#include #include "engine.hpp" #include "context.hpp" #include "../execution.hpp" #include "../../../component/logfile.hpp" #include "../../../component/filesystem.hpp" #include namespace scripting::lua::engine { namespace { bool running = false; auto& get_scripts() { static std::vector> scripts{}; return scripts; } void load_scripts(const std::string& script_dir) { if (!utils::io::directory_exists(script_dir)) { return; } const auto scripts = utils::io::list_files(script_dir); for (const auto& script : scripts) { if (std::filesystem::is_directory(script) && utils::io::file_exists(script + "/__init__.lua")) { get_scripts().push_back(std::make_unique(script)); } } } } void stop() { running = false; logfile::clear_callbacks(); get_scripts().clear(); } void start() { stop(); for (const auto& path : filesystem::get_search_paths()) { load_scripts(path + "/scripts/"); if (game::environment::is_sp()) { load_scripts(path + "/scripts/sp/"); } else { load_scripts(path + "/scripts/mp/"); } } running = true; } void notify(const event& e) { for (auto& script : get_scripts()) { script->notify(e); } } void run_frame() { for (auto& script : get_scripts()) { script->run_frame(); } } bool is_running() { return running; } }