h2-mod/src/game/scripting/lua/context.cpp
2021-04-23 16:45:33 +02:00

246 lines
6.6 KiB
C++

#include <stdinc.hpp>
#include "context.hpp"
#include "error.hpp"
#include "value_conversion.hpp"
#include "../execution.hpp"
#include "../functions.hpp"
#include "../../../component/command.hpp"
#include <utils/string.hpp>
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>("vector", sol::constructors<vector(float, float, float)>());
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>("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<script_value> 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<script_value> 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<script_value> 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>("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<script_value> 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<script_value> 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));
}
}