#include "addons/lua_engine.hpp" #include "addons/toc_parser.hpp" #include "game/game_handler.hpp" #include "game/entity.hpp" #include "game/update_field_table.hpp" #include "core/logger.hpp" #include "core/application.hpp" #include #include #include #include extern "C" { #include #include #include } namespace wowee::addons { // Retrieve GameHandler pointer stored in Lua registry static game::GameHandler* getGameHandler(lua_State* L) { lua_getfield(L, LUA_REGISTRYINDEX, "wowee_game_handler"); auto* gh = static_cast(lua_touserdata(L, -1)); lua_pop(L, 1); return gh; } // WoW-compatible print() — outputs to chat window instead of stdout static int lua_wow_print(lua_State* L) { int nargs = lua_gettop(L); std::string result; for (int i = 1; i <= nargs; i++) { if (i > 1) result += '\t'; // Lua 5.1: use lua_tostring (luaL_tolstring is 5.3+) if (lua_isstring(L, i) || lua_isnumber(L, i)) { const char* s = lua_tostring(L, i); if (s) result += s; } else if (lua_isboolean(L, i)) { result += lua_toboolean(L, i) ? "true" : "false"; } else if (lua_isnil(L, i)) { result += "nil"; } else { result += lua_typename(L, lua_type(L, i)); } } auto* gh = getGameHandler(L); if (gh) { game::MessageChatData msg; msg.type = game::ChatType::SYSTEM; msg.language = game::ChatLanguage::UNIVERSAL; msg.message = result; gh->addLocalChatMessage(msg); } LOG_INFO("[Lua] ", result); return 0; } // WoW-compatible message() — same as print for now static int lua_wow_message(lua_State* L) { return lua_wow_print(L); } // Helper: resolve WoW unit IDs to GUID // Read UNIT_FIELD_TARGET_LO/HI from an entity's update fields to get what it's targeting static uint64_t getEntityTargetGuid(game::GameHandler* gh, uint64_t guid) { if (guid == 0) return 0; // If asking for the player's target, use direct accessor if (guid == gh->getPlayerGuid()) return gh->getTargetGuid(); auto entity = gh->getEntityManager().getEntity(guid); if (!entity) return 0; const auto& fields = entity->getFields(); auto loIt = fields.find(game::fieldIndex(game::UF::UNIT_FIELD_TARGET_LO)); if (loIt == fields.end()) return 0; uint64_t targetGuid = loIt->second; auto hiIt = fields.find(game::fieldIndex(game::UF::UNIT_FIELD_TARGET_HI)); if (hiIt != fields.end()) targetGuid |= (static_cast(hiIt->second) << 32); return targetGuid; } static uint64_t resolveUnitGuid(game::GameHandler* gh, const std::string& uid) { if (uid == "player") return gh->getPlayerGuid(); if (uid == "target") return gh->getTargetGuid(); if (uid == "focus") return gh->getFocusGuid(); if (uid == "mouseover") return gh->getMouseoverGuid(); if (uid == "pet") return gh->getPetGuid(); // Compound unit IDs: targettarget, focustarget, pettarget, mouseovertarget if (uid == "targettarget") return getEntityTargetGuid(gh, gh->getTargetGuid()); if (uid == "focustarget") return getEntityTargetGuid(gh, gh->getFocusGuid()); if (uid == "pettarget") return getEntityTargetGuid(gh, gh->getPetGuid()); if (uid == "mouseovertarget") return getEntityTargetGuid(gh, gh->getMouseoverGuid()); // party1-party4, raid1-raid40 if (uid.rfind("party", 0) == 0 && uid.size() > 5) { int idx = 0; try { idx = std::stoi(uid.substr(5)); } catch (...) { return 0; } if (idx < 1 || idx > 4) return 0; const auto& pd = gh->getPartyData(); // party members exclude self; index 1-based int found = 0; for (const auto& m : pd.members) { if (m.guid == gh->getPlayerGuid()) continue; if (++found == idx) return m.guid; } return 0; } if (uid.rfind("raid", 0) == 0 && uid.size() > 4 && uid[4] != 'p') { int idx = 0; try { idx = std::stoi(uid.substr(4)); } catch (...) { return 0; } if (idx < 1 || idx > 40) return 0; const auto& pd = gh->getPartyData(); if (idx <= static_cast(pd.members.size())) return pd.members[idx - 1].guid; return 0; } return 0; } // Helper: resolve unit IDs (player, target, focus, mouseover, pet, targettarget, focustarget, etc.) 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(std::tolower(static_cast(c))); uint64_t guid = resolveUnitGuid(gh, uid); if (guid == 0) return nullptr; auto entity = gh->getEntityManager().getEntity(guid); if (!entity) return nullptr; return dynamic_cast(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(std::tolower(static_cast(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(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; } static int lua_UnitRace(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushstring(L, "Unknown"); return 1; } std::string uid(luaL_optstring(L, 1, "player")); for (char& c : uid) c = static_cast(std::tolower(static_cast(c))); if (uid == "player") { uint8_t race = gh->getPlayerRace(); static const char* kRaces[] = {"","Human","Orc","Dwarf","Night Elf","Undead", "Tauren","Gnome","Troll","","Blood Elf","Draenei"}; lua_pushstring(L, (race < 12) ? kRaces[race] : "Unknown"); return 1; } lua_pushstring(L, "Unknown"); return 1; } static int lua_UnitPowerType(lua_State* L) { const char* uid = luaL_optstring(L, 1, "player"); auto* unit = resolveUnit(L, uid); if (unit) { lua_pushnumber(L, unit->getPowerType()); static const char* kPowerNames[] = {"MANA","RAGE","FOCUS","ENERGY","HAPPINESS","","RUNIC_POWER"}; uint8_t pt = unit->getPowerType(); lua_pushstring(L, (pt < 7) ? kPowerNames[pt] : "MANA"); return 2; } lua_pushnumber(L, 0); lua_pushstring(L, "MANA"); return 2; } static int lua_GetNumGroupMembers(lua_State* L) { auto* gh = getGameHandler(L); lua_pushnumber(L, gh ? gh->getPartyData().memberCount : 0); return 1; } static int lua_UnitGUID(lua_State* L) { const char* uid = luaL_optstring(L, 1, "player"); auto* gh = getGameHandler(L); if (!gh) { lua_pushnil(L); return 1; } std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); uint64_t guid = resolveUnitGuid(gh, uidStr); if (guid == 0) { lua_pushnil(L); return 1; } char buf[32]; snprintf(buf, sizeof(buf), "0x%016llX", (unsigned long long)guid); lua_pushstring(L, buf); return 1; } static int lua_UnitIsPlayer(lua_State* L) { const char* uid = luaL_optstring(L, 1, "player"); auto* gh = getGameHandler(L); if (!gh) { lua_pushboolean(L, 0); return 1; } std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); uint64_t guid = resolveUnitGuid(gh, uidStr); auto entity = guid ? gh->getEntityManager().getEntity(guid) : nullptr; lua_pushboolean(L, entity && entity->getType() == game::ObjectType::PLAYER); return 1; } static int lua_InCombatLockdown(lua_State* L) { auto* gh = getGameHandler(L); lua_pushboolean(L, gh && gh->isInCombat()); return 1; } // --- Addon Info API --- // These need the AddonManager pointer stored in registry static int lua_GetNumAddOns(lua_State* L) { lua_getfield(L, LUA_REGISTRYINDEX, "wowee_addon_count"); return 1; } static int lua_GetAddOnInfo(lua_State* L) { // Accept index (1-based) or addon name lua_getfield(L, LUA_REGISTRYINDEX, "wowee_addon_info"); if (!lua_istable(L, -1)) { lua_pop(L, 1); lua_pushnil(L); return 1; } int idx = 0; if (lua_isnumber(L, 1)) { idx = static_cast(lua_tonumber(L, 1)); } else if (lua_isstring(L, 1)) { // Search by name const char* name = lua_tostring(L, 1); int count = static_cast(lua_objlen(L, -1)); for (int i = 1; i <= count; i++) { lua_rawgeti(L, -1, i); lua_getfield(L, -1, "name"); const char* aName = lua_tostring(L, -1); lua_pop(L, 1); if (aName && strcmp(aName, name) == 0) { idx = i; lua_pop(L, 1); break; } lua_pop(L, 1); } } if (idx < 1) { lua_pop(L, 1); lua_pushnil(L); return 1; } lua_rawgeti(L, -1, idx); if (!lua_istable(L, -1)) { lua_pop(L, 2); lua_pushnil(L); return 1; } lua_getfield(L, -1, "name"); lua_getfield(L, -2, "title"); lua_getfield(L, -3, "notes"); lua_pushboolean(L, 1); // loadable (always true for now) lua_pushstring(L, "INSECURE"); // security lua_pop(L, 1); // pop addon info entry (keep others) // Return: name, title, notes, loadable, reason, security return 5; } // UnitBuff(unitId, index) / UnitDebuff(unitId, index) // Returns: name, rank, icon, count, debuffType, duration, expirationTime, caster, isStealable, shouldConsolidate, spellId static int lua_UnitAura(lua_State* L, bool wantBuff) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnil(L); return 1; } const char* uid = luaL_optstring(L, 1, "player"); int index = static_cast(luaL_optnumber(L, 2, 1)); if (index < 1) { lua_pushnil(L); return 1; } std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); const std::vector* auras = nullptr; if (uidStr == "player") auras = &gh->getPlayerAuras(); else if (uidStr == "target") auras = &gh->getTargetAuras(); else { // Try party/raid/focus via GUID lookup in unitAurasCache uint64_t guid = resolveUnitGuid(gh, uidStr); if (guid != 0) auras = gh->getUnitAuras(guid); } if (!auras) { lua_pushnil(L); return 1; } // Filter to buffs or debuffs and find the Nth one int found = 0; for (const auto& aura : *auras) { if (aura.isEmpty() || aura.spellId == 0) continue; bool isDebuff = (aura.flags & 0x80) != 0; if (wantBuff ? isDebuff : !isDebuff) continue; found++; if (found == index) { // Return: name, rank, icon, count, debuffType, duration, expirationTime, ...spellId std::string name = gh->getSpellName(aura.spellId); lua_pushstring(L, name.empty() ? "Unknown" : name.c_str()); // name lua_pushstring(L, ""); // rank std::string iconPath = gh->getSpellIconPath(aura.spellId); if (!iconPath.empty()) lua_pushstring(L, iconPath.c_str()); else lua_pushnil(L); // icon texture path lua_pushnumber(L, aura.charges); // count // debuffType: resolve from Spell.dbc dispel type { uint8_t dt = gh->getSpellDispelType(aura.spellId); switch (dt) { case 1: lua_pushstring(L, "Magic"); break; case 2: lua_pushstring(L, "Curse"); break; case 3: lua_pushstring(L, "Disease"); break; case 4: lua_pushstring(L, "Poison"); break; default: lua_pushnil(L); break; } } lua_pushnumber(L, aura.maxDurationMs > 0 ? aura.maxDurationMs / 1000.0 : 0); // duration // expirationTime: GetTime() + remaining seconds (so addons can compute countdown) if (aura.durationMs > 0) { uint64_t auraNowMs = static_cast( std::chrono::duration_cast( std::chrono::steady_clock::now().time_since_epoch()).count()); int32_t remMs = aura.getRemainingMs(auraNowMs); // GetTime epoch = steady_clock relative to engine start static auto sStart = std::chrono::steady_clock::now(); double nowSec = std::chrono::duration( std::chrono::steady_clock::now() - sStart).count(); lua_pushnumber(L, nowSec + remMs / 1000.0); } else { lua_pushnumber(L, 0); // permanent aura } // caster: return unit ID string if caster is known if (aura.casterGuid != 0) { if (aura.casterGuid == gh->getPlayerGuid()) lua_pushstring(L, "player"); else if (aura.casterGuid == gh->getTargetGuid()) lua_pushstring(L, "target"); else if (aura.casterGuid == gh->getFocusGuid()) lua_pushstring(L, "focus"); else if (aura.casterGuid == gh->getPetGuid()) lua_pushstring(L, "pet"); else { char cBuf[32]; snprintf(cBuf, sizeof(cBuf), "0x%016llX", (unsigned long long)aura.casterGuid); lua_pushstring(L, cBuf); } } else { lua_pushnil(L); } lua_pushboolean(L, 0); // isStealable lua_pushboolean(L, 0); // shouldConsolidate lua_pushnumber(L, aura.spellId); // spellId return 11; } } lua_pushnil(L); return 1; } static int lua_UnitBuff(lua_State* L) { return lua_UnitAura(L, true); } static int lua_UnitDebuff(lua_State* L) { return lua_UnitAura(L, false); } // UnitAura(unit, index, filter) — generic aura query with filter string // filter: "HELPFUL" = buffs, "HARMFUL" = debuffs, "PLAYER" = cast by player, // "HELPFUL|PLAYER" = buffs cast by player, etc. static int lua_UnitAuraGeneric(lua_State* L) { const char* filter = luaL_optstring(L, 3, "HELPFUL"); std::string f(filter ? filter : "HELPFUL"); for (char& c : f) c = static_cast(std::toupper(static_cast(c))); bool wantBuff = (f.find("HARMFUL") == std::string::npos); return lua_UnitAura(L, wantBuff); } // --- Action API --- static int lua_SendChatMessage(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) return 0; const char* msg = luaL_checkstring(L, 1); const char* chatType = luaL_optstring(L, 2, "SAY"); // language arg (3) ignored — server determines language const char* target = luaL_optstring(L, 4, ""); std::string typeStr(chatType); for (char& c : typeStr) c = static_cast(std::toupper(static_cast(c))); game::ChatType ct = game::ChatType::SAY; if (typeStr == "SAY") ct = game::ChatType::SAY; else if (typeStr == "YELL") ct = game::ChatType::YELL; else if (typeStr == "PARTY") ct = game::ChatType::PARTY; else if (typeStr == "GUILD") ct = game::ChatType::GUILD; else if (typeStr == "OFFICER") ct = game::ChatType::OFFICER; else if (typeStr == "RAID") ct = game::ChatType::RAID; else if (typeStr == "WHISPER") ct = game::ChatType::WHISPER; else if (typeStr == "BATTLEGROUND") ct = game::ChatType::BATTLEGROUND; std::string targetStr(target && *target ? target : ""); gh->sendChatMessage(ct, msg, targetStr); return 0; } static int lua_CastSpellByName(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) return 0; const char* name = luaL_checkstring(L, 1); if (!name || !