feat: add core WoW Lua API functions for addon development

Add 13 WoW-compatible Lua API functions that addons can call:

Unit API: UnitName, UnitHealth, UnitHealthMax, UnitPower, UnitPowerMax,
UnitLevel, UnitExists, UnitIsDead, UnitClass (supports "player",
"target", "focus", "pet" unit IDs)

Game API: GetMoney, IsInGroup, IsInRaid, GetPlayerMapPosition

Updated HelloWorld addon to demonstrate querying player state.
This commit is contained in:
Kelsi 2026-03-20 11:17:15 -07:00
parent 290e9bfbd8
commit 7da1f6f5ca
2 changed files with 185 additions and 0 deletions

View file

@ -1,3 +1,18 @@
-- HelloWorld addon — test the WoWee addon system
print("|cff00ff00[HelloWorld]|r Addon loaded! Lua 5.1 is working.")
print("|cff00ff00[HelloWorld]|r GetTime() = " .. string.format("%.2f", GetTime()) .. " seconds")
-- Query player info (will show real data when called after world entry)
local name = UnitName("player")
local level = UnitLevel("player")
local health = UnitHealth("player")
local maxHealth = UnitHealthMax("player")
local gold = math.floor(GetMoney() / 10000)
print("|cff00ff00[HelloWorld]|r Player: " .. name .. " (Level " .. level .. ")")
if maxHealth > 0 then
print("|cff00ff00[HelloWorld]|r Health: " .. health .. "/" .. maxHealth)
end
if gold > 0 then
print("|cff00ff00[HelloWorld]|r Gold: " .. gold .. "g")
end

