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authorKelly Rauchenberger <fefferburbia@gmail.com>2018-05-14 18:40:54 -0400
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-05-17 15:39:39 -0400
commit5e48cf6333aca7af6854d79194f138d57ce0b5e1 (patch)
treeb1703c6268b762a04a101f35188163fe2d9feb45 /src/components
parent046ee24a341468e9b3ea2983a731dbce18b52ac6 (diff)
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Specialized treatment of behavior scripts
The AutomatableComponent now links to the Runnable entity representing the behavior script.

Also reordered the SystemManager and EntityManager members of the Game class such that the EntityManager is destroyed before the SystemManager is. This fixes a bug where the destruction of a component has some affect on the state of a system. Specifically, if the ScriptingSystem (and thus the Lua state) is destroyed before the EntityManager is and there are any Runnable entities, the game will crash when trying to destroy them.
Diffstat (limited to 'src/components')
-rw-r--r--src/components/automatable.h34
-rw-r--r--src/components/prototypable.h11
-rw-r--r--src/components/runnable.h36
3 files changed, 76 insertions, 5 deletions
diff --git a/src/components/automatable.h b/src/components/automatable.h new file mode 100644 index 0000000..22d9859 --- /dev/null +++ b/src/components/automatable.h
@@ -0,0 +1,34 @@
1#ifndef AUTOMATABLE_H_FACB42A5
2#define AUTOMATABLE_H_FACB42A5
3
4#include "component.h"
5#include "entity_manager.h"
6
7class AutomatableComponent : public Component {
8public:
9
10 using id_type = EntityManager::id_type;
11
12 /**
13 * Controls what script will be run as this entity's behavior. It should refer
14 * to a table in the global namespace of the script engine state, and that
15 * table should contain a function called "Behavior".
16 */
17 std::string table;
18
19 /**
20 * Whether or not the behavior script is running.
21 *
22 * @managed_by ScriptingSystem
23 */
24 bool running = false;
25
26 /**
27 * The entity ID of the running script, if there is one.
28 *
29 * @managed_by ScriptingSystem
30 */
31 id_type script;
32};
33
34#endif /* end of include guard: AUTOMATABLE_H_FACB42A5 */
diff --git a/src/components/prototypable.h b/src/components/prototypable.h index 4659e7c..c0dd972 100644 --- a/src/components/prototypable.h +++ b/src/components/prototypable.h
@@ -9,14 +9,15 @@ public:
9 9
10 using id_type = EntityManager::id_type; 10 using id_type = EntityManager::id_type;
11 11
12 /**
13 * The index of the object in the map definition.
14 */
12 size_t mapObjectIndex; 15 size_t mapObjectIndex;
13 16
17 /**
18 * The name of the prototype that the object was spawned from.
19 */
14 std::string prototypeId; 20 std::string prototypeId;
15
16 bool hasBehavior = false;
17 bool runningBehavior = false;
18
19 id_type behaviorScript;
20}; 21};
21 22
22#endif /* end of include guard: PROTOTYPABLE_H_817F2205 */ 23#endif /* end of include guard: PROTOTYPABLE_H_817F2205 */
diff --git a/src/components/runnable.h b/src/components/runnable.h index 1b994fb..956bfdc 100644 --- a/src/components/runnable.h +++ b/src/components/runnable.h
@@ -4,12 +4,48 @@
4#include "component.h" 4#include "component.h"
5#include <sol.hpp> 5#include <sol.hpp>
6#include <memory> 6#include <memory>
7#include "entity_manager.h"
7 8
8class RunnableComponent : public Component { 9class RunnableComponent : public Component {
9public: 10public:
10 11
12 using id_type = EntityManager::id_type;
13
14 /**
15 * A Lua stack where the entity's script is running.
16 *
17 * NOTE: This object is called a thread, but there is no multi-threading going
18 * on.
19 *
20 * @managed_by ScriptingSystem
21 */
11 std::unique_ptr<sol::thread> runner; 22 std::unique_ptr<sol::thread> runner;
23
24 /**
25 * An entry point to the script running in the runner thread.
26 *
27 * @managed_by ScriptingSystem
28 */
12 std::unique_ptr<sol::coroutine> callable; 29 std::unique_ptr<sol::coroutine> callable;
30
31 /**
32 * Whether or not this entity represents a behavior script. A behavior script
33 * usually does not terminate on its own, and can be terminated at will by
34 * another system, usually when the automatable entity leaves the active map.
35 *
36 * @managed_by ScriptingSystem
37 */
38 bool behavior = false;
39
40 /**
41 * If this is a behavior script, this is the ID of the automatable entity that
42 * the behavior belongs to. This is required so that the ScriptingSystem can
43 * notify the automatable entity if the behavior script terminates by itself,
44 * and that it shouldn't attempt to terminate it.
45 *
46 * @managed_by ScriptingSystem
47 */
48 id_type actor;
13}; 49};
14 50
15#endif /* end of include guard: AUTOMATABLE_H_3D519131 */ 51#endif /* end of include guard: AUTOMATABLE_H_3D519131 */