*name) return 0; // Find highest rank of spell by name (same logic as /cast) std::string nameLow(name); for (char& c : nameLow) c = static_cast(std::tolower(static_cast(c))); uint32_t bestId = 0; int bestRank = -1; for (uint32_t sid : gh->getKnownSpells()) { std::string sn = gh->getSpellName(sid); for (char& c : sn) c = static_cast(std::tolower(static_cast(c))); if (sn != nameLow) continue; int rank = 0; const std::string& rk = gh->getSpellRank(sid); if (!rk.empty()) { std::string rkl = rk; for (char& c : rkl) c = static_cast(std::tolower(static_cast(c))); if (rkl.rfind("rank ", 0) == 0) { try { rank = std::stoi(rkl.substr(5)); } catch (...) {} } } if (rank > bestRank) { bestRank = rank; bestId = sid; } } if (bestId != 0) { uint64_t target = gh->hasTarget() ? gh->getTargetGuid() : 0; gh->castSpell(bestId, target); } return 0; } static int lua_IsSpellKnown(lua_State* L) { auto* gh = getGameHandler(L); uint32_t spellId = static_cast(luaL_checknumber(L, 1)); lua_pushboolean(L, gh && gh->getKnownSpells().count(spellId)); return 1; } static int lua_GetSpellCooldown(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnumber(L, 0); lua_pushnumber(L, 0); return 2; } // Accept spell name or ID uint32_t spellId = 0; if (lua_isnumber(L, 1)) { spellId = static_cast(lua_tonumber(L, 1)); } else { const char* name = luaL_checkstring(L, 1); std::string nameLow(name); for (char& c : nameLow) c = static_cast(std::tolower(static_cast(c))); for (uint32_t sid : gh->getKnownSpells()) { std::string sn = gh->getSpellName(sid); for (char& c : sn) c = static_cast(std::tolower(static_cast(c))); if (sn == nameLow) { spellId = sid; break; } } } float cd = gh->getSpellCooldown(spellId); // WoW returns (start, duration, enabled) where remaining = start + duration - GetTime() // Compute start = GetTime() - elapsed, duration = total cooldown static auto sStart = std::chrono::steady_clock::now(); double nowSec = std::chrono::duration( std::chrono::steady_clock::now() - sStart).count(); if (cd > 0.01f) { lua_pushnumber(L, nowSec); // start (approximate — we don't track exact start) lua_pushnumber(L, cd); // duration (remaining, used as total for simplicity) } else { lua_pushnumber(L, 0); // not on cooldown lua_pushnumber(L, 0); } lua_pushnumber(L, 1); // enabled (always 1 — spell is usable) return 3; } static int lua_HasTarget(lua_State* L) { auto* gh = getGameHandler(L); lua_pushboolean(L, gh && gh->hasTarget()); return 1; } // TargetUnit(unitId) — set current target static int lua_TargetUnit(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) return 0; const char* uid = luaL_checkstring(L, 1); std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); uint64_t guid = resolveUnitGuid(gh, uidStr); if (guid != 0) gh->setTarget(guid); return 0; } // ClearTarget() — clear current target static int lua_ClearTarget(lua_State* L) { auto* gh = getGameHandler(L); if (gh) gh->clearTarget(); return 0; } // FocusUnit(unitId) — set focus target static int lua_FocusUnit(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) return 0; const char* uid = luaL_optstring(L, 1, nullptr); if (!uid || !*uid) return 0; std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); uint64_t guid = resolveUnitGuid(gh, uidStr); if (guid != 0) gh->setFocus(guid); return 0; } // ClearFocus() — clear focus target static int lua_ClearFocus(lua_State* L) { auto* gh = getGameHandler(L); if (gh) gh->clearFocus(); return 0; } // AssistUnit(unitId) — target whatever the given unit is targeting static int lua_AssistUnit(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) return 0; const char* uid = luaL_optstring(L, 1, "target"); std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); uint64_t guid = resolveUnitGuid(gh, uidStr); if (guid == 0) return 0; uint64_t theirTarget = getEntityTargetGuid(gh, guid); if (theirTarget != 0) gh->setTarget(theirTarget); return 0; } // TargetLastTarget() — re-target previous target static int lua_TargetLastTarget(lua_State* L) { auto* gh = getGameHandler(L); if (gh) gh->targetLastTarget(); return 0; } // TargetNearestEnemy() — tab-target nearest enemy static int lua_TargetNearestEnemy(lua_State* L) { auto* gh = getGameHandler(L); if (gh) gh->targetEnemy(false); return 0; } // TargetNearestFriend() — target nearest friendly unit static int lua_TargetNearestFriend(lua_State* L) { auto* gh = getGameHandler(L); if (gh) gh->targetFriend(false); return 0; } // --- GetSpellInfo / GetSpellTexture --- // GetSpellInfo(spellIdOrName) -> name, rank, icon, castTime, minRange, maxRange, spellId static int lua_GetSpellInfo(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnil(L); return 1; } uint32_t spellId = 0; if (lua_isnumber(L, 1)) { spellId = static_cast(lua_tonumber(L, 1)); } else if (lua_isstring(L, 1)) { const char* name = lua_tostring(L, 1); if (!name || !*name) { lua_pushnil(L); return 1; } std::string nameLow(name); for (char& c : nameLow) c = static_cast(std::tolower(static_cast(c))); int bestRank = -1; for (uint32_t sid : gh->getKnownSpells()) { std::string sn = gh->getSpellName(sid); for (char& c : sn) c = static_cast(std::tolower(static_cast(c))); if (sn != nameLow) continue; int rank = 0; const std::string& rk = gh->getSpellRank(sid); if (!rk.empty()) { std::string rkl = rk; for (char& c : rkl) c = static_cast(std::tolower(static_cast(c))); if (rkl.rfind("rank ", 0) == 0) { try { rank = std::stoi(rkl.substr(5)); } catch (...) {} } } if (rank > bestRank) { bestRank = rank; spellId = sid; } } } if (spellId == 0) { lua_pushnil(L); return 1; } std::string name = gh->getSpellName(spellId); if (name.empty()) { lua_pushnil(L); return 1; } lua_pushstring(L, name.c_str()); // 1: name const std::string& rank = gh->getSpellRank(spellId); lua_pushstring(L, rank.c_str()); // 2: rank std::string iconPath = gh->getSpellIconPath(spellId); if (!iconPath.empty()) lua_pushstring(L, iconPath.c_str()); else lua_pushnil(L); // 3: icon texture path lua_pushnumber(L, 0); // 4: castTime (ms) — not tracked lua_pushnumber(L, 0); // 5: minRange lua_pushnumber(L, 0); // 6: maxRange lua_pushnumber(L, spellId); // 7: spellId return 7; } // GetSpellTexture(spellIdOrName) -> icon texture path string static int lua_GetSpellTexture(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnil(L); return 1; } uint32_t spellId = 0; if (lua_isnumber(L, 1)) { spellId = static_cast(lua_tonumber(L, 1)); } else if (lua_isstring(L, 1)) { const char* name = lua_tostring(L, 1); if (!name || !*name) { lua_pushnil(L); return 1; } std::string nameLow(name); for (char& c : nameLow) c = static_cast(std::tolower(static_cast(c))); for (uint32_t sid : gh->getKnownSpells()) { std::string sn = gh->getSpellName(sid); for (char& c : sn) c = static_cast(std::tolower(static_cast(c))); if (sn == nameLow) { spellId = sid; break; } } } if (spellId == 0) { lua_pushnil(L); return 1; } std::string iconPath = gh->getSpellIconPath(spellId); if (!iconPath.empty()) lua_pushstring(L, iconPath.c_str()); else lua_pushnil(L); return 1; } // GetItemInfo(itemId) -> name, link, quality, iLevel, reqLevel, class, subclass, maxStack, equipSlot, texture, vendorPrice static int lua_GetItemInfo(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnil(L); return 1; } uint32_t itemId = 0; if (lua_isnumber(L, 1)) { itemId = static_cast(lua_tonumber(L, 1)); } else if (lua_isstring(L, 1)) { // Try to parse "item:12345" link format const char* s = lua_tostring(L, 1); std::string str(s ? s : ""); auto pos = str.find("item:"); if (pos != std::string::npos) { try { itemId = static_cast(std::stoul(str.substr(pos + 5))); } catch (...) {} } } if (itemId == 0) { lua_pushnil(L); return 1; } const auto* info = gh->getItemInfo(itemId); if (!info) { lua_pushnil(L); return 1; } lua_pushstring(L, info->name.c_str()); // 1: name // Build item link string: |cFFFFFFFF|Hitem:ID:0:0:0:0:0:0:0|h[Name]|h|r char link[256]; snprintf(link, sizeof(link), "|cFFFFFFFF|Hitem:%u:0:0:0:0:0:0:0|h[%s]|h|r", itemId, info->name.c_str()); lua_pushstring(L, link); // 2: link lua_pushnumber(L, info->quality); // 3: quality lua_pushnumber(L, info->itemLevel); // 4: iLevel lua_pushnumber(L, info->requiredLevel); // 5: requiredLevel lua_pushstring(L, ""); // 6: class (type string) lua_pushstring(L, ""); // 7: subclass lua_pushnumber(L, info->maxStack > 0 ? info->maxStack : 1); // 8: maxStack lua_pushstring(L, ""); // 9: equipSlot lua_pushnil(L); // 10: texture (icon path — no ItemDisplayInfo icon resolver yet) lua_pushnumber(L, info->sellPrice); // 11: vendorPrice return 11; } // --- Locale/Build/Realm info --- static int lua_GetLocale(lua_State* L) { lua_pushstring(L, "enUS"); return 1; } static int lua_GetBuildInfo(lua_State* L) { // Return WotLK defaults; expansion-specific version detection would need // access to the expansion registry which isn't available here. lua_pushstring(L, "3.3.5a"); // 1: version lua_pushnumber(L, 12340); // 2: buildNumber lua_pushstring(L, "Jan 1 2025");// 3: date lua_pushnumber(L, 30300); // 4: tocVersion return 4; } static int lua_GetCurrentMapAreaID(lua_State* L) { auto* gh = getGameHandler(L); lua_pushnumber(L, gh ? gh->getCurrentMapId() : 0); return 1; } // GetZoneText() / GetRealZoneText() → current zone name static int lua_GetZoneText(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushstring(L, ""); return 1; } uint32_t zoneId = gh->getWorldStateZoneId(); if (zoneId != 0) { std::string name = gh->getWhoAreaName(zoneId); if (!name.empty()) { lua_pushstring(L, name.c_str()); return 1; } } lua_pushstring(L, ""); return 1; } // GetSubZoneText() → subzone name (same as zone for now — server doesn't always send subzone) static int lua_GetSubZoneText(lua_State* L) { return lua_GetZoneText(L); // Best-effort: zone and subzone often overlap } // GetMinimapZoneText() → zone name displayed near minimap static int lua_GetMinimapZoneText(lua_State* L) { return lua_GetZoneText(L); } // --- Player State API --- // These replace the hardcoded "return false" Lua stubs with real game state. static int lua_IsMounted(lua_State* L) { auto* gh = getGameHandler(L); lua_pushboolean(L, gh && gh->isMounted()); return 1; } static int lua_IsFlying(lua_State* L) { auto* gh = getGameHandler(L); lua_pushboolean(L, gh && gh->isPlayerFlying()); return 1; } static int lua_IsSwimming(lua_State* L) { auto* gh = getGameHandler(L); lua_pushboolean(L, gh && gh->isSwimming()); return 1; } static int lua_IsResting(lua_State* L) { auto* gh = getGameHandler(L); lua_pushboolean(L, gh && gh->isPlayerResting()); return 1; } static int lua_IsFalling(lua_State* L) { auto* gh = getGameHandler(L); // Check FALLING movement flag if (!gh) { lua_pushboolean(L, 0); return 1; } const auto& mi = gh->getMovementInfo(); lua_pushboolean(L, (mi.flags & 0x2000) != 0); // MOVEFLAG_FALLING = 0x2000 return 1; } static int lua_IsStealthed(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushboolean(L, 0); return 1; } // Check for stealth auras (aura flags bit 0x40 = is harmful, stealth is a buff) // WoW detects stealth via unit flags: UNIT_FLAG_IMMUNE (0x02) or specific aura IDs // Simplified: check player auras for known stealth spell IDs bool stealthed = false; for (const auto& a : gh->getPlayerAuras()) { if (a.isEmpty() || a.spellId == 0) continue; // Common stealth IDs: 1784 (Stealth), 5215 (Prowl), 66 (Invisibility) if (a.spellId == 1784 || a.spellId == 5215 || a.spellId == 66 || a.spellId == 1785 || a.spellId == 1786 || a.spellId == 1787 || a.spellId == 11305 || a.spellId == 11306) { stealthed = true; break; } } lua_pushboolean(L, stealthed); return 1; } static int lua_GetUnitSpeed(lua_State* L) { auto* gh = getGameHandler(L); const char* uid = luaL_optstring(L, 1, "player"); if (!gh || std::string(uid) != "player") { lua_pushnumber(L, 0); return 1; } lua_pushnumber(L, gh->getServerRunSpeed()); return 1; } // --- Container/Bag API --- // WoW bags: container 0 = backpack (16 slots), containers 1-4 = equipped bags static int lua_GetContainerNumSlots(lua_State* L) { auto* gh = getGameHandler(L); int container = static_cast(luaL_checknumber(L, 1)); if (!gh) { lua_pushnumber(L, 0); return 1; } const auto& inv = gh->getInventory(); if (container == 0) { lua_pushnumber(L, inv.getBackpackSize()); } else if (container >= 1 && container <= 4) { lua_pushnumber(L, inv.getBagSize(container - 1)); } else { lua_pushnumber(L, 0); } return 1; } // GetContainerItemInfo(container, slot) → texture, count, locked, quality, readable, lootable, link static int lua_GetContainerItemInfo(lua_State* L) { auto* gh = getGameHandler(L); int container = static_cast(luaL_checknumber(L, 1)); int slot = static_cast(luaL_checknumber(L, 2)); if (!gh) { lua_pushnil(L); return 1; } const auto& inv = gh->getInventory(); const game::ItemSlot* itemSlot = nullptr; if (container == 0 && slot >= 1 && slot <= inv.getBackpackSize()) { itemSlot = &inv.getBackpackSlot(slot - 1); // WoW uses 1-based } else if (container >= 1 && container <= 4) { int bagIdx = container - 1; int bagSize = inv.getBagSize(bagIdx); if (slot >= 1 && slot <= bagSize) itemSlot = &inv.getBagSlot(bagIdx, slot - 1); } if (!itemSlot || itemSlot->empty()) { lua_pushnil(L); return 1; } // Get item info for quality/icon const auto* info = gh->getItemInfo(itemSlot->item.itemId); lua_pushnil(L); // texture (icon path — would need ItemDisplayInfo icon resolver) lua_pushnumber(L, itemSlot->item.stackCount); // count lua_pushboolean(L, 0); // locked lua_pushnumber(L, info ? info->quality : 0); // quality lua_pushboolean(L, 0); // readable lua_pushboolean(L, 0); // lootable // Build item link with quality color std::string name = info ? info->name : ("Item #" + std::to_string(itemSlot->item.itemId)); uint32_t q = info ? info->quality : 0; static const char* kQH[] = {"9d9d9d","ffffff","1eff00","0070dd","a335ee","ff8000","e6cc80","e6cc80"}; uint32_t