diff options
Diffstat (limited to 'src/systems/scripting.cpp')
| -rw-r--r-- | src/systems/scripting.cpp | 257 |
1 files changed, 257 insertions, 0 deletions
| diff --git a/src/systems/scripting.cpp b/src/systems/scripting.cpp new file mode 100644 index 0000000..504224c --- /dev/null +++ b/src/systems/scripting.cpp | |||
| @@ -0,0 +1,257 @@ | |||
| 1 | #include "scripting.h" | ||
| 2 | #include "game.h" | ||
| 3 | #include "components/runnable.h" | ||
| 4 | #include "components/ponderable.h" | ||
| 5 | #include "components/transformable.h" | ||
| 6 | #include "components/playable.h" | ||
| 7 | #include "components/mappable.h" | ||
| 8 | #include "components/prototypable.h" | ||
| 9 | #include "components/automatable.h" | ||
| 10 | #include "systems/realizing.h" | ||
| 11 | #include "vector.h" | ||
| 12 | #include "muxer.h" | ||
| 13 | |||
| 14 | struct script_entity { | ||
| 15 | using id_type = EntityManager::id_type; | ||
| 16 | |||
| 17 | id_type id; | ||
| 18 | |||
| 19 | script_entity(id_type id) : id(id) | ||
| 20 | { | ||
| 21 | } | ||
| 22 | }; | ||
| 23 | |||
| 24 | ScriptingSystem::ScriptingSystem(Game& game) : System(game) | ||
| 25 | { | ||
| 26 | id_type entity = game_.getEntityManager().emplaceEntity(); | ||
| 27 | |||
| 28 | engine_.open_libraries(sol::lib::base, sol::lib::coroutine); | ||
| 29 | |||
| 30 | engine_.new_usertype<vec2d>( | ||
| 31 | "vec2d", | ||
| 32 | sol::constructors<vec2d(), vec2d(double, double)>(), | ||
| 33 | "x", sol::property( | ||
| 34 | [] (vec2d& v) -> double { return v.x(); }, | ||
| 35 | [] (vec2d& v, double x) { v.x() = x; }), | ||
| 36 | "y", sol::property( | ||
| 37 | [] (vec2d& v) -> double { return v.y(); }, | ||
| 38 | [] (vec2d& v, double y) { v.y() = y; })); | ||
| 39 | |||
| 40 | engine_.new_usertype<vec2i>( | ||
| 41 | "vec2i", | ||
| 42 | sol::constructors<vec2i(), vec2i(int, int)>(), | ||
| 43 | "x", [] (vec2i& v) -> int& { return v.x(); }, | ||
| 44 | "y", [] (vec2i& v) -> int& { return v.y(); }); | ||
| 45 | |||
| 46 | engine_.new_usertype<script_entity>( | ||
| 47 | "entity", | ||
| 48 | sol::constructors<script_entity(id_type)>(), | ||
| 49 | "id", &script_entity::id, | ||
| 50 | "transformable", | ||
| 51 | [&] (script_entity& entity) -> TransformableComponent& { | ||
| 52 | return game_.getEntityManager(). | ||
| 53 | getComponent<TransformableComponent>(entity.id); | ||
| 54 | }, | ||
| 55 | "ponderable", | ||
| 56 | [&] (script_entity& entity) -> PonderableComponent& { | ||
| 57 | return game_.getEntityManager(). | ||
| 58 | getComponent<PonderableComponent>(entity.id); | ||
| 59 | }, | ||
| 60 | "mappable", | ||
| 61 | [&] (script_entity& entity) -> MappableComponent& { | ||
| 62 | return game_.getEntityManager(). | ||
| 63 | getComponent<MappableComponent>(entity.id); | ||
| 64 | }, | ||
| 65 | "playable", | ||
| 66 | [&] (script_entity& entity) -> PlayableComponent& { | ||
| 67 | return game_.getEntityManager(). | ||
| 68 | getComponent<PlayableComponent>(entity.id); | ||
| 69 | }, | ||
| 70 | "prototypable", | ||
| 71 | [&] (script_entity& entity) -> PrototypableComponent& { | ||
| 72 | return game_.getEntityManager(). | ||
