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#include "script_system.h"
#include <iostream>
#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<MessageSystem>(
"message",
"displayMessage", &MessageSystem::displayMessage,
"hideCutsceneBars", &MessageSystem::hideCutsceneBars,
"isMessageActive", sol::property(&MessageSystem::isMessageActive));
engine_.set_function(
"message",
[&] () -> MessageSystem& {
return game_.getSystem<MessageSystem>();
});
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<sol::function>(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();
}
}
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