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path: root/source/game/scripting/StarUniverseServerLuaBindings.cpp
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#include "StarUniverseServerLuaBindings.hpp"
#include "StarJsonExtra.hpp"
#include "StarLuaGameConverters.hpp"
#include "StarUniverseServer.hpp"

namespace Star {

LuaCallbacks LuaBindings::makeUniverseServerCallbacks(UniverseServer* universe) {
  LuaCallbacks callbacks;

  callbacks.registerCallbackWithSignature<List<ConnectionId>>("clientIds", bind(UniverseServerCallbacks::clientIds, universe));
  callbacks.registerCallbackWithSignature<size_t>("numberOfClients", bind(UniverseServerCallbacks::numberOfClients, universe));
  callbacks.registerCallbackWithSignature<bool, ConnectionId>("isConnectedClient", bind(UniverseServerCallbacks::isConnectedClient, universe, _1));
  callbacks.registerCallbackWithSignature<String, ConnectionId>("clientNick", bind(UniverseServerCallbacks::clientNick, universe, _1));
  callbacks.registerCallbackWithSignature<Maybe<ConnectionId>, String>("findNick", bind(UniverseServerCallbacks::findNick, universe, _1));
  callbacks.registerCallbackWithSignature<void, String>("adminBroadcast", bind(UniverseServerCallbacks::adminBroadcast, universe, _1));
  callbacks.registerCallbackWithSignature<void, ConnectionId, String>("adminWhisper", bind(UniverseServerCallbacks::adminWhisper, universe, _1, _2));
  callbacks.registerCallbackWithSignature<bool, ConnectionId>("isAdmin", bind(UniverseServerCallbacks::isAdmin, universe, _1));
  callbacks.registerCallbackWithSignature<bool, ConnectionId>("isPvp", bind(UniverseServerCallbacks::isPvp, universe, _1));
  callbacks.registerCallbackWithSignature<void, ConnectionId, bool>("setPvp", bind(UniverseServerCallbacks::setPvp, universe, _1, _2));

  return callbacks;
}

// Gets a list of client ids
//
// @return A list of numerical client IDs.
List<ConnectionId> LuaBindings::UniverseServerCallbacks::clientIds(UniverseServer* universe) {
  return universe->clientIds();
}

// Gets the number of logged in clients
//
// @return An integer containing the number of logged in clients
size_t LuaBindings::UniverseServerCallbacks::numberOfClients(UniverseServer* universe) {
  return universe->numberOfClients();
}

// Returns whether or not the provided client ID is currently connected
//
// @param clientId the client ID in question
// @return A bool that is true if the client is connected and false otherwise
bool LuaBindings::UniverseServerCallbacks::isConnectedClient(UniverseServer* universe, ConnectionId arg1) {
  return universe->isConnectedClient(arg1);
}

// Returns the nickname for the given client ID
//
// @param clientId the client ID in question
// @return A string containing the nickname of the given client
String LuaBindings::UniverseServerCallbacks::clientNick(UniverseServer* universe, ConnectionId arg1) {
  return universe->clientNick(arg1);
}

// Returns the client ID for the given nick
//
// @param nick the nickname of the client to search for
// @return An integer containing the clientID of the nick in question
Maybe<ConnectionId> LuaBindings::UniverseServerCallbacks::findNick(UniverseServer* universe, String const& arg1) {
  return universe->findNick(arg1);
}

// Sends a message to all logged in clients
//
// @param message the message to broadcast
// @return nil
void LuaBindings::UniverseServerCallbacks::adminBroadcast(UniverseServer* universe, String const& arg1) {
  universe->adminBroadcast(arg1);
}

// Sends a message to a specific client
//
// @param clientId the client id to whisper
// @param message the message to whisper
// @return nil
void LuaBindings::UniverseServerCallbacks::adminWhisper(UniverseServer* universe, ConnectionId arg1, String const& arg2) {
  ConnectionId client = arg1;
  String message = arg2;
  universe->adminWhisper(client, message);
}

// Returns whether or not a specific client is flagged as an admin
//
// @param clientId the client id to check
// @return a boolean containing true if the client is an admin, false otherwise
bool LuaBindings::UniverseServerCallbacks::isAdmin(UniverseServer* universe, ConnectionId arg1) {
  return universe->isAdmin(arg1);
}

// Returns whether or not a specific client is flagged as pvp
//
// @param clientId the client id to check
// @return a boolean containing true if the client is flagged as pvp, false
// otherwise
bool LuaBindings::UniverseServerCallbacks::isPvp(UniverseServer* universe, ConnectionId arg1) {
  return universe->isPvp(arg1);
}

// Set (or unset) the pvp status of a specific user
//
// @param clientId the client id to check
// @param setPvp set pvp status to this bool, defaults to true
// @return nil
void LuaBindings::UniverseServerCallbacks::setPvp(UniverseServer* universe, ConnectionId arg1, Maybe<bool> arg2) {
  ConnectionId client = arg1;
  bool setPvpTo = arg2.value(true);
  universe->setPvp(client, setPvpTo);
}

}