diff --git a/docs/lua/tables/globals.md b/docs/lua/tables/globals.md index f573e207..83f991d9 100644 --- a/docs/lua/tables/globals.md +++ b/docs/lua/tables/globals.md @@ -2,7 +2,7 @@ Table containing functions for manipulating gta script globals. -## Functions (9) +## Functions (11) ### `get_int(global)` @@ -64,6 +64,21 @@ Retrieves a string global value. string = globals.get_string(global) ``` +### `get_vec3(global)` + +Retrieves a Vector3 global value. + +- **Parameters:** + - `global` (integer): index of the global + +- **Returns:** + - `Vector3`: value of the global + +**Example Usage:** +```lua +Vector3 = globals.get_vec3(global) +``` + ### `set_int(global, val)` Sets an int global value. @@ -116,6 +131,19 @@ Sets a string global value. globals.set_string(global, str) ``` +### `set_vec3(global, param)` + +Sets a Vector3 global value. + +- **Parameters:** + - `global` (integer): index of the global + - `param` (Vector3): new value for the global + +**Example Usage:** +```lua +globals.set_vec3(global, param) +``` + ### `get_pointer(global)` Retrieves a pointer global. diff --git a/docs/lua/tables/locals.md b/docs/lua/tables/locals.md index 12230abf..6c6ba4fb 100644 --- a/docs/lua/tables/locals.md +++ b/docs/lua/tables/locals.md @@ -2,7 +2,7 @@ Table for manipulating GTA scripts locals. -## Functions (5) +## Functions (9) ### `get_int(script, index)` @@ -18,6 +18,20 @@ Table for manipulating GTA scripts locals. integer = locals.get_int(script, index) ``` +### `get_uint(script, index)` + +- **Parameters:** + - `script` (string): The name of the script + - `index` (index): Index of the script local. + +- **Returns:** + - `unsigned integer`: The value of the given local. + +**Example Usage:** +```lua +unsigned integer = locals.get_uint(script, index) +``` + ### `get_float(script, index)` - **Parameters:** @@ -32,6 +46,20 @@ integer = locals.get_int(script, index) float = locals.get_float(script, index) ``` +### `get_vec3(script, index)` + +- **Parameters:** + - `script` (string): The name of the script + - `index` (index): Index of the script local. + +- **Returns:** + - `Vector3`: The value of the given local. + +**Example Usage:** +```lua +Vector3 = locals.get_vec3(script, index) +``` + ### `set_int(script, index, val)` - **Parameters:** @@ -44,6 +72,18 @@ float = locals.get_float(script, index) locals.set_int(script, index, val) ``` +### `set_int(script, index, val)` + +- **Parameters:** + - `script` (string): The name of the script + - `index` (index): Index of the script local. + - `val` (unsigned integer): The new value of the given local. + +**Example Usage:** +```lua +locals.set_int(script, index, val) +``` + ### `set_float(script, index, val)` - **Parameters:** @@ -56,6 +96,18 @@ locals.set_int(script, index, val) locals.set_float(script, index, val) ``` +### `set_vec3(script, index, val)` + +- **Parameters:** + - `script` (string): The name of the script + - `index` (index): Index of the script local. + - `val` (Vector3): The new value of the given local. + +**Example Usage:** +```lua +locals.set_vec3(script, index, val) +``` + ### `get_pointer(script, index)` - **Parameters:** diff --git a/docs/lua/tables/stats.md b/docs/lua/tables/stats.md index fcb0f6dc..1f699e9d 100644 --- a/docs/lua/tables/stats.md +++ b/docs/lua/tables/stats.md @@ -3,7 +3,7 @@ Table for manipulating GTA stats. For stats that get prefixed by either `MP0` or `MP1`, you can use `MPX` instead and the menu will resolve to the correct number automatically. -## Functions (21) +## Functions (25) ### `get_character_index()` @@ -300,14 +300,14 @@ boolean = stats.set_masked_int(stat_name, new_value, bit_start, bit_size) ### `get_packed_stat_bool(index)` - **Parameters:** - - `index` (int): packed stat's index. + - `index` (int): packed