#include "script_system.h" #include #include "game.h" #include "message_system.h" #include "animation_system.h" #include "character_system.h" #include "transform_system.h" #include "effect_system.h" #include "camera_system.h" #include "vector.h" ScriptSystem::ScriptSystem(Game& game) : game_(game) { engine_.open_libraries( sol::lib::base, sol::lib::coroutine, sol::lib::math); engine_.new_usertype( "vec2i", "x", [] (const vec2i& v) { return v.x(); }, "y", [] (const vec2i& v) { return v.y(); }); engine_.new_usertype( "sprite", "loc", &Sprite::loc, "dir", &Sprite::dir, "followers", &Sprite::followers, "characterState", &Sprite::characterState, "controllable", &Sprite::controllable, "animFinished", &Sprite::animFinished); engine_.new_usertype( "message", "displayMessage", &MessageSystem::displayMessage, "showChoice", &MessageSystem::showChoice, "displayCutsceneBars", &MessageSystem::displayCutsceneBars, "hideCutsceneBars", &MessageSystem::hideCutsceneBars, "isMessageActive", sol::property(&MessageSystem::isMessageActive), "getChoiceSelection", &MessageSystem::getChoiceSelection); engine_.new_usertype( "animation", "initSprite", &AnimationSystem::initSprite, "setSpriteAnimation", &AnimationSystem::setSpriteAnimation, "setSpriteDirection", &AnimationSystem::setSpriteDirection); engine_.new_usertype( "character", "startRunning", &CharacterSystem::startRunning, "halt", &CharacterSystem::halt); engine_.new_usertype( "transform", "initSprite", [] (TransformSystem& transform, int spriteId, int x, int y, SpriteLayer layer) { transform.initSprite(spriteId, vec2i{x, y}, layer); }); engine_.new_usertype( "effect", "fadeScreen", &EffectSystem::fadeScreen, "isScreenFadeComplete", &EffectSystem::isScreenFadeComplete, "fadeMap", &EffectSystem::fadeMap, "isMapFadeComplete", &EffectSystem::isMapFadeComplete, "shakeCamera", &EffectSystem::shakeCamera, "stopShakingCamera", &EffectSystem::stopShakingCamera); engine_.new_usertype( "camera", "panToSprite", &CameraSystem::panToSprite, "isPanning", &CameraSystem::isPanning, "unlockCamera", &CameraSystem::unlockCamera, "setFollowingSprite", &CameraSystem::setFollowingSprite); 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( "character", [&] () -> CharacterSystem& { return game_.getSystem(); }); engine_.set_function( "transform", [&] () -> TransformSystem& { return game_.getSystem(); }); engine_.set_function( "effect", [&] () -> EffectSystem& { return game_.getSystem(); }); engine_.set_function( "camera", [&] () -> CameraSystem& { return game_.getSystem(); }); engine_.set_function( "mixer", [&] () -> Mixer& { return game_.getMixer(); }); engine_.set_function( "emplaceSprite", [&] (std::string alias) -> int { return game_.emplaceSprite(alias); }); engine_.set_function( "destroySprite", [&] (int spriteId) { game_.destroySprite(spriteId); }); engine_.set_function( "getSpriteByAlias", [&] (std::string alias) -> int { return game_.getSpriteByAlias(alias); }); engine_.set_function( "getPlayerSprite", [&] () -> int { for (int id : game_.getSprites()) { Sprite& sprite = game_.getSprite(id); if (sprite.player) { return id; } } return -1; }); engine_.set_function( "getSprite", [&] (int id) -> Sprite& { return game_.getSprite(id); }); engine_.set_function( "loadMap", [&] (std::string filename, std::string warpPoint, Direction dir) { game_.loadMap(filename, warpPoint, dir); }); 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 mapName, std::string scriptName) { if (!loadedScripts_.count(mapName)) { engine_.script_file("../res/scripts/" + mapName + ".lua"); loadedScripts_.insert(mapName); } runner_.reset(new sol::thread(sol::thread::create(engine_.lua_state()))); callable_.reset(new sol::coroutine(runner_->state().traverse_get(mapName, scriptName))); if (!*callable_) { throw std::runtime_error("Error running script: " + mapName + "." + scriptName); } auto result = (*callable_)(); if (!result.valid()) { sol::error e = result; throw e; } if (!*callable_) { callable_.reset(); runner_.reset(); } }