qi = q < 8 ? q : 1u; char link[256]; snprintf(link, sizeof(link), "|cff%s|Hitem:%u:0:0:0:0:0:0:0|h[%s]|h|r", kQH[qi], itemSlot->item.itemId, name.c_str()); lua_pushstring(L, link); // link return 7; } // GetContainerItemLink(container, slot) → item link string static int lua_GetContainerItemLink(lua_State* L) { auto* gh = getGameHandler(L); int container = static_cast(luaL_checknumber(L, 1)); int slot = static_cast(luaL_checknumber(L, 2)); if (!gh) { lua_pushnil(L); return 1; } const auto& inv = gh->getInventory(); const game::ItemSlot* itemSlot = nullptr; if (container == 0 && slot >= 1 && slot <= inv.getBackpackSize()) { itemSlot = &inv.getBackpackSlot(slot - 1); } else if (container >= 1 && container <= 4) { int bagIdx = container - 1; int bagSize = inv.getBagSize(bagIdx); if (slot >= 1 && slot <= bagSize) itemSlot = &inv.getBagSlot(bagIdx, slot - 1); } if (!itemSlot || itemSlot->empty()) { lua_pushnil(L); return 1; } const auto* info = gh->getItemInfo(itemSlot->item.itemId); std::string name = info ? info->name : ("Item #" + std::to_string(itemSlot->item.itemId)); uint32_t q = info ? info->quality : 0; char link[256]; static const char* kQH[] = {"9d9d9d","ffffff","1eff00","0070dd","a335ee","ff8000","e6cc80","e6cc80"}; uint32_t qi = q < 8 ? q : 1u; snprintf(link, sizeof(link), "|cff%s|Hitem:%u:0:0:0:0:0:0:0|h[%s]|h|r", kQH[qi], itemSlot->item.itemId, name.c_str()); lua_pushstring(L, link); return 1; } // GetContainerNumFreeSlots(container) → numFreeSlots, bagType static int lua_GetContainerNumFreeSlots(lua_State* L) { auto* gh = getGameHandler(L); int container = static_cast(luaL_checknumber(L, 1)); if (!gh) { lua_pushnumber(L, 0); lua_pushnumber(L, 0); return 2; } const auto& inv = gh->getInventory(); int freeSlots = 0; int totalSlots = 0; if (container == 0) { totalSlots = inv.getBackpackSize(); for (int i = 0; i < totalSlots; ++i) if (inv.getBackpackSlot(i).empty()) ++freeSlots; } else if (container >= 1 && container <= 4) { totalSlots = inv.getBagSize(container - 1); for (int i = 0; i < totalSlots; ++i) if (inv.getBagSlot(container - 1, i).empty()) ++freeSlots; } lua_pushnumber(L, freeSlots); lua_pushnumber(L, 0); // bagType (0 = normal) return 2; } // --- Equipment Slot API --- // WoW inventory slot IDs: 1=Head,2=Neck,3=Shoulders,4=Shirt,5=Chest, // 6=Waist,7=Legs,8=Feet,9=Wrists,10=Hands,11=Ring1,12=Ring2, // 13=Trinket1,14=Trinket2,15=Back,16=MainHand,17=OffHand,18=Ranged,19=Tabard static int lua_GetInventoryItemLink(lua_State* L) { auto* gh = getGameHandler(L); const char* uid = luaL_optstring(L, 1, "player"); int slotId = static_cast(luaL_checknumber(L, 2)); if (!gh || slotId < 1 || slotId > 19) { lua_pushnil(L); return 1; } std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); if (uidStr != "player") { lua_pushnil(L); return 1; } const auto& inv = gh->getInventory(); const auto& slot = inv.getEquipSlot(static_cast(slotId - 1)); if (slot.empty()) { lua_pushnil(L); return 1; } const auto* info = gh->getItemInfo(slot.item.itemId); std::string name = info ? info->name : slot.item.name; uint32_t q = info ? info->quality : static_cast(slot.item.quality); static const char* kQH[] = {"9d9d9d","ffffff","1eff00","0070dd","a335ee","ff8000","e6cc80","e6cc80"}; uint32_t qi = q < 8 ? q : 1u; char link[256]; snprintf(link, sizeof(link), "|cff%s|Hitem:%u:0:0:0:0:0:0:0|h[%s]|h|r", kQH[qi], slot.item.itemId, name.c_str()); lua_pushstring(L, link); return 1; } static int lua_GetInventoryItemID(lua_State* L) { auto* gh = getGameHandler(L); const char* uid = luaL_optstring(L, 1, "player"); int slotId = static_cast(luaL_checknumber(L, 2)); if (!gh || slotId < 1 || slotId > 19) { lua_pushnil(L); return 1; } std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); if (uidStr != "player") { lua_pushnil(L); return 1; } const auto& inv = gh->getInventory(); const auto& slot = inv.getEquipSlot(static_cast(slotId - 1)); if (slot.empty()) { lua_pushnil(L); return 1; } lua_pushnumber(L, slot.item.itemId); return 1; } static int lua_GetInventoryItemTexture(lua_State* L) { auto* gh = getGameHandler(L); const char* uid = luaL_optstring(L, 1, "player"); int slotId = static_cast(luaL_checknumber(L, 2)); if (!gh || slotId < 1 || slotId > 19) { lua_pushnil(L); return 1; } std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); if (uidStr != "player") { lua_pushnil(L); return 1; } const auto& inv = gh->getInventory(); const auto& slot = inv.getEquipSlot(static_cast(slotId - 1)); if (slot.empty()) { lua_pushnil(L); return 1; } // Return spell icon path for the item's on-use spell, or nil lua_pushnil(L); return 1; } // --- Time & XP API --- static int lua_GetGameTime(lua_State* L) { // Returns server game time as hours, minutes auto* gh = getGameHandler(L); if (gh) { float gt = gh->getGameTime(); int hours = static_cast(gt) % 24; int mins = static_cast((gt - static_cast(gt)) * 60.0f); lua_pushnumber(L, hours); lua_pushnumber(L, mins); } else { lua_pushnumber(L, 12); lua_pushnumber(L, 0); } return 2; } static int lua_GetServerTime(lua_State* L) { lua_pushnumber(L, static_cast(std::time(nullptr))); return 1; } static int lua_UnitXP(lua_State* L) { const char* uid = luaL_optstring(L, 1, "player"); auto* gh = getGameHandler(L); if (!gh) { lua_pushnumber(L, 0); return 1; } std::string u(uid); for (char& c : u) c = static_cast(std::tolower(static_cast(c))); if (u == "player") lua_pushnumber(L, gh->getPlayerXp()); else lua_pushnumber(L, 0); return 1; } static int lua_UnitXPMax(lua_State* L) { const char* uid = luaL_optstring(L, 1, "player"); auto* gh = getGameHandler(L); if (!gh) { lua_pushnumber(L, 1); return 1; } std::string u(uid); for (char& c : u) c = static_cast(std::tolower(static_cast(c))); if (u == "player") { uint32_t nlxp = gh->getPlayerNextLevelXp(); lua_pushnumber(L, nlxp > 0 ? nlxp : 1); } else { lua_pushnumber(L, 1); } return 1; } // GetXPExhaustion() → rested XP pool remaining (nil if none) static int lua_GetXPExhaustion(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnil(L); return 1; } uint32_t rested = gh->getPlayerRestedXp(); if (rested > 0) lua_pushnumber(L, rested); else lua_pushnil(L); return 1; } // GetRestState() → 1 = normal, 2 = rested static int lua_GetRestState(lua_State* L) { auto* gh = getGameHandler(L); lua_pushnumber(L, (gh && gh->isPlayerResting()) ? 2 : 1); return 1; } // --- Quest Log API --- static int lua_GetNumQuestLogEntries(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnumber(L, 0); lua_pushnumber(L, 0); return 2; } const auto& ql = gh->getQuestLog(); lua_pushnumber(L, ql.size()); // numEntries lua_pushnumber(L, 0); // numQuests (headers not tracked) return 2; } // GetQuestLogTitle(index) → title, level, suggestedGroup, isHeader, isCollapsed, isComplete, frequency, questID static int lua_GetQuestLogTitle(lua_State* L) { auto* gh = getGameHandler(L); int index = static_cast(luaL_checknumber(L, 1)); if (!gh || index < 1) { lua_pushnil(L); return 1; } const auto& ql = gh->getQuestLog(); if (index > static_cast(ql.size())) { lua_pushnil(L); return 1; } const auto& q = ql[index - 1]; // 1-based lua_pushstring(L, q.title.c_str()); // title lua_pushnumber(L, 0); // level (not tracked) lua_pushnumber(L, 0); // suggestedGroup lua_pushboolean(L, 0); // isHeader lua_pushboolean(L, 0); // isCollapsed lua_pushboolean(L, q.complete); // isComplete lua_pushnumber(L, 0); // frequency lua_pushnumber(L, q.questId); // questID return 8; } // GetQuestLogQuestText(index) → description, objectives static int lua_GetQuestLogQuestText(lua_State* L) { auto* gh = getGameHandler(L); int index = static_cast(luaL_checknumber(L, 1)); if (!gh || index < 1) { lua_pushnil(L); return 1; } const auto& ql = gh->getQuestLog(); if (index > static_cast(ql.size())) { lua_pushnil(L); return 1; } const auto& q = ql[index - 1]; lua_pushstring(L, ""); // description (not stored) lua_pushstring(L, q.objectives.c_str()); // objectives return 2; } // IsQuestComplete(questID) → boolean static int lua_IsQuestComplete(lua_State* L) { auto* gh = getGameHandler(L); uint32_t questId = static_cast(luaL_checknumber(L, 1)); if (!gh) { lua_pushboolean(L, 0); return 1; } for (const auto& q : gh->getQuestLog()) { if (q.questId == questId) { lua_pushboolean(L, q.complete); return 1; } } lua_pushboolean(L, 0); return 1; } // --- Skill Line API --- // GetNumSkillLines() → count static int lua_GetNumSkillLines(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnumber(L, 0); return 1; } lua_pushnumber(L, gh->getPlayerSkills().size()); return 1; } // GetSkillLineInfo(index) → skillName, isHeader, isExpanded, skillRank, numTempPoints, skillModifier, skillMaxRank, isAbandonable, stepCost, rankCost, minLevel, skillCostType static int lua_GetSkillLineInfo(lua_State* L) { auto* gh = getGameHandler(L); int index = static_cast(luaL_checknumber(L, 1)); if (!gh || index < 1) { lua_pushnil(L); return 1; } const auto& skills = gh->getPlayerSkills(); if (index > static_cast(skills.size())) { lua_pushnil(L); return 1; } // Skills are in a map — iterate to the Nth entry auto it = skills.begin(); std::advance(it, index - 1); const auto& skill = it->second; std::string name = gh->getSkillName(skill.skillId); if (name.empty()) name = "Skill " + std::to_string(skill.skillId); lua_pushstring(L, name.c_str()); // 1: skillName lua_pushboolean(L, 0); // 2: isHeader (false — flat list) lua_pushboolean(L, 1); // 3: isExpanded lua_pushnumber(L, skill.effectiveValue()); // 4: skillRank lua_pushnumber(L, skill.bonusTemp); // 5: numTempPoints lua_pushnumber(L, skill.bonusPerm); // 6: skillModifier lua_pushnumber(L, skill.maxValue); // 7: skillMaxRank lua_pushboolean(L, 0); // 8: isAbandonable lua_pushnumber(L, 0); // 9: stepCost lua_pushnumber(L, 0); // 10: rankCost lua_pushnumber(L, 0); // 11: minLevel lua_pushnumber(L, 0); // 12: skillCostType return 12; } // --- Talent API --- // GetNumTalentTabs() → count (usually 3) static int lua_GetNumTalentTabs(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnumber(L, 0); return 1; } // Count tabs matching the player's class uint8_t classId = gh->getPlayerClass(); uint32_t classMask = (classId > 0) ? (1u << (classId - 1)) : 0; int count = 0; for (const auto& [tabId, tab] : gh->getAllTalentTabs()) { if (tab.classMask & classMask) count++; } lua_pushnumber(L, count); return 1; } // GetTalentTabInfo(tabIndex) → name, iconTexture, pointsSpent, background static int lua_GetTalentTabInfo(lua_State* L) { auto* gh = getGameHandler(L); int tabIndex = static_cast(luaL_checknumber(L, 1)); // 1-indexed if (!gh || tabIndex < 1) { lua_pushnil(L); return 1; } uint8_t classId = gh->getPlayerClass(); uint32_t classMask = (classId > 0) ? (1u << (classId - 1)) : 0; // Find the Nth tab for this class (sorted by orderIndex) std::vector classTabs; for (const auto& [tabId, tab] : gh->getAllTalentTabs()) { if (tab.classMask & classMask) classTabs.push_back(&tab); } std::sort(classTabs.begin(), classTabs.end(), [](const auto* a, const auto* b) { return a->orderIndex < b->orderIndex; }); if (tabIndex > static_cast(classTabs.size())) { lua_pushnil(L); return 1; } const auto* tab = classTabs[tabIndex - 1]; // Count points spent in this tab int pointsSpent = 0; const auto& learned = gh->getLearnedTalents(); for (const auto& [talentId, rank] : learned) { const auto* entry = gh->getTalentEntry(talentId); if (entry && entry->tabId == tab->tabId) pointsSpent += rank; } lua_pushstring(L, tab->name.c_str()); // 1: name lua_pushnil(L); // 2: iconTexture (not resolved) lua_pushnumber(L, pointsSpent); // 3: pointsSpent lua_pushstring(L, tab->backgroundFile.c_str()); // 4: background return 4; } // GetNumTalents(tabIndex) → count static int lua_GetNumTalents(lua_State* L) { auto* gh = getGameHandler(L); int tabIndex = static_cast(luaL_checknumber(L, 1)); if (!gh || tabIndex < 1) { lua_pushnumber(L, 0); return 1; } uint8_t classId = gh->getPlayerClass(); uint32_t classMask = (classId > 0) ? (1u << (classId - 1)) : 0; std::vector classTabs; for (const auto& [tabId, tab] : gh->getAllTalentTabs()) { if (tab.classMask & classMask) classTabs.push_back(&tab); } std::sort(classTabs.begin(), classTabs.end(), [](const auto* a, const auto* b) { return a->orderIndex < b->orderIndex; }); if (tabIndex > static_cast(classTabs.size())) { lua_pushnumber(L, 0); return 1; } uint32_t targetTabId = classTabs[tabIndex - 1]->tabId; int count = 0; for (const auto& [talentId, entry] : gh->getAllTalents()) { if (entry.tabId == targetTabId) count++; } lua_pushnumber(L, count); return 1; } // GetTalentInfo(tabIndex, talentIndex) → name, iconTexture, tier, column, rank, maxRank, isExceptional, available static int lua_GetTalentInfo(lua_State* L) { auto* gh = getGameHandler(L); int tabIndex = static_cast(luaL_checknumber(L, 1)); int talentIndex = static_cast(luaL_checknumber(L, 2)); if (!gh || tabIndex < 1 || talentIndex < 1) { for (int i = 0; i < 8; i++) lua_pushnil(L); return 8; } uint8_t classId = gh->getPlayerClass(); uint32_t classMask = (classId > 0) ? (1u << (classId - 1)) : 0; std::vector classTabs; for (const auto& [tabId, tab] : gh->getAllTalentTabs()) { if (tab.classMask & classMask) classTabs.push_back(&tab); } std::sort(classTabs.begin(), classTabs.end(), [](const auto* a, const auto* b) { return a->orderIndex < b->orderIndex; }); if (tabIndex > static_cast(classTabs.size())) { for (int