Example #1
0
/**
 * @luafunc table Team::getPlayers()
 *
 * @brief Get a table containing all players on a team.
 *
 * @code
 *   local players = team:getPlayers()
 *   for i, v in ipairs(players) do
 *     print(v:getName())
 *   end
 * @endcode
 *
 * @return A table of \link LuaPlayerInfo LuaPlayerInfos \endlink currently on this
 * team. 
 */
S32 Team::lua_getPlayers(lua_State *L)
{
   ServerGame *game = GameManager::getServerGame();

   TNLAssert(game->getPlayerCount() == game->getClientCount(), "Mismatched player counts!");

   S32 pushed = 0;

   lua_newtable(L);    // Create a table, with no slots pre-allocated for our data

   for(S32 i = 0; i < game->getClientCount(); i++)
   {
      ClientInfo *clientInfo = game->getClientInfo(i);

      if(clientInfo->getTeamIndex() == mTeamIndex)
      {
         clientInfo->getPlayerInfo()->push(L);
         pushed++;      // Increment pushed before using it because Lua uses 1-based arrays
         lua_rawseti(L, 1, pushed);
      }
   }

   for(S32 i = 0; i < game->getRobotCount(); i ++)
   {
      if(game->getBot(i)->getTeam() == mTeamIndex)
      {
         game->getBot(i)->getPlayerInfo()->push(L);
         pushed++;      // Increment pushed before using it because Lua uses 1-based arrays
         lua_rawseti(L, 1, pushed);
      }
   }

   return 1;
}
Example #2
0
/**
 * @luafunc table LuaGameInfo::getPlayers()
 *
 * @brief Get a list of the players in the game.
 *
 * @return A table containing the LuaPlayerInfo for each player (and robot) in
 * the game
 */
S32 LuaGameInfo::lua_getPlayers(lua_State *L) 
{
   ServerGame *game = mServerGame;

   S32 pushed = 0;     // Count of pushed objects

   lua_newtable(L);    // Create a table, with no slots pre-allocated for our data

   for(S32 i = 0; i < game->getClientCount(); i++)
   {
      ClientInfo *clientInfo = game->getClientInfo(i);

      if(clientInfo->getPlayerInfo() == NULL || clientInfo->isRobot())     // Skip defunct players and bots
         continue;
      
      clientInfo->getPlayerInfo()->push(L);
      pushed++;      // Increment pushed before using it because Lua uses 1-based arrays
      lua_rawseti(L, 1, pushed);
   }

   for(S32 i = 0; i < game->getRobotCount(); i ++)
   {
      game->getBot(i)->getPlayerInfo()->push(L);
      pushed++;      // Increment pushed before using it because Lua uses 1-based arrays
      lua_rawseti(L, 1, pushed);
   }

   return 1;
}