Prompt
Answer
Lua Script Generation Function in C/C++
This task involves creating a function that generates a Lua script based on the specified requirements using C/C++. The generated script will render various player information, including text, player nick, desync angle, target player, and the current state.
Function Implementation
The following implementation includes necessary imports, a comprehensive docstring, input validation, inline comments, and an example of how to use the function.
C++ Code
#include
#include
#include
/**
* Generates a Lua script as a string based on the provided player information.
*
* @param playerNick The nickname of the player to display.
* @param desyncAngle The current desync angle of the player.
* @param targetPlayer The target player the current player is aiming at.
* @param state The current state of the player (stand, move, walk, air, airc).
* @return std::string The generated Lua script.
* @throws std::invalid_argument If the playerNick or targetPlayer is empty, or if the state is invalid.
*/
std::string generateLuaScript(const std::string& playerNick, float desyncAngle, const std::string& targetPlayer, const std::string& state) {
// Input validation
if (playerNick.empty() || targetPlayer.empty()) {
throw std::invalid_argument("Player nickname and target player cannot be empty.");
}
const std::set validStates = {"stand", "move", "walk", "air", "airc"};
if (validStates.find(state) == validStates.end()) {
throw std::invalid_argument("Invalid player state provided.");
}
// Start building the Lua script
std::string luaScript = "-- Script generated by C++ function\n";
luaScript += "local playerNick = \"" + playerNick + "\"\n";
luaScript += "local desyncAngle = " + std::to_string(desyncAngle) + "\n";
luaScript += "local targetPlayer = \"" + targetPlayer + "\"\n";
luaScript += "local playerState = \"" + state + "\"\n";
luaScript += "\n";
luaScript += "function render()\n";
luaScript += "\tprint(\"Rendering Text\") -- First line\n";
luaScript += "\tprint(playerNick) -- Second line: Player Nick\n";
luaScript += "\tprint(\"Desync Angle: \" .. desyncAngle) -- Desync Angle\n";
luaScript += "\tprint(\"Target Player: \" .. targetPlayer) -- Target Player\n";
luaScript += "\tprint(\"Current State: \" .. playerState) -- Current Player State\n";
luaScript += "end\n";
luaScript += "\n";
luaScript += "render() -- Call render function to execute\n";
return luaScript; // Return the generated script
}
int main() {
try {
// Example usage
std::string luaScript = generateLuaScript("Player1", 45.0f, "Enemy1", "move");
// Output the generated Lua script
std::cout << luaScript << std::endl;
} catch (const std::invalid_argument& e) {
std::cerr << "Error: " << e.what() << std::endl;
}
return 0;
}
Code Explanation
Imports: Includes the necessary headers for string manipulation, input/output operations, and exception handling.
Function Documentation: The
generateLuaScript
function is well-documented, specifying parameters, return type, and potential exceptions.Input Validation:
- Checks for empty player names.
- Validates the current state against a predefined set of valid states.
Lua Script Construction:
- Utilizes string concatenation to build the Lua script with predefined variables and comments explaining the logic.
Main Function:
- Demonstrates how to call
generateLuaScript
and print the generated Lua script to standard output. - Catches exceptions and handles errors gracefully.
- Demonstrates how to call
Usage Example
In the main
function, we call generateLuaScript
with sample values for the player's nickname, desync angle, target player, and state. The result is printed, which can be evaluated as valid Lua script.
This implementation adheres to modern C++ best practices, ensuring code is readable, maintainable, and efficient. With this function, you can easily generate Lua scripts necessary for the API integration.
Description
This C++ function generates dynamic Lua scripts that display player information such as nickname, desync angle, target player, and current state, with built-in input validation and error handling for robustness.