i = 0; i < 8; i++) lua_pushnil(L); return 8; } uint32_t targetTabId = classTabs[tabIndex - 1]->tabId; // Collect talents for this tab, sorted by row then column std::vector tabTalents; for (const auto& [talentId, entry] : gh->getAllTalents()) { if (entry.tabId == targetTabId) tabTalents.push_back(&entry); } std::sort(tabTalents.begin(), tabTalents.end(), [](const auto* a, const auto* b) { return (a->row != b->row) ? a->row < b->row : a->column < b->column; }); if (talentIndex > static_cast(tabTalents.size())) { for (int i = 0; i < 8; i++) lua_pushnil(L); return 8; } const auto* talent = tabTalents[talentIndex - 1]; uint8_t rank = gh->getTalentRank(talent->talentId); // Get spell name for rank 1 spell std::string name = gh->getSpellName(talent->rankSpells[0]); if (name.empty()) name = "Talent " + std::to_string(talent->talentId); lua_pushstring(L, name.c_str()); // 1: name lua_pushnil(L); // 2: iconTexture lua_pushnumber(L, talent->row + 1); // 3: tier (1-indexed) lua_pushnumber(L, talent->column + 1); // 4: column (1-indexed) lua_pushnumber(L, rank); // 5: rank lua_pushnumber(L, talent->maxRank); // 6: maxRank lua_pushboolean(L, 0); // 7: isExceptional lua_pushboolean(L, 1); // 8: available return 8; } // GetActiveTalentGroup() → 1 or 2 static int lua_GetActiveTalentGroup(lua_State* L) { auto* gh = getGameHandler(L); lua_pushnumber(L, gh ? (gh->getActiveTalentSpec() + 1) : 1); return 1; } // --- Loot API --- // GetNumLootItems() → count static int lua_GetNumLootItems(lua_State* L) { auto* gh = getGameHandler(L); if (!gh || !gh->isLootWindowOpen()) { lua_pushnumber(L, 0); return 1; } lua_pushnumber(L, gh->getCurrentLoot().items.size()); return 1; } // GetLootSlotInfo(slot) → texture, name, quantity, quality, locked static int lua_GetLootSlotInfo(lua_State* L) { auto* gh = getGameHandler(L); int slot = static_cast(luaL_checknumber(L, 1)); // 1-indexed if (!gh || !gh->isLootWindowOpen()) { lua_pushnil(L); return 1; } const auto& loot = gh->getCurrentLoot(); if (slot < 1 || slot > static_cast(loot.items.size())) { lua_pushnil(L); return 1; } const auto& item = loot.items[slot - 1]; const auto* info = gh->getItemInfo(item.itemId); // texture (icon path — nil if not available) std::string icon; if (info) { // Try spell icon resolver as fallback for item icon icon = gh->getSpellIconPath(item.itemId); } if (!icon.empty()) lua_pushstring(L, icon.c_str()); else lua_pushnil(L); // name if (info && !info->name.empty()) lua_pushstring(L, info->name.c_str()); else lua_pushstring(L, ("Item #" + std::to_string(item.itemId)).c_str()); lua_pushnumber(L, item.count); // quantity lua_pushnumber(L, info ? info->quality : 1); // quality lua_pushboolean(L, 0); // locked (not tracked) return 5; } // GetLootSlotLink(slot) → itemLink static int lua_GetLootSlotLink(lua_State* L) { auto* gh = getGameHandler(L); int slot = static_cast(luaL_checknumber(L, 1)); if (!gh || !gh->isLootWindowOpen()) { lua_pushnil(L); return 1; } const auto& loot = gh->getCurrentLoot(); if (slot < 1 || slot > static_cast(loot.items.size())) { lua_pushnil(L); return 1; } const auto& item = loot.items[slot - 1]; const auto* info = gh->getItemInfo(item.itemId); if (!info || info->name.empty()) { lua_pushnil(L); return 1; } static const char* kQH[] = {"9d9d9d","ffffff","1eff00","0070dd","a335ee","ff8000","e6cc80","e6cc80"}; uint32_t qi = info->quality < 8 ? info->quality : 1u; char link[256]; snprintf(link, sizeof(link), "|cff%s|Hitem:%u:0:0:0:0:0:0:0|h[%s]|h|r", kQH[qi], item.itemId, info->name.c_str()); lua_pushstring(L, link); return 1; } // LootSlot(slot) — take item from loot static int lua_LootSlot(lua_State* L) { auto* gh = getGameHandler(L); int slot = static_cast(luaL_checknumber(L, 1)); if (!gh || !gh->isLootWindowOpen()) return 0; const auto& loot = gh->getCurrentLoot(); if (slot < 1 || slot > static_cast(loot.items.size())) return 0; gh->lootItem(loot.items[slot - 1].slotIndex); return 0; } // CloseLoot() — close loot window static int lua_CloseLoot(lua_State* L) { auto* gh = getGameHandler(L); if (gh) gh->closeLoot(); return 0; } // GetLootMethod() → "freeforall"|"roundrobin"|"master"|"group"|"needbeforegreed", partyLoot, raidLoot static int lua_GetLootMethod(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushstring(L, "freeforall"); lua_pushnumber(L, 0); lua_pushnumber(L, 0); return 3; } const auto& pd = gh->getPartyData(); const char* method = "freeforall"; switch (pd.lootMethod) { case 0: method = "freeforall"; break; case 1: method = "roundrobin"; break; case 2: method = "master"; break; case 3: method = "group"; break; case 4: method = "needbeforegreed"; break; } lua_pushstring(L, method); lua_pushnumber(L, 0); // partyLootMaster (index) lua_pushnumber(L, 0); // raidLootMaster (index) return 3; } // --- Additional WoW API --- static int lua_UnitAffectingCombat(lua_State* L) { const char* uid = luaL_optstring(L, 1, "player"); auto* gh = getGameHandler(L); if (!gh) { lua_pushboolean(L, 0); return 1; } std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); if (uidStr == "player") { lua_pushboolean(L, gh->isInCombat()); } else { lua_pushboolean(L, 0); } return 1; } static int lua_GetNumRaidMembers(lua_State* L) { auto* gh = getGameHandler(L); if (!gh || !gh->isInGroup()) { lua_pushnumber(L, 0); return 1; } const auto& pd = gh->getPartyData(); lua_pushnumber(L, (pd.groupType == 1) ? pd.memberCount : 0); return 1; } static int lua_GetNumPartyMembers(lua_State* L) { auto* gh = getGameHandler(L); if (!gh || !gh->isInGroup()) { lua_pushnumber(L, 0); return 1; } const auto& pd = gh->getPartyData(); // In party (not raid), count excludes self int count = (pd.groupType == 0) ? static_cast(pd.memberCount) : 0; // memberCount includes self on some servers, subtract 1 if needed if (count > 0) count = std::max(0, count - 1); lua_pushnumber(L, count); return 1; } static int lua_UnitInParty(lua_State* L) { const char* uid = luaL_optstring(L, 1, "player"); auto* gh = getGameHandler(L); if (!gh) { lua_pushboolean(L, 0); return 1; } std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); if (uidStr == "player") { lua_pushboolean(L, gh->isInGroup()); } else { uint64_t guid = resolveUnitGuid(gh, uidStr); if (guid == 0) { lua_pushboolean(L, 0); return 1; } const auto& pd = gh->getPartyData(); bool found = false; for (const auto& m : pd.members) { if (m.guid == guid) { found = true; break; } } lua_pushboolean(L, found); } return 1; } static int lua_UnitInRaid(lua_State* L) { const char* uid = luaL_optstring(L, 1, "player"); auto* gh = getGameHandler(L); if (!gh) { lua_pushboolean(L, 0); return 1; } std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); const auto& pd = gh->getPartyData(); if (pd.groupType != 1) { lua_pushboolean(L, 0); return 1; } if (uidStr == "player") { lua_pushboolean(L, 1); return 1; } uint64_t guid = resolveUnitGuid(gh, uidStr); bool found = false; for (const auto& m : pd.members) { if (m.guid == guid) { found = true; break; } } lua_pushboolean(L, found); return 1; } static int lua_UnitIsUnit(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushboolean(L, 0); return 1; } const char* uid1 = luaL_checkstring(L, 1); const char* uid2 = luaL_checkstring(L, 2); std::string u1(uid1), u2(uid2); for (char& c : u1) c = static_cast(std::tolower(static_cast(c))); for (char& c : u2) c = static_cast(std::tolower(static_cast(c))); uint64_t g1 = resolveUnitGuid(gh, u1); uint64_t g2 = resolveUnitGuid(gh, u2); lua_pushboolean(L, g1 != 0 && g1 == g2); return 1; } static int lua_UnitIsFriend(lua_State* L) { const char* uid = luaL_optstring(L, 1, "player"); auto* unit = resolveUnit(L, uid); lua_pushboolean(L, unit && !unit->isHostile()); return 1; } static int lua_UnitIsEnemy(lua_State* L) { const char* uid = luaL_optstring(L, 1, "player"); auto* unit = resolveUnit(L, uid); lua_pushboolean(L, unit && unit->isHostile()); return 1; } static int lua_UnitCreatureType(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushstring(L, "Unknown"); return 1; } const char* uid = luaL_optstring(L, 1, "target"); std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); uint64_t guid = resolveUnitGuid(gh, uidStr); if (guid == 0) { lua_pushstring(L, "Unknown"); return 1; } auto entity = gh->getEntityManager().getEntity(guid); if (!entity) { lua_pushstring(L, "Unknown"); return 1; } // Player units are always "Humanoid" if (entity->getType() == game::ObjectType::PLAYER) { lua_pushstring(L, "Humanoid"); return 1; } auto unit = std::dynamic_pointer_cast(entity); if (!unit) { lua_pushstring(L, "Unknown"); return 1; } uint32_t ct = gh->getCreatureType(unit->getEntry()); static const char* kTypes[] = { "Unknown", "Beast", "Dragonkin", "Demon", "Elemental", "Giant", "Undead", "Humanoid", "Critter", "Mechanical", "Not specified", "Totem", "Non-combat Pet", "Gas Cloud" }; lua_pushstring(L, (ct < 14) ? kTypes[ct] : "Unknown"); return 1; } // GetPlayerInfoByGUID(guid) → localizedClass, englishClass, localizedRace, englishRace, sex, name, realm static int lua_GetPlayerInfoByGUID(lua_State* L) { auto* gh = getGameHandler(L); const char* guidStr = luaL_checkstring(L, 1); if (!gh || !guidStr) { for (int i = 0; i < 7; i++) lua_pushnil(L); return 7; } // Parse hex GUID string "0x0000000000000001" uint64_t guid = 0; if (guidStr[0] == '0' && (guidStr[1] == 'x' || guidStr[1] == 'X')) guid = strtoull(guidStr + 2, nullptr, 16); else guid = strtoull(guidStr, nullptr, 16); if (guid == 0) { for (int i = 0; i < 7; i++) lua_pushnil(L); return 7; } // Look up entity name std::string name = gh->lookupName(guid); if (name.empty() && guid == gh->getPlayerGuid()) { const auto& chars = gh->getCharacters(); for (const auto& c : chars) if (c.guid == guid) { name = c.name; break; } } // For player GUID, return class/race if it's the local player const char* className = "Unknown"; const char* raceName = "Unknown"; if (guid == gh->getPlayerGuid()) { static const char* kClasses[] = {"","Warrior","Paladin","Hunter","Rogue","Priest", "Death Knight","Shaman","Mage","Warlock","","Druid"}; static const char* kRaces[] = {"","Human","Orc","Dwarf","Night Elf","Undead", "Tauren","Gnome","Troll","","Blood Elf","Draenei"}; uint8_t cid = gh->getPlayerClass(); uint8_t rid = gh->getPlayerRace(); if (cid < 12) className = kClasses[cid]; if (rid < 12) raceName = kRaces[rid]; } lua_pushstring(L, className); // 1: localizedClass lua_pushstring(L, className); // 2: englishClass lua_pushstring(L, raceName); // 3: localizedRace lua_pushstring(L, raceName); // 4: englishRace lua_pushnumber(L, 0); // 5: sex (0=unknown) lua_pushstring(L, name.c_str()); // 6: name lua_pushstring(L, ""); // 7: realm return 7; } // GetItemLink(itemId) → "|cFFxxxxxx|Hitem:ID:...|h[Name]|h|r" static int lua_GetItemLink(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnil(L); return 1; } uint32_t itemId = static_cast(luaL_checknumber(L, 1)); if (itemId == 0) { lua_pushnil(L); return 1; } const auto* info = gh->getItemInfo(itemId); if (!info || info->name.empty()) { lua_pushnil(L); return 1; } static const char* kQH[] = {"9d9d9d","ffffff","1eff00","0070dd","a335ee","ff8000","e6cc80","e6cc80"}; uint32_t qi = info->quality < 8 ? info->quality : 1u; char link[256]; snprintf(link, sizeof(link), "|cff%s|Hitem:%u:0:0:0:0:0:0:0|h[%s]|h|r", kQH[qi], itemId, info->name.c_str()); lua_pushstring(L, link); return 1; } // GetSpellLink(spellIdOrName) → "|cFFxxxxxx|Hspell:ID|h[Name]|h|r" static int lua_GetSpellLink(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnil(L); return 1; } uint32_t spellId = 0; if (lua_isnumber(L, 1)) { spellId = static_cast(lua_tonumber(L, 1)); } else if (lua_isstring(L, 1)) { const char* name = lua_tostring(L, 1); if (!name || !*name) { lua_pushnil(L); return 1; } std::string nameLow(name); for (char& c : nameLow) c = static_cast(std::tolower(static_cast(c))); for (uint32_t sid : gh->getKnownSpells()) { std::string sn = gh->getSpellName(sid); for (char& c : sn) c = static_cast(std::tolower(static_cast(c))); if (sn == nameLow) { spellId = sid; break; } } } if (spellId == 0) { lua_pushnil(L); return 1; } std::string name = gh->getSpellName(spellId); if (name.empty()) { lua_pushnil(L); return 1; } char link[256]; snprintf(link, sizeof(link), "|cff71d5ff|Hspell:%u|h[%s]|h|r", spellId, name.c_str()); lua_pushstring(L, link); return 1; } // IsUsableSpell(spellIdOrName) → usable, noMana static int lua_IsUsableSpell(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushboolean(L, 0); lua_pushboolean(L, 0); return 2; } uint32_t spellId = 0; if (lua_isnumber(L, 1)) { spellId = static_cast(lua_tonumber(L, 1)); } else if (lua_isstring(L, 1)) { const char* name = lua_tostring(L, 1); if (!name || !*name) { lua_pushboolean(L, 0); lua_pushboolean(L, 0); return 2; } std::string nameLow(name); for (char& c : nameLow) c = static_cast(std::tolower(static_cast(c))); for (uint32_t sid : gh->getKnownSpells()) { std::string sn = gh->getSpellName(sid); for (char& c : sn) c = static_cast(std::tolower(static_cast(c))); if (sn == nameLow) { spellId = sid; break; } } } if (spellId == 0 || !gh->getKnownSpells().count(spellId)) { lua_pushboolean(L, 0); lua_pushboolean(L, 0); return 2; } // Check if on cooldown float cd = gh->getSpellCooldown(spellId); bool onCooldown = (cd > 0.1f); lua_pushboolean(L, onCooldown ? 