CLIENT);
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addCallback(*def, blockTable, "on_interact", BlockDef::Callback::INTERACT);
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addCallback(*def, blockTable, "on_interact_client", BlockDef::Callback::INTERACT_CLIENT);
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// Add Block Definition to the Atlas
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defs.registerDef(def);
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}
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}
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/**
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* Server method to register a block. Calls registerBlock with the necessary parameters.
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* Registers a block to the DefinitionAtlas.
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*
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* @param core - The core table to index for 'registered_blocks', i.e. `_G['zepha']`.
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* @param game - The server subgame instance.
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* @param identifier - The identifier of the block to register.
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*/
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static void server(sol::table& core, ServerSubgame& game, const string& identifier) {
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registerBlock(core["registered_blocks"], core["registered_blockmodels"],
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identifier, game.getDefs(), nullptr);
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}
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/**
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* Client method to register a block. Calls registerBlock with the necessary parameters.
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* Registers a block to the DefinitionAtlas.
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*
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* @param core - The core table to index for 'registered_blocks', i.e. `_G['zepha']`.
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* @param game - The client subgame instance.
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* @param identifier - The identifier of the block to register.
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*/
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static void client(sol::table& core, LocalSubgame& game, const string& identifier) {
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registerBlock(core["registered_blocks"], core["registered_blockmodels"],
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identifier, game.getDefs(), &game.textures);
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}
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}
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