stat's index - **Returns:** - `boolean`: Value of the stat. **Example Usage:** ```lua -local pstat_value = stats.get_packed_stat_bool(index) +boolean = stats.get_packed_stat_bool(index) ``` ### `set_packed_stat_bool(index, value)` @@ -324,14 +324,14 @@ stats.set_packed_stat_bool(index, value) ### `get_packed_stat_int(index)` - **Parameters:** - - `index` (int): packed stat's index + - `index` (int): packed stat's index. - **Returns:** - `int`: Value of the stat. **Example Usage:** ```lua -local pstat_value = stats.get_packed_stat_int(index) +int = stats.get_packed_stat_int(index) ``` ### `set_packed_stat_int(index, value)` @@ -343,4 +343,6 @@ local pstat_value = stats.get_packed_stat_int(index) **Example Usage:** ```lua stats.set_packed_stat_int(index, value) -``` \ No newline at end of file +``` + + diff --git a/docs/lua/tables/vehicles.md b/docs/lua/tables/vehicles.md new file mode 100644 index 00000000..348de54b --- /dev/null +++ b/docs/lua/tables/vehicles.md @@ -0,0 +1,63 @@ +# Table: vehicles + +Table containing functions for getting information about vehicles in GTA V. + +## Functions (4) + +### `get_vehicle_display_name(vehicle_hash)` + +- **Parameters:** + - `vehicle_hash` (Hash): JOAAT hash of the vehicle. + +- **Returns:** + - `vehicle_display_string`: String: the in-game display string. If the vehicle is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + +- **Example Usage:** +```lua +log.info(vehicles.get_vehicle_display_name('BTYPE2')) +``` + +### `get_vehicle_display_name(vehicle_name)` + +- **Parameters:** + - `vehicle_name` (String): Name of the vehicle. + +- **Returns:** + - `vehicle_display_string`: String: the in-game display string. If the vehicle is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + +- **Example Usage:** +```lua +log.info(vehicles.get_vehicle_display_name('BTYPE2')) +``` + +### `get_all_vehicles_by_class(vehicle_class)` + +- **Parameters:** + - `vehicle_class` (String): The vehicle class. + +- **Returns:** + - `vehicles`: table: a list of all vehicles that match the class passed in. The list can contain anything from 0 to n elements. + +- **Example Usage:** +```lua +local sports_classics = vehicles.get_all_vehicles_by_class('Sports Classics') +for i = 1, #sports_classics do + log.info(sports_classics[i]) +end +``` + +### `get_all_vehicles_by_mfr(manufacturer)` + +- **Parameters:** + - `manufacturer` (String): The vehicle manufacturer. + +- **Returns:** + - `vehicles`: table: a list of all vehicles that match the manufacturer passed in. The list can contain anything from 0 to n elements. + +- **Example Usage:** +```lua +local albanies = vehicles.get_all_vehicles_by_mfr('Albany') +for i = 1, #albanies do + log.info(albanies[i]) +end +``` \ No newline at end of file diff --git a/docs/lua/tables/weapons.md b/docs/lua/tables/weapons.md new file mode 100644 index 00000000..433da5cb --- /dev/null +++ b/docs/lua/tables/weapons.md @@ -0,0 +1,152 @@ +# Table: weapons + +Table containing functions for getting information about weapons in GTA V. + +## Functions (10) + +### `get_weapon_display_name(weapon_hash)` + +- **Parameters:** + - `weapon_hash` (Hash): JOAAT hash of the weapon. + +- **Returns:** + - `weapon_display_name`: String: the in-game display string. If the weapon is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + +- **Example Usage:** +```lua +log.info(weapons.get_weapon_display_name(joaat('WEAPON_REVOLVER'))) +``` + +### `get_weapon_display_name(weapon_name)` + +- **Parameters:** + - `weapon_name` (String): Name of the weapon. + +- **Returns:** + - `weapon_display_name`: String: the in-game display string. If the weapon is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + +- **Example Usage:** +```lua +log.info(weapons.get_weapon_display_name('WEAPON_REVOLVER')) +``` + +### `get_all_weapons_of_group_type(group_hash)` + +- **Parameters:** + - `group_hash` (Hash): The JOAAT hash of the group the weapon(s) belong to. + +- **Returns:** + - `weapons_of_group_type`: table: a list of all weapons that match the group hash passed in. The list can contain anything from 0 to n elements. + +- **Example Usage:** +```lua +local pistols = weapons.get_all_weapons_of_group_type(joaat('GROUP_PISTOL')) +for i = 1, #pistols do + log.info(pistols[i]) +end +``` + +### `get_all_weapons_of_group_type(group_name)` + +- **Parameters:** + - `group_name` (String): The group the weapon(s) belong to. Can be in either GROUP_ format or not. Parameter is case-insensitive. + +- **Returns:** + - `weapons_of_group_type`: table: a list of all weapons that match the group hash passed in. The list can contain anything from 0 to n elements. + +- **Example Usage:** +```lua +local pistols = weapons.get_all_weapons_of_group_type('GROUP_PISTOL') +for i = 1, #pistols do + log.info(pistols[i]) +end + +local pistols = weapons.get_all_weapons_of_group_type('PISTOL') +for i = 1, #pistols do + log.info(pistols[i]) +end +``` + +### `get_all_weapon_components(weapon_hash)` + +- **Parameters:** + - `weapon_hash` (Hash): The JOAAT hash of the weapon the component(s) belong to. + +- **Returns:** + - `weapon_components`: table: a list of all components that match the weapon passed in. The list can contain anything from 0 to n elements. + +- **Example Usage:** +```lua +local pistol_attachments = weapons.get_all_weapon_components(joaat('WEAPON_PISTOL')) +for i = 1, #pistol_attachments do + log.info(pistol_attachments[i]) +end +``` + +### `get_all_weapon_components(weapon_name)` + +- **Parameters:** + - `weapon_name` (String): The weapon the component(s) belong to. + +- **Returns:** + - `weapon_components`: table: a list of all components that match the weapon passed in. The list can contain anything from 0 to n elements. + +- **Example Usage:** +```lua +local pistol_attachments = weapons.get_all_weapon_components('WEAPON_PISTOL') +for i = 1, #pistol_attachments do + log.info(pistol_attachments[i]) +end +``` + +### `get_weapon_component_display_name(weapon_component_hash)` + +- **Parameters:** + - `weapon_component_hash` (Hash): JOAAT hash of the weapon component. + +- **Returns:** + - `component_display_name`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + +- **Example Usage:** +```lua +log.info(weapons.get_weapon_component_display_name(joaat('COMPONENT_PISTOL_CLIP_01'))) +``` + +### `get_weapon_component_display_name(weapon_component)` + +- **Parameters:** + - `weapon_component` (String): The weapon component. + +- **Returns:** + - `component_display_name`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + +- **Example Usage:** +```lua +log.info(weapons.get_weapon_component_display_name('COMPONENT_PISTOL_CLIP_01')) +``` + +### `get_weapon_component_display_desc(weapon_component_hash)` + +- **Parameters:** + - `weapon_component_hash` (Hash): JOAAT hash of the weapon component. + +- **Returns:** + - `component_display_desc`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + +- **Example Usage:** +```lua +log.info(weapons.get_weapon_component_display_desc(joaat('COMPONENT_PISTOL_CLIP_01'))) +``` + +### `get_weapon_component_display_desc(weapon_component)` + +- **Parameters:** + - `weapon_component` (String): The weapon component. + +- **Returns:** + - `component_display_desc`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + +- **Example Usage:** +```lua +log.info(weapons.get_weapon_component_display_desc('COMPONENT_PISTOL_CLIP_01')) +``` \ No newline at end of file diff --git a/src/lua/bindings/globals.cpp b/src/lua/bindings/globals.cpp index a730ea77..6a2fbdd9 100644 --- a/src/lua/bindings/globals.cpp +++ b/src/lua/bindings/globals.cpp @@ -2,6 +2,7 @@ #include "globals.hpp" #include "memory.hpp" #include "script_global.hpp" +#include "vector.hpp" namespace lua::globals { @@ -26,9 +27,9 @@ namespace lua::globals // Param: global: integer: index of the global // Returns: integer: value of the global // Retrieves an uint global value. - static int get_uint(int global) + static std::uint32_t get_uint(int global) { - return *big::script_global(global).as(); + return *big::script_global(global).as(); } // Lua API: Function @@ -37,7 +38,7 @@ namespace lua::globals // Param: global: integer: index of the global // Returns: float: value of the global // Retrieves a float global value. - static int get_float(int global) + static float get_float(int global) { return *big::script_global(global).as(); } @@ -53,6 +54,17 @@ namespace lua::globals return std::string(big::script_global(global).as()); } + // Lua API: Function + // Table: globals + // Name: get_vec3 + // Param: global: integer: index of the global + // Returns: Vector3: value of the global + // Retrieves a Vector3 global value. + static Vector3 get_vec3(int global) + { + return *big::script_global(global).as(); + } + // Lua API: Function // Table: globals // Name: set_int @@ -70,9 +82,9 @@ namespace lua::globals // Param: global: integer: index of the global // Param: val: integer: new value for the global // Sets an uint global value. - static void set_uint(int global, unsigned int val) + static void set_uint(int global, std::uint32_t val) { - *big::script_global(global).as() = val; + *big::script_global(global).as() = val; } // Lua API: Function @@ -97,6 +109,17 @@ namespace lua::globals strncpy(big::script_global(global).as(), str.data(), max_length); } + // Lua API: Function + // Table: globals + // Name: set_vec3 + // Param: global: integer: index of the global + // Param: param: Vector3: new value for the global + // Sets a Vector3 global value. + static void set_vec3(int global, Vector3 param) + { + *big::script_global(global).as() = param; + } + // Lua API: Function // Table: globals // Name: get_pointer @@ -115,10 +138,12 @@ namespace lua::globals ns["get_uint"] = get_uint; ns["get_float"] = get_float; ns["get_string"] = get_string; + ns["get_vec3"] = get_vec3; ns["set_int"] = set_int; ns["set_uint"] = set_uint; ns["set_float"] = set_float; ns["set_string"] = set_string; + ns["set_vec3"] = set_vec3; ns["get_pointer"] = get_pointer; } } \ No newline at end of file diff --git a/src/lua/bindings/locals.cpp b/src/lua/bindings/locals.cpp index 84d803e1..849d428c 100644 --- a/src/lua/bindings/locals.cpp +++ b/src/lua/bindings/locals.cpp @@ -1,6 +1,7 @@ #pragma once #include "locals.hpp" #include "memory.hpp" +#include "vector.hpp" namespace lua::locals { @@ -18,6 +19,16 @@ namespace lua::locals { return *get(script, index); } + // Lua API: Function + // Table: locals + // Name: get_uint + // Param: script: string: The name of the script + // Param: index: index: Index of the script local. + // Returns: unsigned integer: The value of the given local. + static std::uint32_t get_uint(const std::string& script, int index) + { + return *get(script, index); + } // Lua API: Function // Table: locals @@ -25,10 +36,21 @@ namespace lua::locals // Param: script: string: The name of the script // Param: index: index: Index of the script local. // Returns: float: The value of the given local. - static int get_float(const std::string& script, int index) + static float get_float(const std::string& script, int index) { return *get(script, index); } + + // Lua API: Function + // Table: locals + // Name: get_vec3 + // Param: script: string: The name of the script + // Param: index: index: Index of the script local. + // Returns: Vector3: The value of the given