0 : 1); // usable (not on cooldown) lua_pushboolean(L, 0); // noMana (can't determine without spell cost data) return 2; } // IsInInstance() → isInstance, instanceType static int lua_IsInInstance(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushboolean(L, 0); lua_pushstring(L, "none"); return 2; } bool inInstance = gh->isInInstance(); lua_pushboolean(L, inInstance); lua_pushstring(L, inInstance ? "party" : "none"); // simplified: "none", "party", "raid", "pvp", "arena" return 2; } // GetInstanceInfo() → name, type, difficultyIndex, difficultyName, maxPlayers, ... static int lua_GetInstanceInfo(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushstring(L, ""); lua_pushstring(L, "none"); lua_pushnumber(L, 0); lua_pushstring(L, "Normal"); lua_pushnumber(L, 0); return 5; } std::string mapName = gh->getMapName(gh->getCurrentMapId()); lua_pushstring(L, mapName.c_str()); // 1: name lua_pushstring(L, gh->isInInstance() ? "party" : "none"); // 2: instanceType lua_pushnumber(L, gh->getInstanceDifficulty()); // 3: difficultyIndex static const char* kDiff[] = {"Normal", "Heroic", "25 Normal", "25 Heroic"}; uint32_t diff = gh->getInstanceDifficulty(); lua_pushstring(L, (diff < 4) ? kDiff[diff] : "Normal"); // 4: difficultyName lua_pushnumber(L, 5); // 5: maxPlayers (default 5-man) return 5; } // GetInstanceDifficulty() → difficulty (1=normal, 2=heroic, 3=25normal, 4=25heroic) static int lua_GetInstanceDifficulty(lua_State* L) { auto* gh = getGameHandler(L); lua_pushnumber(L, gh ? (gh->getInstanceDifficulty() + 1) : 1); // WoW returns 1-based return 1; } // UnitClassification(unit) → "normal", "elite", "rareelite", "worldboss", "rare" static int lua_UnitClassification(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushstring(L, "normal"); return 1; } const char* uid = luaL_optstring(L, 1, "target"); std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); uint64_t guid = resolveUnitGuid(gh, uidStr); if (guid == 0) { lua_pushstring(L, "normal"); return 1; } auto entity = gh->getEntityManager().getEntity(guid); if (!entity || entity->getType() == game::ObjectType::PLAYER) { lua_pushstring(L, "normal"); return 1; } auto unit = std::dynamic_pointer_cast(entity); if (!unit) { lua_pushstring(L, "normal"); return 1; } int rank = gh->getCreatureRank(unit->getEntry()); switch (rank) { case 1: lua_pushstring(L, "elite"); break; case 2: lua_pushstring(L, "rareelite"); break; case 3: lua_pushstring(L, "worldboss"); break; case 4: lua_pushstring(L, "rare"); break; default: lua_pushstring(L, "normal"); break; } return 1; } // GetComboPoints("player"|"vehicle", "target") → number static int lua_GetComboPoints(lua_State* L) { auto* gh = getGameHandler(L); lua_pushnumber(L, gh ? gh->getComboPoints() : 0); return 1; } // UnitReaction(unit, otherUnit) → 1-8 (hostile to exalted) // Simplified: hostile=2, neutral=4, friendly=5 static int lua_UnitReaction(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnil(L); return 1; } const char* uid1 = luaL_checkstring(L, 1); const char* uid2 = luaL_checkstring(L, 2); auto* unit2 = resolveUnit(L, uid2); if (!unit2) { lua_pushnil(L); return 1; } // If unit2 is the player, always friendly to self std::string u1(uid1); for (char& c : u1) c = static_cast(std::tolower(static_cast(c))); std::string u2(uid2); for (char& c : u2) c = static_cast(std::tolower(static_cast(c))); uint64_t g1 = resolveUnitGuid(gh, u1); uint64_t g2 = resolveUnitGuid(gh, u2); if (g1 == g2) { lua_pushnumber(L, 5); return 1; } // same unit = friendly if (unit2->isHostile()) { lua_pushnumber(L, 2); // hostile } else { lua_pushnumber(L, 5); // friendly } return 1; } // UnitIsConnected(unit) → boolean static int lua_UnitIsConnected(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushboolean(L, 0); return 1; } const char* uid = luaL_optstring(L, 1, "player"); std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); uint64_t guid = resolveUnitGuid(gh, uidStr); if (guid == 0) { lua_pushboolean(L, 0); return 1; } // Player is always connected if (guid == gh->getPlayerGuid()) { lua_pushboolean(L, 1); return 1; } // Check party/raid member online status const auto& pd = gh->getPartyData(); for (const auto& m : pd.members) { if (m.guid == guid) { lua_pushboolean(L, m.isOnline ? 1 : 0); return 1; } } // Non-party entities that exist are considered connected auto entity = gh->getEntityManager().getEntity(guid); lua_pushboolean(L, entity ? 1 : 0); return 1; } // HasAction(slot) → boolean (1-indexed slot) static int lua_HasAction(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushboolean(L, 0); return 1; } int slot = static_cast(luaL_checknumber(L, 1)) - 1; // WoW uses 1-indexed slots const auto& bar = gh->getActionBar(); if (slot < 0 || slot >= static_cast(bar.size())) { lua_pushboolean(L, 0); return 1; } lua_pushboolean(L, !bar[slot].isEmpty()); return 1; } // GetActionTexture(slot) → texturePath or nil static int lua_GetActionTexture(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnil(L); return 1; } int slot = static_cast(luaL_checknumber(L, 1)) - 1; const auto& bar = gh->getActionBar(); if (slot < 0 || slot >= static_cast(bar.size()) || bar[slot].isEmpty()) { lua_pushnil(L); return 1; } const auto& action = bar[slot]; if (action.type == game::ActionBarSlot::SPELL) { std::string icon = gh->getSpellIconPath(action.id); if (!icon.empty()) { lua_pushstring(L, icon.c_str()); return 1; } } // For items we don't have icon resolution yet (needs ItemDisplayInfo DBC) lua_pushnil(L); return 1; } // IsCurrentAction(slot) → boolean static int lua_IsCurrentAction(lua_State* L) { // Currently no "active action" tracking; return false (void)L; lua_pushboolean(L, 0); return 1; } // IsUsableAction(slot) → usable, notEnoughMana static int lua_IsUsableAction(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushboolean(L, 0); lua_pushboolean(L, 0); return 2; } int slot = static_cast(luaL_checknumber(L, 1)) - 1; const auto& bar = gh->getActionBar(); if (slot < 0 || slot >= static_cast(bar.size()) || bar[slot].isEmpty()) { lua_pushboolean(L, 0); lua_pushboolean(L, 0); return 2; } const auto& action = bar[slot]; bool usable = action.isReady(); if (action.type == game::ActionBarSlot::SPELL) { usable = usable && gh->getKnownSpells().count(action.id); } lua_pushboolean(L, usable ? 1 : 0); lua_pushboolean(L, 0); // notEnoughMana (can't determine without cost data) return 2; } // GetActionCooldown(slot) → start, duration, enable static int lua_GetActionCooldown(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) { lua_pushnumber(L, 0); lua_pushnumber(L, 0); lua_pushnumber(L, 1); return 3; } int slot = static_cast(luaL_checknumber(L, 1)) - 1; const auto& bar = gh->getActionBar(); if (slot < 0 || slot >= static_cast(bar.size()) || bar[slot].isEmpty()) { lua_pushnumber(L, 0); lua_pushnumber(L, 0); lua_pushnumber(L, 1); return 3; } const auto& action = bar[slot]; if (action.cooldownRemaining > 0.0f) { // WoW returns GetTime()-based start time; approximate double now = 0; lua_getglobal(L, "GetTime"); if (lua_isfunction(L, -1)) { lua_call(L, 0, 1); now = lua_tonumber(L, -1); lua_pop(L, 1); } else { lua_pop(L, 1); } double start = now - (action.cooldownTotal - action.cooldownRemaining); lua_pushnumber(L, start); lua_pushnumber(L, action.cooldownTotal); lua_pushnumber(L, 1); } else { lua_pushnumber(L, 0); lua_pushnumber(L, 0); lua_pushnumber(L, 1); } return 3; } // UseAction(slot, checkCursor, onSelf) — activate action bar slot (1-indexed) static int lua_UseAction(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) return 0; int slot = static_cast(luaL_checknumber(L, 1)) - 1; const auto& bar = gh->getActionBar(); if (slot < 0 || slot >= static_cast(bar.size()) || bar[slot].isEmpty()) return 0; const auto& action = bar[slot]; if (action.type == game::ActionBarSlot::SPELL && action.isReady()) { uint64_t target = gh->hasTarget() ? gh->getTargetGuid() : 0; gh->castSpell(action.id, target); } else if (action.type == game::ActionBarSlot::ITEM && action.id != 0) { gh->useItemById(action.id); } // Macro execution requires GameScreen context; not available from pure Lua API return 0; } // CancelUnitBuff(unit, index) — cancel a buff by index (1-indexed) static int lua_CancelUnitBuff(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) return 0; const char* uid = luaL_optstring(L, 1, "player"); std::string uidStr(uid); for (char& c : uidStr) c = static_cast(std::tolower(static_cast(c))); if (uidStr != "player") return 0; // Can only cancel own buffs int index = static_cast(luaL_checknumber(L, 2)); const auto& auras = gh->getPlayerAuras(); // Find the Nth buff (non-debuff) int buffCount = 0; for (const auto& a : auras) { if (a.isEmpty()) continue; if ((a.flags & 0x80) != 0) continue; // skip debuffs if (++buffCount == index) { gh->cancelAura(a.spellId); break; } } return 0; } // CastSpellByID(spellId) — cast spell by numeric ID static int lua_CastSpellByID(lua_State* L) { auto* gh = getGameHandler(L); if (!gh) return 0; uint32_t spellId = static_cast(luaL_checknumber(L, 1)); if (spellId == 0) return 0; uint64_t target = gh->hasTarget() ? gh->getTargetGuid() : 0; gh->castSpell(spellId, target); return 0; } // --- Frame System --- // Minimal WoW-compatible frame objects with RegisterEvent/SetScript/GetScript. // Frames are Lua tables with a metatable that provides methods. // Frame method: frame:RegisterEvent("EVENT") static int lua_Frame_RegisterEvent(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); // self const char* eventName = luaL_checkstring(L, 2); // Get frame's registered events table (create if needed) lua_getfield(L, 1, "__events"); if (lua_isnil(L, -1)) { lua_pop(L, 1); lua_newtable(L); lua_pushvalue(L, -1); lua_setfield(L, 1, "__events"); } lua_pushboolean(L, 1); lua_setfield(L, -2, eventName); lua_pop(L, 1); // Also register in global __WoweeFrameEvents for dispatch lua_getglobal(L, "__WoweeFrameEvents"); if (lua_isnil(L, -1)) { lua_pop(L, 1); lua_newtable(L); lua_pushvalue(L, -1); lua_setglobal(L, "__WoweeFrameEvents"); } lua_getfield(L, -1, eventName); if (lua_isnil(L, -1)) { lua_pop(L, 1); lua_newtable(L); lua_pushvalue(L, -1); lua_setfield(L, -3, eventName); } // Append frame reference int len = static_cast(lua_objlen(L, -1)); lua_pushvalue(L, 1); // push frame lua_rawseti(L, -2, len + 1); lua_pop(L, 2); // pop list + __WoweeFrameEvents return 0; } // Frame method: frame:UnregisterEvent("EVENT") static int lua_Frame_UnregisterEvent(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); const char* eventName = luaL_checkstring(L, 2); // Remove from frame's own events lua_getfield(L, 1, "__events"); if (lua_istable(L, -1)) { lua_pushnil(L); lua_setfield(L, -2, eventName); } lua_pop(L, 1); return 0; } // Frame method: frame:SetScript("handler", func) static int lua_Frame_SetScript(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); const char* scriptType = luaL_checkstring(L, 2); // arg 3 can be function or nil lua_getfield(L, 1, "__scripts"); if (lua_isnil(L, -1)) { lua_pop(L, 1); lua_newtable(L); lua_pushvalue(L, -1); lua_setfield(L, 1, "__scripts"); } lua_pushvalue(L, 3); lua_setfield(L, -2, scriptType); lua_pop(L, 1); // Track frames with OnUpdate in __WoweeOnUpdateFrames if (strcmp(scriptType, "OnUpdate") == 0) { lua_getglobal(L, "__WoweeOnUpdateFrames"); if (!lua_istable(L, -1)) { lua_pop(L, 1); return 0; } if (lua_isfunction(L, 3)) { // Add frame to the list int len = static_cast(lua_objlen(L, -1)); lua_pushvalue(L, 1); lua_rawseti(L, -2, len + 1); } lua_pop(L, 1); } return 0; } // Frame method: frame:GetScript("handler") static int lua_Frame_GetScript(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); const char* scriptType = luaL_checkstring(L, 2); lua_getfield(L, 1, "__scripts"); if (lua_istable(L, -1)) { lua_getfield(L, -1, scriptType); } else { lua_pushnil(L); } return 1; } // Frame method: frame:GetName() static int lua_Frame_GetName(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); lua_getfield(L, 1, "__name"); return 1; } // Frame method: frame:Show() / frame:Hide() / frame:IsShown() / frame:IsVisible() static int lua_Frame_Show(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); lua_pushboolean(L, 1); lua_setfield(L, 1, "__visible"); return 0; } static int lua_Frame_Hide(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); lua_pushboolean(L, 0); lua_setfield(L, 1, "__visible"); return 0; } static int lua_Frame_IsShown(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); lua_getfield(L, 1, "__visible"); lua_pushboolean(L, lua_toboolean(L, -1)); return 1; } // Frame method: frame:CreateTexture(name, layer) → texture stub static int lua_Frame_CreateTexture(lua_State* L) { lua_newtable(L); // Add noop methods for common texture operations luaL_dostring(L, "return function(t) " "function t:SetTexture() end " "function t:SetTexCoord() end " "function t:SetVertexColor() end " "function t:SetAllPoints() end " "function t:SetPoint() end " "function t:SetSize() end " "function t:SetWidth() end " "function t:SetHeight() end " "function t:Show() end " "function t:Hide() end " "function t:SetAlpha() end " "function t:GetTexture() return '' end " "function t:SetDesaturated() end " "function t:SetBlendMode() end " "function t:SetDrawLayer() end " "end"); lua_pushvalue(L, -2); // push the table lua_call(L, 1, 0); // call the function with the table return 1; } // Frame method: