#include "script_system.h" #include #include "game.h" #include "message_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_.set_function( "message", [&] () -> MessageSystem& { return game_.getSystem(); }); 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 std::runtime_error(e.what()); } 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 std::runtime_error(e.what()); } if (!*callable_) { callable_.reset(); runner_.reset(); } }