local. + static Vector3 get_vec3(const std::string& script, int index) + { + return *get(script, index); + } // Lua API: Function // Table: locals @@ -41,6 +63,17 @@ namespace lua::locals *get(script, index) = val; } + // Lua API: Function + // Table: locals + // Name: set_int + // Param: script: string: The name of the script + // Param: index: index: Index of the script local. + // Param: val: unsigned integer: The new value of the given local. + static void set_uint(const std::string& script, int index, std::uint32_t val) + { + *get(script, index) = val; + } + // Lua API: Function // Table: locals // Name: set_float @@ -52,6 +85,17 @@ namespace lua::locals *get(script, index) = val; } + // Lua API: Function + // Table: locals + // Name: set_vec3 + // Param: script: string: The name of the script + // Param: index: index: Index of the script local. + // Param: val: Vector3: The new value of the given local. + static void set_vec3(const std::string& script, int index, Vector3 val) + { + *get(script, index) = val; + } + // Lua API: Function // Table: locals // Name: get_pointer @@ -67,9 +111,13 @@ namespace lua::locals { auto ns = state["locals"].get_or_create(); ns["get_int"] = get_int; + ns["get_uint"] = get_uint; ns["get_float"] = get_float; + ns["get_vec3"] = get_vec3; ns["set_int"] = set_int; + ns["set_uint"] = set_uint; ns["set_float"] = set_float; + ns["set_vec3"] = set_vec3; ns["get_pointer"] = get_pointer; } } \ No newline at end of file diff --git a/src/lua/bindings/vehicles.cpp b/src/lua/bindings/vehicles.cpp new file mode 100644 index 00000000..0b66ce2f --- /dev/null +++ b/src/lua/bindings/vehicles.cpp @@ -0,0 +1,97 @@ +#pragma once +#include "vehicles.hpp" +#include "services/gta_data/gta_data_service.hpp" + +namespace lua::vehicles +{ + // Lua API: Table + // Name: vehicles + // Table containing functions for getting information about vehicles in GTA V. + + // Lua API: Function + // Table: vehicles + // Name: get_vehicle_display_name + // Param: vehicle_hash: Hash: JOAAT hash of the vehicle. + // Returns: vehicle_display_string: String: the in-game display string. If the vehicle is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + //- **Example Usage:** + //```lua + //log.info(vehicles.get_vehicle_display_name('BTYPE2')) + //``` + static std::string get_vehicle_display_name(Hash vehicle_hash) + { + return big::g_gta_data_service->vehicle_by_hash(vehicle_hash).m_display_name; + } + + // Lua API: Function + // Table: vehicles + // Name: get_vehicle_display_name + // Param: vehicle_name: String: Name of the vehicle. + // Returns: vehicle_display_string: String: the in-game display string. If the vehicle is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + //- **Example Usage:** + //```lua + //log.info(vehicles.get_vehicle_display_name('BTYPE2')) + //``` + static std::string get_vehicle_display_name_string(std::string vehicle_name) + { + return big::g_gta_data_service->vehicle_by_hash(rage::joaat(vehicle_name)).m_display_name; + } + + // Lua API: Function + // Table: vehicles + // Name: get_all_vehicles_by_class + // Param: vehicle_class: String: The vehicle class. + // Returns: vehicles: table: a list of all vehicles that match the class passed in. The list can contain anything from 0 to n elements. + //- **Example Usage:** + //```lua + //local sports_classics = vehicles.get_all_vehicles_by_class('Sports Classics') + //for i = 1, #sports_classics do + // log.info(sports_classics[i]) + //end + //``` + static std::vector get_all_vehicles_by_class(std::string vehicle_class) + { + std::vector return_value; + for (auto& [name, vehicle] : big::g_gta_data_service->vehicles()) + { + if (vehicle.m_vehicle_class == vehicle_class) + { + return_value.push_back(vehicle.m_name); + } + } + return