diff options
Diffstat (limited to 'src/components')
| -rw-r--r-- | src/components/automatable.h | 34 | ||||
| -rw-r--r-- | src/components/prototypable.h | 11 | ||||
| -rw-r--r-- | src/components/runnable.h | 36 |
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 | |||
| 7 | class AutomatableComponent : public Component { | ||
| 8 | public: | ||
| 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 | ||
| 8 | class RunnableComponent : public Component { | 9 | class RunnableComponent : public Component { |
| 9 | public: | 10 | public: |
| 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 */ |
