#include #include "context.hpp" #include "error.hpp" #include "value_conversion.hpp" #include "../execution.hpp" #include "../functions.hpp" #include "../../../component/command.hpp" #include namespace scripting::lua { namespace { void setup_entity_type(sol::state& state, event_handler& handler, scheduler& scheduler) { state["level"] = entity{*game::levelEntityId}; auto vector_type = state.new_usertype("vector", sol::constructors()); vector_type["x"] = sol::property(&vector::get_x, &vector::set_x); vector_type["y"] = sol::property(&vector::get_y, &vector::set_y); vector_type["z"] = sol::property(&vector::get_z, &vector::set_z); vector_type["r"] = sol::property(&vector::get_x, &vector::set_x); vector_type["g"] = sol::property(&vector::get_y, &vector::set_y); vector_type["b"] = sol::property(&vector::get_z, &vector::set_z); auto entity_type = state.new_usertype("entity"); for (const auto& func : method_map) { const auto name = utils::string::to_lower(func.first); entity_type[name.data()] = [name](const entity& entity, const sol::this_state s, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } return convert(s, entity.call(name, arguments)); }; } entity_type["set"] = [](const entity& entity, const std::string& field, const sol::lua_value& value) { entity.set(field, convert(value)); }; entity_type["get"] = [](const entity& entity, const sol::this_state s, const std::string& field) { return convert(s, entity.get(field)); }; entity_type["notify"] = [](const entity& entity, const sol::this_state s, const std::string& event, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } notify(entity, event, arguments); }; entity_type["onnotify"] = [&handler](const entity& entity, const std::string& event, const event_callback& callback) { event_listener listener{}; listener.callback = callback; listener.entity = entity; listener.event = event; listener.is_volatile = false; return handler.add_event_listener(std::move(listener)); }; entity_type["onnotifyonce"] = [&handler](const entity& entity, const std::string& event, const event_callback& callback) { event_listener listener{}; listener.callback = callback; listener.entity = entity; listener.event = event; listener.is_volatile = true; return handler.add_event_listener(std::move(listener)); }; entity_type["call"] = [](const entity& entity, const sol::this_state s, const std::string& function, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } return convert(s, entity.call(function, arguments)); }; entity_type[sol::meta_function::new_index] = [](const entity& entity, const std::string& field, const sol::lua_value& value) { entity.set(field, convert(value)); }; entity_type[sol::meta_function::index] = [](const entity& entity, const sol::this_state s, const std::string& field) { return convert(s, entity.get(field)); }; struct game { }; auto game_type = state.new_usertype("game_"); state["game"] = game(); for (const auto& func : function_map) { const auto name = utils::string::to_lower(func.first); game_type[name] = [name](const game&, const sol::this_state s, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } return convert(s, call(name, arguments)); }; } game_type["call"] = [](const game&, const sol::this_state s, const std::string& function, sol::variadic_args va) { std::vector arguments{}; for (auto arg : va) { arguments.push_back(convert({s, arg})); } return convert(s, call(function, arguments)); }; game_type["ontimeout"] = [&scheduler](const game&, const sol::protected_function& callback, const long long milliseconds) { return scheduler.add(callback, milliseconds, true); }; game_type["oninterval"] = [&scheduler](const game&, const sol::protected_function& callback, const long long milliseconds) { return scheduler.add(callback, milliseconds, false); }; game_type["executecommand"] = [](const game&, const std::string& command) { command::execute(command, false); }; game_type["say"] = [](const game&, const std::string& msg) { chat::print(msg); }; } } context::context(std::string folder) : folder_(std::move(folder)) , scheduler_(state_) , event_handler_(state_) { this->state_.open_libraries(sol::lib::base, sol::lib::package, sol::lib::io, sol::lib::string, sol::lib::os, sol::lib::math, sol::lib::table); this->state_["include"] = [this](const std::string& file) { this->load_script(file); }; sol::function old_require = this->state_["require"]; auto base_path = utils::string::replace(this->folder_, "/", ".") + "."; this->state_["require"] = [base_path, old_require](const std::string& path) { return old_require(base_path + path); }; this->state_["scriptdir"] = [this]() { return this->folder_; }; setup_entity_type(this->state_, this->event_handler_, this->scheduler_); printf("Loading script '%s'\n", this->folder_.data()); this->load_script("__init__"); } context::~context() { this->state_.collect_garbage(); this->scheduler_.clear(); this->event_handler_.clear(); this->state_ = {}; } void context::run_frame() { this->scheduler_.run_frame(); this->state_.collect_garbage(); } void context::notify(const event& e) { this->event_handler_.dispatch(e); } void context::load_script(const std::string& script) { if (!this->loaded_scripts_.emplace(script).second) { return; } const auto file = (std::filesystem::path{this->folder_} / (script + ".lua")).generic_string(); handle_error(this->state_.safe_script_file(file, &sol::script_pass_on_error)); } }