return_value; + } + + + // Lua API: Function + // Table: vehicles + // Name: get_all_vehicles_by_mfr + // Param: manufacturer: String: The vehicle manufacturer. + // Returns: vehicles: table: a list of all vehicles that match the manufacturer passed in. The list can contain anything from 0 to n elements. + //- **Example Usage:** + //```lua + //local albanies = vehicles.get_all_vehicles_by_mfr('Albany') + //for i = 1, #albanies do + // log.info(albanies[i]) + //end + //``` + static std::vector get_all_vehicles_by_mfr(std::string manufacturer) + { + std::vector return_value; + for (auto& [name, vehicle] : big::g_gta_data_service->vehicles()) + { + if (vehicle.m_display_manufacturer == manufacturer) + { + return_value.push_back(vehicle.m_name); + } + } + return return_value; + } + + void bind(sol::state& state) + { + auto ns = state["vehicles"].get_or_create(); + ns["get_vehicle_display_name"] = sol::overload(get_vehicle_display_name, get_vehicle_display_name_string); + ns["get_all_vehicles_by_class"] = get_all_vehicles_by_class; + ns["get_all_vehicles_by_mfr"] = get_all_vehicles_by_mfr; + } +} \ No newline at end of file diff --git a/src/lua/bindings/vehicles.hpp b/src/lua/bindings/vehicles.hpp new file mode 100644 index 00000000..7e579de3 --- /dev/null +++ b/src/lua/bindings/vehicles.hpp @@ -0,0 +1,7 @@ +#pragma once +#include "lua/sol.hpp" + +namespace lua::vehicles +{ + void bind(sol::state& state); +} \ No newline at end of file diff --git a/src/lua/bindings/weapons.cpp b/src/lua/bindings/weapons.cpp new file mode 100644 index 00000000..7e8071c8 --- /dev/null +++ b/src/lua/bindings/weapons.cpp @@ -0,0 +1,198 @@ +#pragma once +#include "weapons.hpp" +#include "services/gta_data/gta_data_service.hpp" + +namespace lua::weapons +{ + // Lua API: Table + // Name: weapons + // Table containing functions for getting information about weapons in GTA V. + + // Lua API: Function + // Table: weapons + // Name: get_weapon_display_name + // Param: weapon_hash: Hash: JOAAT hash of the weapon. + // Returns: weapon_display_name: String: the in-game display string. If the weapon is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + //- **Example Usage:** + //```lua + //log.info(weapons.get_weapon_display_name(joaat('WEAPON_REVOLVER'))) + //``` + static std::string get_weapon_display_name(Hash weapon_hash) + { + return big::g_gta_data_service->weapon_by_hash(weapon_hash).m_display_name; + } + + // Lua API: Function + // Table: weapons + // Name: get_weapon_display_name + // Param: weapon_name: String: Name of the weapon. + // Returns: weapon_display_name: String: the in-game display string. If the weapon is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + //- **Example Usage:** + //```lua + //log.info(weapons.get_weapon_display_name('WEAPON_REVOLVER')) + //``` + static std::string get_weapon_display_name_string(std::string weapon_name) + { + return big::g_gta_data_service->weapon_by_hash(rage::joaat(weapon_name)).m_display_name; + } + + // Lua API: Function + // Table: weapons + // Name: get_all_weapons_of_group_type + // Param: group_hash: Hash: The JOAAT hash of the group the weapon(s) belong to. + // Returns: weapons_of_group_type: table: a list of all weapons that match the group hash passed in. The list can contain anything from 0 to n elements. + //- **Example Usage:** + //```lua + //local pistols = weapons.get_all_weapons_of_group_type(joaat('GROUP_PISTOL')) + //for i = 1, #pistols do + // log.info(pistols[i]) + //end + //``` + static std::vector get_all_weapons_of_group_type(Hash group_hash) + { + std::vector return_value; + for (auto& [name, weapon] : big::g_gta_data_service->weapons()) + { + if (rage::joaat("GROUP_" + weapon.m_weapon_type) == group_hash) + { + return_value.push_back(weapon.m_name); + } + } + return