View file

@ -1,5 +1,6 @@
#include "addons/lua_engine.hpp"
#include "game/game_handler.hpp"
#include "game/entity.hpp"
#include "core/logger.hpp"
extern "C" {
@ -54,6 +55,154 @@ static int lua_wow_message(lua_State* L) {
return lua_wow_print(L);
}
// Helper: get player Unit from game handler
static game::Unit* getPlayerUnit(lua_State* L) {
auto* gh = getGameHandler(L);
if (!gh) return nullptr;
auto entity = gh->getEntityManager().getEntity(gh->getPlayerGuid());
if (!entity) return nullptr;
return dynamic_cast<game::Unit*>(entity.get());
}
// Helper: resolve "player", "target", "focus", "pet" unit IDs to entity
static game::Unit* resolveUnit(lua_State* L, const char* unitId) {
auto* gh = getGameHandler(L);
if (!gh || !unitId) return nullptr;
std::string uid(unitId);
for (char& c : uid) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
uint64_t guid = 0;
if (uid == "player") guid = gh->getPlayerGuid();
else if (uid == "target") guid = gh->getTargetGuid();
else if (uid == "focus") guid = gh->getFocusGuid();
else if (uid == "pet") guid = gh->getPetGuid();
else return nullptr;
if (guid == 0) return nullptr;
auto entity = gh->getEntityManager().getEntity(guid);
if (!entity) return nullptr;
return dynamic_cast<game::Unit*>(entity.get());
}
// --- WoW Unit API ---
static int lua_UnitName(lua_State* L) {
const char* uid = luaL_optstring(L, 1, "player");
auto* unit = resolveUnit(L, uid);
if (unit && !unit->getName().empty()) {
lua_pushstring(L, unit->getName().c_str());
} else {
lua_pushstring(L, "Unknown");
}
return 1;
}
static int lua_UnitHealth(lua_State* L) {
const char* uid = luaL_optstring(L, 1, "player");
auto* unit = resolveUnit(L, uid);
lua_pushnumber(L, unit ? unit->getHealth() : 0);
return 1;
}
static int lua_UnitHealthMax(lua_State* L) {
const char* uid = luaL_optstring(L, 1, "player");
auto* unit = resolveUnit(L, uid);
lua_pushnumber(L, unit ? unit->getMaxHealth() : 0);
return 1;
}
static int lua_UnitPower(lua_State* L) {
const char* uid = luaL_optstring(L, 1, "player");
auto* unit = resolveUnit(L, uid);
lua_pushnumber(L, unit ? unit->getPower() : 0);
return 1;
}
static int lua_UnitPowerMax(lua_State* L) {
const char* uid = luaL_optstring(L, 1, "player");
auto* unit = resolveUnit(L, uid);
lua_pushnumber(L, unit ? unit->getMaxPower() : 0);
return 1;
}
static int lua_UnitLevel(lua_State* L) {
const char* uid = luaL_optstring(L, 1, "player");
auto* unit = resolveUnit(L, uid);
lua_pushnumber(L, unit ? unit->getLevel() : 0);
return 1;
}
static int lua_UnitExists(lua_State* L) {
const char* uid = luaL_optstring(L, 1, "player");
auto* unit = resolveUnit(L, uid);
lua_pushboolean(L, unit != nullptr);
return 1;
}
static int lua_UnitIsDead(lua_State* L) {
const char* uid = luaL_optstring(L, 1, "player");
auto* unit = resolveUnit(L, uid);
lua_pushboolean(L, unit && unit->getHealth() == 0);
return 1;
}
static int lua_UnitClass(lua_State* L) {
const char* uid = luaL_optstring(L, 1, "player");
auto* gh = getGameHandler(L);
auto* unit = resolveUnit(L, uid);
if (unit && gh) {
static const char* kClasses[] = {"", "Warrior","Paladin","Hunter","Rogue","Priest",
"Death Knight","Shaman","Mage","Warlock","","Druid"};
uint8_t classId = 0;
// For player, use character data; for others, use UNIT_FIELD_BYTES_0
std::string uidStr(uid);
for (char& c : uidStr) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
if (uidStr == "player") classId = gh->getPlayerClass();
const char* name = (classId < 12) ? kClasses[classId] : "Unknown";
lua_pushstring(L, name);
lua_pushstring(L, name); // WoW returns localized + English
lua_pushnumber(L, classId);
return 3;
}
lua_pushstring(L, "Unknown");
lua_pushstring(L, "Unknown");
lua_pushnumber(L, 0);
return 3;
}
// --- Player/Game API ---
static int lua_GetMoney(lua_State* L) {
auto* gh = getGameHandler(L);
lua_pushnumber(L, gh ? static_cast<double>(gh->getMoneyCopper()) : 0.0);
return 1;
}
static int lua_IsInGroup(lua_State* L) {
auto* gh = getGameHandler(L);
lua_pushboolean(L, gh && gh->isInGroup());
return 1;
}
static int lua_IsInRaid(lua_State* L) {
auto* gh = getGameHandler(L);
lua_pushboolean(L, gh && gh->isInGroup() && gh->getPartyData().groupType == 1);
return 1;
}
static int lua_GetPlayerMapPosition(lua_State* L) {
auto* gh = getGameHandler(L);
if (gh) {
const auto& mi = gh->getMovementInfo();
lua_pushnumber(L, mi.x);
lua_pushnumber(L, mi.y);
return 2;
}
lua_pushnumber(L, 0);
lua_pushnumber(L, 0);
return 2;
}
// Stub for GetTime() — returns elapsed seconds
static int lua_wow_gettime(lua_State* L) {
static auto start = std::chrono::steady_clock::now();
@ -126,6 +275,27 @@ void LuaEngine::registerCoreAPI() {
lua_pushcfunction(L_, lua_wow_gettime);
lua_setglobal(L_, "GetTime");
// Unit API
static const struct { const char* name; lua_CFunction func; } unitAPI[] = {
{"UnitName", lua_UnitName},
{"UnitHealth", lua_UnitHealth},
{"UnitHealthMax", lua_UnitHealthMax},
{"UnitPower", lua_UnitPower},
{"UnitPowerMax", lua_UnitPowerMax},
{"UnitLevel", lua_UnitLevel},
{"UnitExists", lua_UnitExists},
{"UnitIsDead", lua_UnitIsDead},
{"UnitClass", lua_UnitClass},
{"GetMoney", lua_GetMoney},
{"IsInGroup", lua_IsInGroup},
{"IsInRaid", lua_IsInRaid},
{"GetPlayerMapPosition", lua_GetPlayerMapPosition},
};
for (const auto& [name, func] : unitAPI) {
lua_pushcfunction(L_, func);
lua_setglobal(L_, name);
}
}
bool LuaEngine::executeFile(const std::string& path) {