2022-03-01 22:14:41 +02:00

76 lines
1.3 KiB
C++

#include <std_include.hpp>
#include "engine.hpp"
#include "context.hpp"
#include "../execution.hpp"
#include "../../../component/logfile.hpp"
#include "../../../component/game_module.hpp"
#include <utils/io.hpp>
namespace scripting::lua::engine
{
namespace
{
auto& get_scripts()
{
static std::vector<std::unique_ptr<context>> 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<context>(script));
}
}
}
}
void stop()
{
logfile::clear_callbacks();
get_scripts().clear();
}
void start()
{
// No SP until there is a concept
if (game::environment::is_sp())
{
return;
}
stop();
load_scripts(game_module::get_host_module().get_folder() + "/data/scripts/");
load_scripts("h1-mod/scripts/");
load_scripts("data/scripts/");
}
void notify(const event& e)
{
for (auto& script : get_scripts())
{
script->notify(e);
}
}
void run_frame()
{
for (auto& script : get_scripts())
{
script->run_frame();
}
}
}