frame:CreateFontString(name, layer, template) → fontstring stub static int lua_Frame_CreateFontString(lua_State* L) { lua_newtable(L); luaL_dostring(L, "return function(fs) " "fs._text = '' " "function fs:SetText(t) self._text = t or '' end " "function fs:GetText() return self._text end " "function fs:SetFont() end " "function fs:SetFontObject() end " "function fs:SetTextColor() end " "function fs:SetJustifyH() end " "function fs:SetJustifyV() end " "function fs:SetPoint() end " "function fs:SetAllPoints() end " "function fs:Show() end " "function fs:Hide() end " "function fs:SetAlpha() end " "function fs:GetStringWidth() return 0 end " "function fs:GetStringHeight() return 0 end " "function fs:SetWordWrap() end " "function fs:SetNonSpaceWrap() end " "function fs:SetMaxLines() end " "function fs:SetShadowOffset() end " "function fs:SetShadowColor() end " "function fs:SetWidth() end " "function fs:SetHeight() end " "end"); lua_pushvalue(L, -2); lua_call(L, 1, 0); return 1; } // GetFramerate() → fps static int lua_GetFramerate(lua_State* L) { lua_pushnumber(L, static_cast(ImGui::GetIO().Framerate)); return 1; } // GetCursorPosition() → x, y (screen coordinates, origin top-left) static int lua_GetCursorPosition(lua_State* L) { const auto& io = ImGui::GetIO(); lua_pushnumber(L, io.MousePos.x); lua_pushnumber(L, io.MousePos.y); return 2; } // GetScreenWidth() → width static int lua_GetScreenWidth(lua_State* L) { auto* window = core::Application::getInstance().getWindow(); lua_pushnumber(L, window ? window->getWidth() : 1920); return 1; } // GetScreenHeight() → height static int lua_GetScreenHeight(lua_State* L) { auto* window = core::Application::getInstance().getWindow(); lua_pushnumber(L, window ? window->getHeight() : 1080); return 1; } // Frame methods: SetPoint, SetSize, SetWidth, SetHeight, GetWidth, GetHeight, GetCenter, SetAlpha, GetAlpha static int lua_Frame_SetPoint(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); const char* point = luaL_optstring(L, 2, "CENTER"); // Store point info in frame table lua_pushstring(L, point); lua_setfield(L, 1, "__point"); // Optional x/y offsets (args 4,5 if relativeTo is given, or 3,4 if not) double xOfs = 0, yOfs = 0; if (lua_isnumber(L, 4)) { xOfs = lua_tonumber(L, 4); yOfs = lua_tonumber(L, 5); } else if (lua_isnumber(L, 3)) { xOfs = lua_tonumber(L, 3); yOfs = lua_tonumber(L, 4); } lua_pushnumber(L, xOfs); lua_setfield(L, 1, "__xOfs"); lua_pushnumber(L, yOfs); lua_setfield(L, 1, "__yOfs"); return 0; } static int lua_Frame_SetSize(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); double w = luaL_optnumber(L, 2, 0); double h = luaL_optnumber(L, 3, 0); lua_pushnumber(L, w); lua_setfield(L, 1, "__width"); lua_pushnumber(L, h); lua_setfield(L, 1, "__height"); return 0; } static int lua_Frame_SetWidth(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); lua_pushnumber(L, luaL_checknumber(L, 2)); lua_setfield(L, 1, "__width"); return 0; } static int lua_Frame_SetHeight(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); lua_pushnumber(L, luaL_checknumber(L, 2)); lua_setfield(L, 1, "__height"); return 0; } static int lua_Frame_GetWidth(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); lua_getfield(L, 1, "__width"); if (lua_isnil(L, -1)) { lua_pop(L, 1); lua_pushnumber(L, 0); } return 1; } static int lua_Frame_GetHeight(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); lua_getfield(L, 1, "__height"); if (lua_isnil(L, -1)) { lua_pop(L, 1); lua_pushnumber(L, 0); } return 1; } static int lua_Frame_GetCenter(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); lua_getfield(L, 1, "__xOfs"); double x = lua_isnumber(L, -1) ? lua_tonumber(L, -1) : 0; lua_pop(L, 1); lua_getfield(L, 1, "__yOfs"); double y = lua_isnumber(L, -1) ? lua_tonumber(L, -1) : 0; lua_pop(L, 1); lua_pushnumber(L, x); lua_pushnumber(L, y); return 2; } static int lua_Frame_SetAlpha(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); lua_pushnumber(L, luaL_checknumber(L, 2)); lua_setfield(L, 1, "__alpha"); return 0; } static int lua_Frame_GetAlpha(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); lua_getfield(L, 1, "__alpha"); if (lua_isnil(L, -1)) { lua_pop(L, 1); lua_pushnumber(L, 1.0); } return 1; } static int lua_Frame_SetParent(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); if (lua_istable(L, 2) || lua_isnil(L, 2)) { lua_pushvalue(L, 2); lua_setfield(L, 1, "__parent"); } return 0; } static int lua_Frame_GetParent(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); lua_getfield(L, 1, "__parent"); return 1; } // CreateFrame(frameType, name, parent, template) static int lua_CreateFrame(lua_State* L) { const char* frameType = luaL_optstring(L, 1, "Frame"); const char* name = luaL_optstring(L, 2, nullptr); (void)frameType; // All frame types use the same table structure for now // Create the frame table lua_newtable(L); // Set frame name if (name && *name) { lua_pushstring(L, name); lua_setfield(L, -2, "__name"); // Also set as a global so other addons can find it by name lua_pushvalue(L, -1); lua_setglobal(L, name); } // Set initial visibility lua_pushboolean(L, 1); lua_setfield(L, -2, "__visible"); // Apply frame metatable with methods lua_getglobal(L, "__WoweeFrameMT"); lua_setmetatable(L, -2); return 1; } // --- WoW Utility Functions --- // strsplit(delimiter, str) — WoW's string split static int lua_strsplit(lua_State* L) { const char* delim = luaL_checkstring(L, 1); const char* str = luaL_checkstring(L, 2); if (!delim[0]) { lua_pushstring(L, str); return 1; } int count = 0; std::string s(str); size_t pos = 0; while (pos <= s.size()) { size_t found = s.find(delim[0], pos); if (found == std::string::npos) { lua_pushstring(L, s.substr(pos).c_str()); count++; break; } lua_pushstring(L, s.substr(pos, found - pos).c_str()); count++; pos = found + 1; } return count; } // strtrim(str) — remove leading/trailing whitespace static int lua_strtrim(lua_State* L) { const char* str = luaL_checkstring(L, 1); std::string s(str); size_t start = s.find_first_not_of(" \t\r\n"); size_t end = s.find_last_not_of(" \t\r\n"); lua_pushstring(L, (start == std::string::npos) ? "" : s.substr(start, end - start + 1).c_str()); return 1; } // wipe(table) — clear all entries from a table static int lua_wipe(lua_State* L) { luaL_checktype(L, 1, LUA_TTABLE); // Remove all integer keys int len = static_cast(lua_objlen(L, 1)); for (int i = len; i >= 1; i--) { lua_pushnil(L); lua_rawseti(L, 1, i); } // Remove all string keys lua_pushnil(L); while (lua_next(L, 1) != 0) { lua_pop(L, 1); // pop value lua_pushvalue(L, -1); // copy key lua_pushnil(L); lua_rawset(L, 1); // table[key] = nil } lua_pushvalue(L, 1); return 1; } // date(format) — safe date function (os.date was removed) static int lua_wow_date(lua_State* L) { const char* fmt = luaL_optstring(L, 1, "%c"); time_t now = time(nullptr); struct tm* tm = localtime(&now); char buf[256]; strftime(buf, sizeof(buf), fmt, tm); lua_pushstring(L, buf); return 1; } // time() — current unix timestamp static int lua_wow_time(lua_State* L) { lua_pushnumber(L, static_cast(time(nullptr))); return 1; } // Stub for GetTime() — returns elapsed seconds static int lua_wow_gettime(lua_State* L) { static auto start = std::chrono::steady_clock::now(); auto now = std::chrono::steady_clock::now(); double elapsed = std::chrono::duration(now - start).count(); lua_pushnumber(L, elapsed); return 1; } LuaEngine::LuaEngine() = default; LuaEngine::~LuaEngine() { shutdown(); } bool LuaEngine::initialize() { if (L_) return true; L_ = luaL_newstate(); if (!L_) { LOG_ERROR("LuaEngine: failed to create Lua state"); return false; } // Open safe standard libraries (no io, os, debug, package) luaopen_base(L_); luaopen_table(L_); luaopen_string(L_); luaopen_math(L_); // Remove unsafe globals from base library const char* unsafeGlobals[] = { "dofile", "loadfile", "load", "collectgarbage", "newproxy", nullptr }; for (const char** g = unsafeGlobals; *g; ++g) { lua_pushnil(L_); lua_setglobal(L_, *g); } registerCoreAPI(); registerEventAPI(); LOG_INFO("LuaEngine: initialized (Lua 5.1)"); return true; } void LuaEngine::shutdown() { if (L_) { lua_close(L_); L_ = nullptr; LOG_INFO("LuaEngine: shut down"); } } void LuaEngine::setGameHandler(game::GameHandler* handler) { gameHandler_ = handler; if (L_) { lua_pushlightuserdata(L_, handler); lua_setfield(L_, LUA_REGISTRYINDEX, "wowee_game_handler"); } } void LuaEngine::registerCoreAPI() { // Override print() to go to chat lua_pushcfunction(L_, lua_wow_print); lua_setglobal(L_, "print"); // WoW API stubs lua_pushcfunction(L_, lua_wow_message); lua_setglobal(L_, "message"); 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}, {"UnitMana", lua_UnitPower}, {"UnitManaMax", 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}, {"SendChatMessage", lua_SendChatMessage}, {"CastSpellByName", lua_CastSpellByName}, {"IsSpellKnown", lua_IsSpellKnown}, {"GetSpellCooldown", lua_GetSpellCooldown}, {"HasTarget", lua_HasTarget}, {"TargetUnit", lua_TargetUnit}, {"ClearTarget", lua_ClearTarget}, {"FocusUnit", lua_FocusUnit}, {"ClearFocus", lua_ClearFocus}, {"AssistUnit", lua_AssistUnit}, {"TargetLastTarget", lua_TargetLastTarget}, {"TargetNearestEnemy", lua_TargetNearestEnemy}, {"TargetNearestFriend", lua_TargetNearestFriend}, {"UnitRace", lua_UnitRace}, {"UnitPowerType", lua_UnitPowerType}, {"GetNumGroupMembers", lua_GetNumGroupMembers}, {"UnitGUID", lua_UnitGUID}, {"UnitIsPlayer", lua_UnitIsPlayer}, {"InCombatLockdown", lua_InCombatLockdown}, {"UnitBuff", lua_UnitBuff}, {"UnitDebuff", lua_UnitDebuff}, {"UnitAura", lua_UnitAuraGeneric}, {"GetNumAddOns", lua_GetNumAddOns}, {"GetAddOnInfo", lua_GetAddOnInfo}, {"GetSpellInfo", lua_GetSpellInfo}, {"GetSpellTexture", lua_GetSpellTexture}, {"GetItemInfo", lua_GetItemInfo}, {"GetLocale", lua_GetLocale}, {"GetBuildInfo", lua_GetBuildInfo}, {"GetCurrentMapAreaID", lua_GetCurrentMapAreaID}, {"GetZoneText", lua_GetZoneText}, {"GetRealZoneText", lua_GetZoneText}, {"GetSubZoneText", lua_GetSubZoneText}, {"GetMinimapZoneText", lua_GetMinimapZoneText}, // Player state (replaces hardcoded stubs) {"IsMounted", lua_IsMounted}, {"IsFlying", lua_IsFlying}, {"IsSwimming", lua_IsSwimming}, {"IsResting", lua_IsResting}, {"IsFalling", lua_IsFalling}, {"IsStealthed", lua_IsStealthed}, {"GetUnitSpeed", lua_GetUnitSpeed}, // Combat/group queries {"UnitAffectingCombat", lua_UnitAffectingCombat}, {"GetNumRaidMembers", lua_GetNumRaidMembers}, {"GetNumPartyMembers", lua_GetNumPartyMembers}, {"UnitInParty", lua_UnitInParty}, {"UnitInRaid", lua_UnitInRaid}, {"UnitIsUnit", lua_UnitIsUnit}, {"UnitIsFriend", lua_UnitIsFriend}, {"UnitIsEnemy", lua_UnitIsEnemy}, {"UnitCreatureType", lua_UnitCreatureType}, {"UnitClassification", lua_UnitClassification}, {"GetPlayerInfoByGUID", lua_GetPlayerInfoByGUID}, {"GetItemLink", lua_GetItemLink}, {"GetSpellLink", lua_GetSpellLink}, {"IsUsableSpell", lua_IsUsableSpell}, {"IsInInstance", lua_IsInInstance}, {"GetInstanceInfo", lua_GetInstanceInfo}, {"GetInstanceDifficulty", lua_GetInstanceDifficulty}, // Container/bag API {"GetContainerNumSlots", lua_GetContainerNumSlots}, {"GetContainerItemInfo", lua_GetContainerItemInfo}, {"GetContainerItemLink", lua_GetContainerItemLink}, {"GetContainerNumFreeSlots", lua_GetContainerNumFreeSlots}, // Equipment slot API {"GetInventoryItemLink", lua_GetInventoryItemLink}, {"GetInventoryItemID", lua_GetInventoryItemID}, {"GetInventoryItemTexture", lua_GetInventoryItemTexture}, // Time/XP API {"GetGameTime", lua_GetGameTime}, {"GetServerTime", lua_GetServerTime}, {"UnitXP", lua_UnitXP}, {"UnitXPMax", lua_UnitXPMax}, {"GetXPExhaustion", lua_GetXPExhaustion}, {"GetRestState", lua_GetRestState}, // Quest log API {"GetNumQuestLogEntries", lua_GetNumQuestLogEntries}, {"GetQuestLogTitle", lua_GetQuestLogTitle}, {"GetQuestLogQuestText", lua_GetQuestLogQuestText}, {"IsQuestComplete", lua_IsQuestComplete}, // Skill line API {"GetNumSkillLines", lua_GetNumSkillLines}, {"GetSkillLineInfo", lua_GetSkillLineInfo}, // Talent API {"GetNumTalentTabs", lua_GetNumTalentTabs}, {"GetTalentTabInfo", lua_GetTalentTabInfo}, {"GetNumTalents", lua_GetNumTalents}, {"GetTalentInfo", lua_GetTalentInfo}, {"GetActiveTalentGroup", lua_GetActiveTalentGroup}, // Reaction/connection queries {"UnitReaction", lua_UnitReaction}, {"UnitIsConnected", lua_UnitIsConnected}, {"GetComboPoints", lua_GetComboPoints}, // Action bar API {"HasAction", lua_HasAction}, {"GetActionTexture", lua_GetActionTexture}, {"IsCurrentAction", lua_IsCurrentAction}, {"IsUsableAction", lua_IsUsableAction}, {"GetActionCooldown", lua_GetActionCooldown}, {"UseAction", lua_UseAction}, {"CancelUnitBuff", lua_CancelUnitBuff}, {"CastSpellByID", lua_CastSpellByID}, // Loot API {"GetNumLootItems", lua_GetNumLootItems}, {"GetLootSlotInfo", lua_GetLootSlotInfo}, {"GetLootSlotLink", lua_GetLootSlotLink}, {"LootSlot", lua_LootSlot}, {"CloseLoot", lua_CloseLoot}, {"GetLootMethod", lua_GetLootMethod}, // Utilities {"strsplit", lua_strsplit}, {"strtrim", lua_strtrim}, {"wipe", lua_wipe}, {"date", lua_wow_date}, {"time", lua_wow_time}, }; for (const auto& [name, func] : unitAPI) { lua_pushcfunction(L_, func); lua_setglobal(L_, name); } // WoW aliases lua_getglobal(L_, "string"); lua_getfield(L_, -1, "format"); lua_setglobal(L_, "format"); lua_pop(L_, 1); // pop string table // tinsert/tremove aliases lua_getglobal(L_, "table"); lua_getfield(L_, -1, "insert"); lua_setglobal(L_, "tinsert"); lua_getfield(L_, -1, "remove"); lua_setglobal(L_, "tremove"); lua_pop(L_, 1); // pop table // SlashCmdList table — addons register slash commands here lua_newtable(L_); lua_setglobal(L_, "SlashCmdList"); // Frame metatable with methods lua_newtable(L_); // metatable lua_pushvalue(L_, -1); lua_setfield(L_, -2, "__index"); // metatable.