return_value; + } + + // Lua API: Function + // Table: weapons + // Name: get_all_weapons_of_group_type + // Param: group_name: String: The group the weapon(s) belong to. Can be in either GROUP_ format or not. Parameter is case-insensitive. + // Returns: weapons_of_group_type: table: a list of all weapons that match the group hash passed in. The list can contain anything from 0 to n elements. + //- **Example Usage:** + //```lua + //local pistols = weapons.get_all_weapons_of_group_type('GROUP_PISTOL') + //for i = 1, #pistols do + // log.info(pistols[i]) + //end + // + //local pistols = weapons.get_all_weapons_of_group_type('PISTOL') + //for i = 1, #pistols do + // log.info(pistols[i]) + //end + //``` + static std::vector get_all_weapons_of_group_type_string(std::string group_name) + { + std::transform(group_name.begin(), group_name.end(), group_name.begin(), ::toupper); + if (group_name.find("GROUP_") == 0) + { + group_name.erase(0, 6); + } + std::vector return_value; + for (auto& [name, weapon] : big::g_gta_data_service->weapons()) + { + if (weapon.m_weapon_type == group_name) + { + return_value.push_back(weapon.m_name); + } + } + return return_value; + } + + // Lua API: Function + // Table: weapons + // Name: get_all_weapon_components + // Param: weapon_hash: Hash: The JOAAT hash of the weapon the component(s) belong to. + // Returns: weapon_components: table: a list of all components that match the weapon passed in. The list can contain anything from 0 to n elements. + //- **Example Usage:** + //```lua + //local pistol_attachments = weapons.get_all_weapon_components(joaat('WEAPON_PISTOL')) + //for i = 1, #pistol_attachments do + // log.info(pistol_attachments[i]) + //end + //``` + static std::vector get_all_weapon_components(Hash weapon_hash) + { + return big::g_gta_data_service->weapon_by_hash(weapon_hash).m_attachments; + } + + // Lua API: Function + // Table: weapons + // Name: get_all_weapon_components + // Param: weapon_name: String: The weapon the component(s) belong to. + // Returns: weapon_components: table: a list of all components that match the weapon passed in. The list can contain anything from 0 to n elements. + //- **Example Usage:** + //```lua + //local pistol_attachments = weapons.get_all_weapon_components('WEAPON_PISTOL') + //for i = 1, #pistol_attachments do + // log.info(pistol_attachments[i]) + //end + //``` + static std::vector get_all_weapon_components_string(std::string weapon_name) + { + return big::g_gta_data_service->weapon_by_hash(rage::joaat(weapon_name)).m_attachments; + } + + // Lua API: Function + // Table: weapons + // Name: get_weapon_component_display_name + // Param: weapon_component_hash: Hash: JOAAT hash of the weapon component. + // Returns: component_display_name: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + //- **Example Usage:** + //```lua + //log.info(weapons.get_weapon_component_display_name(joaat('COMPONENT_PISTOL_CLIP_01'))) + //``` + static std::string get_weapon_component_display_name(Hash weapon_component_hash) + { + return big::g_gta_data_service->weapon_component_by_hash(weapon_component_hash).m_display_name; + } + + // Lua API: Function + // Table: weapons + // Name: get_weapon_component_display_name + // Param: weapon_component: String: The weapon component. + // Returns: component_display_name: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + //- **Example Usage:** + //```lua + //log.info(weapons.get_weapon_component_display_name('COMPONENT_PISTOL_CLIP_01')) + //``` + static std::string get_weapon_component_display_name_string(std::string weapon_component) + { + return big::g_gta_data_service->weapon_component_by_hash(rage::joaat(weapon_component)).m_display_name; + } + + // Lua API: Function + // Table: weapons + // Name: