#include "script_system.h" #include #include "game.h" #include "message_system.h" #include "animation_system.h" ScriptSystem::ScriptSystem(Game& game) : game_(game) { engine_.open_libraries( sol::lib::base, sol::lib::coroutine, sol::lib::math); engine_.new_usertype( "message", "displayMessage", &MessageSystem::displayMessage, "hideCutsceneBars", &MessageSystem::hideCutsceneBars, "isMessageActive", sol::property(&MessageSystem::isMessageActive)); engine_.new_usertype( "animation", "setSpriteAnimation", &AnimationSystem::setSpriteAnimation); engine_.new_usertype( "mixer", "playSound", &Mixer::playSound, "loopSound", &Mixer::loopSound, "stopChannel", &Mixer::stopChannel); engine_.set_function( "message", [&] () -> MessageSystem& { return game_.getSystem(); }); engine_.set_function( "animation", [&] () -> AnimationSystem& { return game_.getSystem(); }); engine_.set_function( "mixer", [&] () -> Mixer& { return game_.getMixer(); }); engine_.set_function( "getSpriteByAlias", [&] (std::string alias) -> int { return game_.getSpriteByAlias(alias); }); engine_.set_function( "loadMap", [&] (std::string filename, std::string warpPoint) { game_.loadMap(filename, warpPoint); }); engine_.set_function( "setFadeoutProgress", [&] (double val) { game_.setFadeoutProgress(val); }); engine_.script_file("../res/scripts/common.lua"); } void ScriptSystem::tick(double dt) { if (callable_ && *callable_) { auto result = (*callable_)(dt); if (!result.valid()) { sol::error e = result; throw e; } if (!*callable_) { callable_.reset(); runner_.reset(); } } } void ScriptSystem::runScript(std::string name) { if (!loadedScripts_.count(name)) { engine_.script_file("../res/scripts/" + name + ".lua"); loadedScripts_.insert(name); } runner_.reset(new sol::thread(sol::thread::create(engine_.lua_state()))); callable_.reset(new sol::coroutine(runner_->state().get(name))); if (!*callable_) { throw std::runtime_error("Error running script: " + name); } auto result = (*callable_)(); if (!result.valid()) { sol::error e = result; throw e; } if (!*callable_) { callable_.reset(); runner_.reset(); } }