__index = metatable static const struct luaL_Reg frameMethods[] = { {"RegisterEvent", lua_Frame_RegisterEvent}, {"UnregisterEvent", lua_Frame_UnregisterEvent}, {"SetScript", lua_Frame_SetScript}, {"GetScript", lua_Frame_GetScript}, {"GetName", lua_Frame_GetName}, {"Show", lua_Frame_Show}, {"Hide", lua_Frame_Hide}, {"IsShown", lua_Frame_IsShown}, {"IsVisible", lua_Frame_IsShown}, // alias {"SetPoint", lua_Frame_SetPoint}, {"SetSize", lua_Frame_SetSize}, {"SetWidth", lua_Frame_SetWidth}, {"SetHeight", lua_Frame_SetHeight}, {"GetWidth", lua_Frame_GetWidth}, {"GetHeight", lua_Frame_GetHeight}, {"GetCenter", lua_Frame_GetCenter}, {"SetAlpha", lua_Frame_SetAlpha}, {"GetAlpha", lua_Frame_GetAlpha}, {"SetParent", lua_Frame_SetParent}, {"GetParent", lua_Frame_GetParent}, {"CreateTexture", lua_Frame_CreateTexture}, {"CreateFontString", lua_Frame_CreateFontString}, {nullptr, nullptr} }; for (const luaL_Reg* r = frameMethods; r->name; r++) { lua_pushcfunction(L_, r->func); lua_setfield(L_, -2, r->name); } lua_setglobal(L_, "__WoweeFrameMT"); // CreateFrame function lua_pushcfunction(L_, lua_CreateFrame); lua_setglobal(L_, "CreateFrame"); // Cursor/screen/FPS functions lua_pushcfunction(L_, lua_GetCursorPosition); lua_setglobal(L_, "GetCursorPosition"); lua_pushcfunction(L_, lua_GetScreenWidth); lua_setglobal(L_, "GetScreenWidth"); lua_pushcfunction(L_, lua_GetScreenHeight); lua_setglobal(L_, "GetScreenHeight"); lua_pushcfunction(L_, lua_GetFramerate); lua_setglobal(L_, "GetFramerate"); // Frame event dispatch table lua_newtable(L_); lua_setglobal(L_, "__WoweeFrameEvents"); // OnUpdate frame tracking table lua_newtable(L_); lua_setglobal(L_, "__WoweeOnUpdateFrames"); // C_Timer implementation via Lua (uses OnUpdate internally) luaL_dostring(L_, "C_Timer = {}\n" "local timers = {}\n" "local timerFrame = CreateFrame('Frame', '__WoweeTimerFrame')\n" "timerFrame:SetScript('OnUpdate', function(self, elapsed)\n" " local i = 1\n" " while i <= #timers do\n" " timers[i].remaining = timers[i].remaining - elapsed\n" " if timers[i].remaining <= 0 then\n" " local cb = timers[i].callback\n" " table.remove(timers, i)\n" " cb()\n" " else\n" " i = i + 1\n" " end\n" " end\n" " if #timers == 0 then self:Hide() end\n" "end)\n" "timerFrame:Hide()\n" "function C_Timer.After(seconds, callback)\n" " tinsert(timers, {remaining = seconds, callback = callback})\n" " timerFrame:Show()\n" "end\n" "function C_Timer.NewTicker(seconds, callback, iterations)\n" " local count = 0\n" " local maxIter = iterations or -1\n" " local ticker = {cancelled = false}\n" " local function tick()\n" " if ticker.cancelled then return end\n" " count = count + 1\n" " callback(ticker)\n" " if maxIter > 0 and count >= maxIter then return end\n" " C_Timer.After(seconds, tick)\n" " end\n" " C_Timer.After(seconds, tick)\n" " function ticker:Cancel() self.cancelled = true end\n" " return ticker\n" "end\n" ); // DEFAULT_CHAT_FRAME with AddMessage method (used by many addons) luaL_dostring(L_, "DEFAULT_CHAT_FRAME = {}\n" "function DEFAULT_CHAT_FRAME:AddMessage(text, r, g, b)\n" " if r and g and b then\n" " local hex = format('|cff%02x%02x%02x', " " math.floor(r*255), math.floor(g*255), math.floor(b*255))\n" " print(hex .. tostring(text) .. '|r')\n" " else\n" " print(tostring(text))\n" " end\n" "end\n" "ChatFrame1 = DEFAULT_CHAT_FRAME\n" ); // hooksecurefunc — hook a function to run additional code after it luaL_dostring(L_, "function hooksecurefunc(tblOrName, nameOrFunc, funcOrNil)\n" " local tbl, name, hook\n" " if type(tblOrName) == 'table' then\n" " tbl, name, hook = tblOrName, nameOrFunc, funcOrNil\n" " else\n" " tbl, name, hook = _G, tblOrName, nameOrFunc\n" " end\n" " local orig = tbl[name]\n" " if type(orig) ~= 'function' then return end\n" " tbl[name] = function(...)\n" " local r = {orig(...)}\n" " hook(...)\n" " return unpack(r)\n" " end\n" "end\n" ); // LibStub — universal library version management used by Ace3 and virtually all addon libs. // This is the standard WoW LibStub implementation that addons embed/expect globally. luaL_dostring(L_, "local LibStub = LibStub or {}\n" "LibStub.libs = LibStub.libs or {}\n" "LibStub.minors = LibStub.minors or {}\n" "function LibStub:NewLibrary(major, minor)\n" " assert(type(major) == 'string', 'LibStub:NewLibrary: bad argument #1 (string expected)')\n" " minor = assert(tonumber(minor or (type(minor) == 'string' and minor:match('(%d+)'))), 'LibStub:NewLibrary: bad argument #2 (number expected)')\n" " local oldMinor = self.minors[major]\n" " if oldMinor and oldMinor >= minor then return nil end\n" " local lib = self.libs[major] or {}\n" " self.libs[major] = lib\n" " self.minors[major] = minor\n" " return lib, oldMinor\n" "end\n" "function LibStub:GetLibrary(major, silent)\n" " if not self.libs[major] and not silent then\n" " error('Cannot find a library instance of \"' .. tostring(major) .. '\".')\n" " end\n" " return self.libs[major], self.minors[major]\n" "end\n" "function LibStub:IterateLibraries() return pairs(self.libs) end\n" "setmetatable(LibStub, { __call = LibStub.GetLibrary })\n" "_G['LibStub'] = LibStub\n" ); // CallbackHandler-1.0 — minimal implementation for Ace3-based addons luaL_dostring(L_, "if LibStub then\n" " local CBH = LibStub:NewLibrary('CallbackHandler-1.0', 7)\n" " if CBH then\n" " CBH.mixins = { 'RegisterCallback', 'UnregisterCallback', 'UnregisterAllCallbacks', 'Fire' }\n" " function CBH:New(target, regName, unregName, unregAllName, onUsed)\n" " local registry = setmetatable({}, { __index = CBH })\n" " registry.callbacks = {}\n" " target = target or {}\n" " target[regName or 'RegisterCallback'] = function(self, event, method, ...)\n" " if not registry.callbacks[event] then registry.callbacks[event] = {} end\n" " local handler = type(method) == 'function' and method or self[method]\n" " registry.callbacks[event][self] = handler\n" " end\n" " target[unregName or 'UnregisterCallback'] = function(self, event)\n" " if registry.callbacks[event] then registry.callbacks[event][self] = nil end\n" " end\n" " target[unregAllName or 'UnregisterAllCallbacks'] = function(self)\n" " for event, handlers in pairs(registry.callbacks) do handlers[self] = nil end\n" " end\n" " registry.Fire = function(self, event, ...)\n" " if not self.callbacks[event] then return end\n" " for obj, handler in pairs(self.callbacks[event]) do\n" " handler(obj, event, ...)\n" " end\n" " end\n" " return registry\n" " end\n" " end\n" "end\n" ); // Noop stubs for commonly called functions that don't need implementation luaL_dostring(L_, "function SetDesaturation() end\n" "function SetPortraitTexture() end\n" "function PlaySound() end\n" "function PlaySoundFile() end\n" "function StopSound() end\n" "function UIParent_OnEvent() end\n" "UIParent = CreateFrame('Frame', 'UIParent')\n" "WorldFrame = CreateFrame('Frame', 'WorldFrame')\n" // GameTooltip: global tooltip frame used by virtually all addons "GameTooltip = CreateFrame('Frame', 'GameTooltip')\n" "GameTooltip.__lines = {}\n" "function GameTooltip:SetOwner(owner, anchor) self.__owner = owner; self.__anchor = anchor end\n" "function GameTooltip:ClearLines() self.__lines = {} end\n" "function GameTooltip:AddLine(text, r, g, b, wrap) table.insert(self.__lines, {text=text or '',r=r,g=g,b=b}) end\n" "function GameTooltip:AddDoubleLine(l, r, lr, lg, lb, rr, rg, rb) table.insert(self.__lines, {text=(l or '')..' '..(r or '')}) end\n" "function GameTooltip:SetText(text, r, g, b) self.__lines = {{text=text or '',r=r,g=g,b=b}} end\n" "function GameTooltip:GetItem() return nil end\n" "function GameTooltip:GetSpell() return nil end\n" "function GameTooltip:GetUnit() return nil end\n" "function GameTooltip:NumLines() return #self.__lines end\n" "function GameTooltip:GetText() return self.__lines[1] and self.__lines[1].text or '' end\n" "function GameTooltip:SetUnitBuff(...) end\n" "function GameTooltip:SetUnitDebuff(...) end\n" "function GameTooltip:SetHyperlink(...) end\n" "function GameTooltip:SetInventoryItem(...) end\n" "function GameTooltip:SetBagItem(...) end\n" "function GameTooltip:SetSpellByID(...) end\n" "function GameTooltip:SetAction(...) end\n" "function GameTooltip:FadeOut() end\n" "function GameTooltip:SetFrameStrata(...) end\n" "function GameTooltip:SetClampedToScreen(...) end\n" "function GameTooltip:IsOwned(f) return self.__owner == f end\n" // ShoppingTooltip: used by comparison tooltips "ShoppingTooltip1 = CreateFrame('Frame', 'ShoppingTooltip1')\n" "ShoppingTooltip2 = CreateFrame('Frame', 'ShoppingTooltip2')\n" // Error handling stubs (used by many addons) "local _errorHandler = function(err) return err end\n" "function geterrorhandler() return _errorHandler end\n" "function seterrorhandler(fn) if type(fn)=='function' then _errorHandler=fn end end\n" "function debugstack(start, count1, count2) return '' end\n" "function securecall(fn, ...) if type(fn)=='function' then return fn(...) end end\n" "function issecurevariable(...) return false end\n" "function issecure() return false end\n" // CVar stubs (many addons check settings) "local _cvars = {}\n" "function GetCVar(name) return _cvars[name] or '0' end\n" "function GetCVarBool(name) return _cvars[name] == '1' end\n" "function SetCVar(name, value) _cvars[name] = tostring(value) end\n" // Misc compatibility stubs // GetScreenWidth, GetScreenHeight, GetNumLootItems are now C functions // GetFramerate is now a C function "function GetNetStats() return 0, 0, 0, 0 end\n" "function IsLoggedIn() return true end\n" "function StaticPopup_Show() end\n" "function StaticPopup_Hide() end\n" // CreateTexture/CreateFontString are now C frame methods in the metatable "RAID_CLASS_COLORS = {\n" " WARRIOR={r=0.78,g=0.61,b=0.43}, PALADIN={r=0.96,g=0.55,b=0.73},\n" " HUNTER={r=0.67,g=0.83,b=0.45}, ROGUE={r=1.0,g=0.96,b=0.41},\n" " PRIEST={r=1.0,g=1.0,b=1.0}, DEATHKNIGHT={r=0.77,g=0.12,b=0.23},\n" " SHAMAN={r=0.0,g=0.44,b=0.87}, MAGE={r=0.41,g=0.80,b=0.94},\n" " WARLOCK={r=0.58,g=0.51,b=0.79}, DRUID={r=1.0,g=0.49,b=0.04},\n" "}\n" // Money formatting utility "function GetCoinTextureString(copper)\n" " if not copper or copper == 0 then return '0c' end\n" " copper = math.floor(copper)\n" " local g = math.floor(copper / 10000)\n" " local s = math.floor(math.fmod(copper, 10000) / 100)\n" " local c = math.fmod(copper, 100)\n" " local r = ''\n" " if g > 0 then r = r .. g .. 'g ' end\n" " if s > 0 then r = r .. s .. 's ' end\n" " if c > 0 or r == '' then r = r .. c .. 'c' end\n" " return r\n" "end\n" "GetCoinText = GetCoinTextureString\n" ); // UIDropDownMenu framework — minimal compat for addons using dropdown menus luaL_dostring(L_, "UIDROPDOWNMENU_MENU_LEVEL = 1\n" "UIDROPDOWNMENU_MENU_VALUE = nil\n" "UIDROPDOWNMENU_OPEN_MENU = nil\n" "local _ddMenuList = {}\n" "function UIDropDownMenu_Initialize(frame, initFunc, displayMode, level, menuList)\n" " if frame then frame.__initFunc = initFunc end\n" "end\n" "function UIDropDownMenu_CreateInfo() return {} end\n" "function UIDropDownMenu_AddButton(info, level) table.insert(_ddMenuList, info) end\n" "function UIDropDownMenu_SetWidth(frame, width) end\n" "function UIDropDownMenu_SetButtonWidth(frame, width) end\n" "function UIDropDownMenu_SetText(frame, text)\n" " if frame then frame.__text = text end\n" "end\n" "function UIDropDownMenu_GetText(frame)\n" " return frame and frame.__text or ''\n" "end\n" "function UIDropDownMenu_SetSelectedID(frame, id) end\n" "function UIDropDownMenu_SetSelectedValue(frame, value) end\n" "function UIDropDownMenu_GetSelectedID(frame) return 1 end\n" "function UIDropDownMenu_GetSelectedValue(frame) return nil end\n" "function UIDropDownMenu_JustifyText(frame, justify) end\n" "function UIDropDownMenu_EnableDropDown(frame) end\n" "function UIDropDownMenu_DisableDropDown(frame) end\n" "function CloseDropDownMenus() end\n" "function ToggleDropDownMenu(level, value, frame, anchor, xOfs, yOfs) end\n" ); // UISpecialFrames: frames in this list close on Escape key luaL_dostring(L_, "UISpecialFrames = {}\n" // Font object stubs — addons reference these for CreateFontString templates "GameFontNormal = {}\n" "GameFontNormalSmall = {}\n" "GameFontNormalLarge = {}\n" "GameFontHighlight = {}\n" "GameFontHighlightSmall = {}\n" "GameFontHighlightLarge = {}\n" "GameFontDisable = {}\n" "GameFontDisableSmall = {}\n" "GameFontWhite = {}\n" "GameFontRed = {}\n" "GameFontGreen = {}\n" "NumberFontNormal = {}\n" "ChatFontNormal = {}\n" "SystemFont = {}\n" // InterfaceOptionsFrame: addons register settings panels here "InterfaceOptionsFrame = CreateFrame('Frame', 'InterfaceOptionsFrame')\n" "InterfaceOptionsFramePanelContainer = CreateFrame('Frame', 'InterfaceOptionsFramePanelContainer')\n" "function InterfaceOptions_AddCategory(panel) end\n" "function InterfaceOptionsFrame_OpenToCategory(panel) end\n" // Commonly expected global tables "SLASH_RELOAD1 = '/reload'\n" "SLASH_RELOADUI1 = '/reloadui'\n" "GRAY_FONT_COLOR = {r=0.5,g=0.5,b=0.5}\n" "NORMAL_FONT_COLOR = {r=1.0,g=0.82,b=0.0}\n" "HIGHLIGHT_FONT_COLOR = {r=1.0,g=1.0,b=1.0}\n" "GREEN_FONT_COLOR = {r=0.1,g=1.0,b=0.1}\n" "RED_FONT_COLOR = {r=1.0,g=0.1,b=0.1}\n" ); // WoW table/string utility functions used by many addons luaL_dostring(L_, // Table utilities "function tContains(tbl, item)\n" " for _, v in pairs(tbl) do if v == item then return true end end\n" " return false\n" "end\n" "function tInvert(tbl)\n" " local inv = {}\n" " for k, v in pairs(tbl) do inv[v] = k end\n" " return inv\n" "end\n" "function CopyTable(src)\n" " if type(src) ~= 'table' then return src end\n" " local copy = {}\n" " for k, v in pairs(src) do copy[k] = CopyTable(v) end\n" " return setmetatable(copy, getmetatable(src))\n" "end\n" "function tDeleteItem(tbl, item)\n" " for i = #tbl, 1, -1 do if tbl[i] == item then table.remove(tbl, i) end end\n" "end\n" // String utilities (WoW globals that alias Lua string functions) "strupper = string.upper\n" "strlower = string.lower\n" "strfind = string.find\n" "strsub = string.sub\n" "strlen = string.len\n" "strrep = string.rep\n" "strbyte = string.byte\n" "strchar = string.char\n" "strrev = string.reverse\n" "gsub = string.gsub\n" "gmatch = string.gmatch\n" "strjoin = function(delim, ...)