get_weapon_component_display_desc + // Param: weapon_component_hash: Hash: JOAAT hash of the weapon component. + // Returns: component_display_desc: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + //- **Example Usage:** + //```lua + //log.info(weapons.get_weapon_component_display_desc(joaat('COMPONENT_PISTOL_CLIP_01'))) + //``` + static std::string get_weapon_component_display_desc(Hash weapon_component_hash) + { + return big::g_gta_data_service->weapon_component_by_hash(weapon_component_hash).m_display_desc; + } + + // Lua API: Function + // Table: weapons + // Name: get_weapon_component_display_desc + // Param: weapon_component: String: The weapon component. + // Returns: component_display_desc: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value. + //- **Example Usage:** + //```lua + //log.info(weapons.get_weapon_component_display_desc('COMPONENT_PISTOL_CLIP_01')) + //``` + static std::string get_weapon_component_display_desc_string(std::string weapon_component) + { + return big::g_gta_data_service->weapon_component_by_hash(rage::joaat(weapon_component)).m_display_desc; + } + + void bind(sol::state& state) + { + auto ns = state["weapons"].get_or_create(); + ns["get_weapon_display_name"] = sol::overload(get_weapon_display_name, get_weapon_display_name_string); + ns["get_all_weapons_of_group_type"] = sol::overload(get_all_weapons_of_group_type, get_all_weapons_of_group_type_string); + ns["get_all_weapon_components"] = sol::overload(get_all_weapon_components, get_all_weapon_components_string); + ns["get_weapon_component_display_name"] = sol::overload(get_weapon_component_display_name, get_weapon_component_display_name_string); + ns["get_weapon_component_display_desc"] = sol::overload(get_weapon_component_display_desc, get_weapon_component_display_desc_string); + } +} \ No newline at end of file diff --git a/src/lua/bindings/weapons.hpp b/src/lua/bindings/weapons.hpp new file mode 100644 index 00000000..3db5a6db --- /dev/null +++ b/src/lua/bindings/weapons.hpp @@ -0,0 +1,7 @@ +#pragma once +#include "lua/sol.hpp" + +namespace lua::weapons +{ + void bind(sol::state& state); +} \ No newline at end of file diff --git a/src/lua/lua_module.cpp b/src/lua/lua_module.cpp index d48844b7..97a62824 100644 --- a/src/lua/lua_module.cpp +++ b/src/lua/lua_module.cpp @@ -16,6 +16,8 @@ #include "bindings/stats.hpp" #include "bindings/tunables.hpp" #include "bindings/vector.hpp" +#include "bindings/weapons.hpp" +#include "bindings/vehicles.hpp" #include "file_manager.hpp" #include "script_mgr.hpp" @@ -210,6 +212,8 @@ namespace big lua::imgui::bind(m_state, m_state.globals()); lua::entities::bind(m_state); lua::stats::bind(m_state); + lua::weapons::bind(m_state); + lua::vehicles::bind(m_state); } void lua_module::load_and_call_script() diff --git a/src/services/gta_data/gta_data_service.cpp b/src/services/gta_data/gta_data_service.cpp index 3c3e856c..387702d7 100644 --- a/src/services/gta_data/gta_data_service.cpp +++ b/src/services/gta_data/gta_data_service.cpp @@ -73,7 +73,7 @@ namespace big const ped_item& gta_data_service::ped_by_hash(uint32_t hash) { for (const auto& [name, ped] : m_peds) - if (rage::joaat(name) == hash) + if (ped.m_hash == hash) return ped; return gta_data_service::empty_ped; } @@ -81,7 +81,7 @@ namespace big const vehicle_item& gta_data_service::vehicle_by_hash(uint32_t hash) { for (const auto& [name, veh] : m_vehicles) - if (rage::joaat(name) == hash) + if (veh.m_hash == hash) return veh; return gta_data_service::empty_vehicle; } @@ -89,7 +89,7 @@ namespace big const weapon_item& gta_data_service::weapon_by_hash(uint32_t hash) { for (const auto& [name, weapon] : m_weapons_cache.weapon_map) - if (rage::joaat(name) == hash) + if (weapon.m_hash == hash) return weapon; return gta_data_service::empty_weapon; }