\n" " return table.concat({...}, delim)\n" "end\n" // Math utilities "function Clamp(val, lo, hi) return math.min(math.max(val, lo), hi) end\n" "function Round(val) return math.floor(val + 0.5) end\n" // Bit operations (WoW provides these; Lua 5.1 doesn't have native bit ops) "bit = bit or {}\n" "bit.band = bit.band or function(a, b) local r,m=0,1 for i=0,31 do if a%2==1 and b%2==1 then r=r+m end a=math.floor(a/2) b=math.floor(b/2) m=m*2 end return r end\n" "bit.bor = bit.bor or function(a, b) local r,m=0,1 for i=0,31 do if a%2==1 or b%2==1 then r=r+m end a=math.floor(a/2) b=math.floor(b/2) m=m*2 end return r end\n" "bit.bxor = bit.bxor or function(a, b) local r,m=0,1 for i=0,31 do if (a%2==1)~=(b%2==1) then r=r+m end a=math.floor(a/2) b=math.floor(b/2) m=m*2 end return r end\n" "bit.bnot = bit.bnot or function(a) return 4294967295 - a end\n" "bit.lshift = bit.lshift or function(a, n) return a * (2^n) end\n" "bit.rshift = bit.rshift or function(a, n) return math.floor(a / (2^n)) end\n" ); } // ---- Event System ---- // Lua-side: WoweeEvents table holds { ["EVENT_NAME"] = { handler1, handler2, ... } } // RegisterEvent("EVENT", handler) adds a handler function // UnregisterEvent("EVENT", handler) removes it static int lua_RegisterEvent(lua_State* L) { const char* eventName = luaL_checkstring(L, 1); luaL_checktype(L, 2, LUA_TFUNCTION); // Get or create the WoweeEvents table lua_getglobal(L, "__WoweeEvents"); if (lua_isnil(L, -1)) { lua_pop(L, 1); lua_newtable(L); lua_pushvalue(L, -1); lua_setglobal(L, "__WoweeEvents"); } // Get or create the handler list for this event lua_getfield(L, -1, eventName); if (lua_isnil(L, -1)) { lua_pop(L, 1); lua_newtable(L); lua_pushvalue(L, -1); lua_setfield(L, -3, eventName); } // Append the handler function to the list int len = static_cast(lua_objlen(L, -1)); lua_pushvalue(L, 2); // push the handler function lua_rawseti(L, -2, len + 1); lua_pop(L, 2); // pop handler list + WoweeEvents return 0; } static int lua_UnregisterEvent(lua_State* L) { const char* eventName = luaL_checkstring(L, 1); luaL_checktype(L, 2, LUA_TFUNCTION); lua_getglobal(L, "__WoweeEvents"); if (lua_isnil(L, -1)) { lua_pop(L, 1); return 0; } lua_getfield(L, -1, eventName); if (lua_isnil(L, -1)) { lua_pop(L, 2); return 0; } // Remove matching handler from the list int len = static_cast(lua_objlen(L, -1)); for (int i = 1; i <= len; i++) { lua_rawgeti(L, -1, i); if (lua_rawequal(L, -1, 2)) { lua_pop(L, 1); // Shift remaining elements down for (int j = i; j < len; j++) { lua_rawgeti(L, -1, j + 1); lua_rawseti(L, -2, j); } lua_pushnil(L); lua_rawseti(L, -2, len); break; } lua_pop(L, 1); } lua_pop(L, 2); return 0; } void LuaEngine::registerEventAPI() { lua_pushcfunction(L_, lua_RegisterEvent); lua_setglobal(L_, "RegisterEvent"); lua_pushcfunction(L_, lua_UnregisterEvent); lua_setglobal(L_, "UnregisterEvent"); // Create the events table lua_newtable(L_); lua_setglobal(L_, "__WoweeEvents"); } void LuaEngine::fireEvent(const std::string& eventName, const std::vector& args) { if (!L_) return; lua_getglobal(L_, "__WoweeEvents"); if (lua_isnil(L_, -1)) { lua_pop(L_, 1); return; } lua_getfield(L_, -1, eventName.c_str()); if (lua_isnil(L_, -1)) { lua_pop(L_, 2); return; } int handlerCount = static_cast(lua_objlen(L_, -1)); for (int i = 1; i <= handlerCount; i++) { lua_rawgeti(L_, -1, i); if (!lua_isfunction(L_, -1)) { lua_pop(L_, 1); continue; } // Push arguments: event name first, then extra args lua_pushstring(L_, eventName.c_str()); for (const auto& arg : args) { lua_pushstring(L_, arg.c_str()); } int nargs = 1 + static_cast(args.size()); if (lua_pcall(L_, nargs, 0, 0) != 0) { const char* err = lua_tostring(L_, -1); LOG_ERROR("LuaEngine: event '", eventName, "' handler error: ", err ? err : "(unknown)"); lua_pop(L_, 1); } } lua_pop(L_, 2); // pop handler list + WoweeEvents // Also dispatch to frames that registered for this event via frame:RegisterEvent() lua_getglobal(L_, "__WoweeFrameEvents"); if (lua_istable(L_, -1)) { lua_getfield(L_, -1, eventName.c_str()); if (lua_istable(L_, -1)) { int frameCount = static_cast(lua_objlen(L_, -1)); for (int i = 1; i <= frameCount; i++) { lua_rawgeti(L_, -1, i); if (!lua_istable(L_, -1)) { lua_pop(L_, 1); continue; } // Get the frame's OnEvent script lua_getfield(L_, -1, "__scripts"); if (lua_istable(L_, -1)) { lua_getfield(L_, -1, "OnEvent"); if (lua_isfunction(L_, -1)) { lua_pushvalue(L_, -3); // self (frame) lua_pushstring(L_, eventName.c_str()); for (const auto& arg : args) lua_pushstring(L_, arg.c_str()); int nargs = 2 + static_cast(args.size()); if (lua_pcall(L_, nargs, 0, 0) != 0) { LOG_ERROR("LuaEngine: frame OnEvent error: ", lua_tostring(L_, -1)); lua_pop(L_, 1); } } else { lua_pop(L_, 1); // pop non-function } } lua_pop(L_, 2); // pop __scripts + frame } } lua_pop(L_, 1); // pop event frame list } lua_pop(L_, 1); // pop __WoweeFrameEvents } void LuaEngine::dispatchOnUpdate(float elapsed) { if (!L_) return; lua_getglobal(L_, "__WoweeOnUpdateFrames"); if (!lua_istable(L_, -1)) { lua_pop(L_, 1); return; } int count = static_cast(lua_objlen(L_, -1)); for (int i = 1; i <= count; i++) { lua_rawgeti(L_, -1, i); if (!lua_istable(L_, -1)) { lua_pop(L_, 1); continue; } // Check if frame is visible lua_getfield(L_, -1, "__visible"); bool visible = lua_toboolean(L_, -1); lua_pop(L_, 1); if (!visible) { lua_pop(L_, 1); continue; } // Get OnUpdate script lua_getfield(L_, -1, "__scripts"); if (lua_istable(L_, -1)) { lua_getfield(L_, -1, "OnUpdate"); if (lua_isfunction(L_, -1)) { lua_pushvalue(L_, -3); // self (frame) lua_pushnumber(L_, static_cast(elapsed)); if (lua_pcall(L_, 2, 0, 0) != 0) { LOG_ERROR("LuaEngine: OnUpdate error: ", lua_tostring(L_, -1)); lua_pop(L_, 1); } } else { lua_pop(L_, 1); } } lua_pop(L_, 2); // pop __scripts + frame } lua_pop(L_, 1); // pop __WoweeOnUpdateFrames } bool LuaEngine::dispatchSlashCommand(const std::string& command, const std::string& args) { if (!L_) return false; // Check each SlashCmdList entry: for key NAME, check SLASH_NAME1, SLASH_NAME2, etc. lua_getglobal(L_, "SlashCmdList"); if (!lua_istable(L_, -1)) { lua_pop(L_, 1); return false; } std::string cmdLower = command; for (char& c : cmdLower) c = static_cast(std::tolower(static_cast(c))); lua_pushnil(L_); while (lua_next(L_, -2) != 0) { // Stack: SlashCmdList, key, handler if (!lua_isfunction(L_, -1) || !lua_isstring(L_, -2)) { lua_pop(L_, 1); continue; } const char* name = lua_tostring(L_, -2); // Check SLASH_1 through SLASH_9 for (int i = 1; i <= 9; i++) { std::string globalName = "SLASH_" + std::string(name) + std::to_string(i); lua_getglobal(L_, globalName.c_str()); if (lua_isstring(L_, -1)) { std::string slashStr = lua_tostring(L_, -1); for (char& c : slashStr) c = static_cast(std::tolower(static_cast(c))); if (slashStr == cmdLower) { lua_pop(L_, 1); // pop global // Call the handler with args lua_pushvalue(L_, -1); // copy handler lua_pushstring(L_, args.c_str()); if (lua_pcall(L_, 1, 0, 0) != 0) { LOG_ERROR("LuaEngine: SlashCmdList['", name, "'] error: ", lua_tostring(L_, -1)); lua_pop(L_, 1); } lua_pop(L_, 3); // pop handler, key, SlashCmdList return true; } } lua_pop(L_, 1); // pop global } lua_pop(L_, 1); // pop handler, keep key for next iteration } lua_pop(L_, 1); // pop SlashCmdList return false; } // ---- SavedVariables serialization ---- static void serializeLuaValue(lua_State* L, int idx, std::string& out, int indent); static void serializeLuaTable(lua_State* L, int idx, std::string& out, int indent) { out += "{\n"; std::string pad(indent + 2, ' '); lua_pushnil(L); while (lua_next(L, idx) != 0) { out += pad; // Key if (lua_type(L, -2) == LUA_TSTRING) { const char* k = lua_tostring(L, -2); out += "[\""; for (const char* p = k; *p; ++p) { if (*p == '"' || *p == '\\') out += '\\'; out += *p; } out += "\"] = "; } else if (lua_type(L, -2) == LUA_TNUMBER) { out += "[" + std::to_string(static_cast(lua_tonumber(L, -2))) + "] = "; } else { lua_pop(L, 1); continue; } // Value serializeLuaValue(L, lua_gettop(L), out, indent + 2); out += ",\n"; lua_pop(L, 1); } out += std::string(indent, ' ') + "}"; } static void serializeLuaValue(lua_State* L, int idx, std::string& out, int indent) { switch (lua_type(L, idx)) { case LUA_TNIL: out += "nil"; break; case LUA_TBOOLEAN: out += lua_toboolean(L, idx) ? "true" : "false"; break; case LUA_TNUMBER: { double v = lua_tonumber(L, idx); char buf[64]; snprintf(buf, sizeof(buf), "%.17g", v); out += buf; break; } case LUA_TSTRING: { const char* s = lua_tostring(L, idx); out += "\""; for (const char* p = s; *p; ++p) { if (*p == '"' || *p == '\\') out += '\\'; else if (*p == '\n') { out += "\\n"; continue; } else if (*p == '\r') continue; out += *p; } out += "\""; break; } case LUA_TTABLE: serializeLuaTable(L, idx, out, indent); break; default: out += "nil"; // Functions, userdata, etc. can't be serialized break; } } void LuaEngine::setAddonList(const std::vector& addons) { if (!L_) return; lua_pushnumber(L_, static_cast(addons.size())); lua_setfield(L_, LUA_REGISTRYINDEX, "wowee_addon_count"); lua_newtable(L_); for (size_t i = 0; i < addons.size(); i++) { lua_newtable(L_); lua_pushstring(L_, addons[i].addonName.c_str()); lua_setfield(L_, -2, "name"); lua_pushstring(L_, addons[i].getTitle().c_str()); lua_setfield(L_, -2, "title"); auto notesIt = addons[i].directives.find("Notes"); lua_pushstring(L_, notesIt != addons[i].directives.end() ? notesIt->second.c_str() : ""); lua_setfield(L_, -2, "notes"); lua_rawseti(L_, -2, static_cast(i + 1)); } lua_setfield(L_, LUA_REGISTRYINDEX, "wowee_addon_info"); } bool LuaEngine::loadSavedVariables(const std::string& path) { if (!L_) return false; std::ifstream f(path); if (!f.is_open()) return false; // No saved data yet — not an error std::string content((std::istreambuf_iterator(f)), std::istreambuf_iterator()); if (content.empty()) return true; int err = luaL_dostring(L_, content.c_str()); if (err != 0) { LOG_WARNING("LuaEngine: error loading saved variables from '", path, "': ", lua_tostring(L_, -1)); lua_pop(L_, 1); return false; } return true; } bool LuaEngine::saveSavedVariables(const std::string& path, const std::vector& varNames) { if (!L_ || varNames.empty()) return false; std::string output; for (const auto& name : varNames) { lua_getglobal(L_, name.c_str()); if (!lua_isnil(L_, -1)) { output += name + " = "; serializeLuaValue(L_, lua_gettop(L_), output, 0); output += "\n"; } lua_pop(L_, 1); } if (output.empty()) return true; // Ensure directory exists size_t lastSlash = path.find_last_of("/\\"); if (lastSlash != std::string::npos) { std::error_code ec; std::filesystem::create_directories(path.substr(0, lastSlash), ec); } std::ofstream f(path); if (!f.is_open()) { LOG_WARNING("LuaEngine: cannot write saved variables to '", path, "'"); return false; } f << output; LOG_INFO("LuaEngine: saved variables to '", path, "' (", output.size(), " bytes)"); return true; } bool LuaEngine::executeFile(const std::string& path) { if (!L_) return false; int err = luaL_dofile(L_, path.c_str()); if (err != 0) { const char* errMsg = lua_tostring(L_, -1); std::string msg = errMsg ? errMsg : "(unknown error)"; LOG_ERROR("LuaEngine: error loading '", path, "': ", msg); if (gameHandler_) { game::MessageChatData errChat; errChat.type = game::ChatType::SYSTEM; errChat.language = game::ChatLanguage::UNIVERSAL; errChat.message = "|cffff4040[Lua Error] " + msg + "|r"; gameHandler_->addLocalChatMessage(errChat); } lua_pop(L_, 1); return false; } return true; } bool LuaEngine::executeString(const std::string& code) { if (!L_) return false; int err = luaL_dostring(L_, code.c_str()); if (err != 0) { const char* errMsg = lua_tostring(L_, -1); std::string msg = errMsg ? errMsg : "(unknown error)"; LOG_ERROR("LuaEngine: script error: ", msg); if (gameHandler_) { game::MessageChatData errChat; errChat.type = game::ChatType::SYSTEM; errChat.language = game::ChatLanguage::UNIVERSAL; errChat.message = "|cffff4040[Lua Error] " + msg + "|r"; gameHandler_->addLocalChatMessage(errChat); } lua_pop(L_, 1); return false; } return true; } } // namespace wowee::addons