| 73 | getComponent<PrototypableComponent>(entity.id); | ||
| 74 | }); | ||
| 75 | |||
| 76 | engine_.new_usertype<TransformableComponent>( | ||
| 77 | "transformable", | ||
| 78 | "pos", &TransformableComponent::pos); | ||
| 79 | |||
| 80 | engine_.new_usertype<PonderableComponent>( | ||
| 81 | "ponderable", | ||
| 82 | "vel", &PonderableComponent::vel, | ||
| 83 | "accel", &PonderableComponent::accel); | ||
| 84 | |||
| 85 | engine_.new_usertype<MappableComponent>( | ||
| 86 | "mappable", | ||
| 87 | "mapId", &MappableComponent::mapId); | ||
| 88 | |||
| 89 | engine_.new_usertype<PlayableComponent>( | ||
| 90 | "playable", | ||
| 91 | "checkpointPos", &PlayableComponent::checkpointPos, | ||
| 92 | "checkpointMapId", &PlayableComponent::checkpointMapId, | ||
| 93 | "checkpointMapObject", &PlayableComponent::checkpointMapObject, | ||
| 94 | "checkpointMapObjectIndex", &PlayableComponent::checkpointMapObjectIndex); | ||
| 95 | |||
| 96 | engine_.new_usertype<PrototypableComponent>( | ||
| 97 | "prototypable", | ||
| 98 | "mapObjectIndex", &PrototypableComponent::mapObjectIndex, | ||
| 99 | "prototypeId", &PrototypableComponent::prototypeId); | ||
| 100 | |||
| 101 | engine_.new_usertype<RealizingSystem>( | ||
| 102 | "realizing", | ||
| 103 | "activeMap", sol::property(&RealizingSystem::getActiveMap)); | ||
| 104 | |||
| 105 | engine_.set_function( | ||
| 106 | "realizing", | ||
| 107 | [&] () -> RealizingSystem& { | ||
| 108 | return game_.getSystemManager().getSystem<RealizingSystem>(); | ||
| 109 | }); | ||
| 110 | |||
| 111 | engine_.set_function("playSound", playSound); | ||
| 112 | |||
| 113 | engine_.script_file("scripts/common.lua"); | ||
| 114 | engine_.script_file("scripts/movplat.lua"); | ||
| 115 | engine_.script_file("scripts/checkpoint.lua"); | ||
| 116 | } | ||
| 117 | |||
| 118 | void ScriptingSystem::tick(double dt) | ||
| 119 | { | ||
| 120 | auto entities = game_.getEntityManager().getEntitiesWithComponents< | ||
| 121 | RunnableComponent>(); | ||
| 122 | |||
| 123 | for (id_type entity : entities) | ||
| 124 | { | ||
| 125 | auto& runnable = game_.getEntityManager(). | ||
| 126 | getComponent<RunnableComponent>(entity); | ||
| 127 | |||
| 128 | if (*runnable.callable) | ||
| 129 | { | ||
| 130 | auto result = (*runnable.callable)(dt); | ||
| 131 | if (!result.valid()) | ||
| 132 | { | ||
| 133 | sol::error e = result; | ||
| 134 | throw std::runtime_error(e.what()); | ||
| 135 | } | ||
| 136 | } | ||
| 137 | |||
| 138 | if (!*runnable.callable) | ||
| 139 | { | ||
| 140 | killScript(entity); | ||
| 141 | } | ||
| 142 | } | ||
| 143 | } | ||
| 144 | |||
| 145 | void ScriptingSystem::killScript(id_type entity) | ||
| 146 | { | ||
| 147 | auto& runnable = game_.getEntityManager(). | ||
| 148 | getComponent<RunnableComponent>(entity); | ||
| 149 | |||
| 150 | if (runnable.behavior) | ||
| 151 | { | ||
| 152 | auto& automatable = game_.getEntityManager(). | ||
| 153 | getComponent<AutomatableComponent>(runnable.actor); | ||
| 154 | |||
| 155 | automatable.running = false; | ||
| 156 | } | ||
| 157 | |||
| 158 | game_.getEntityManager().deleteEntity(entity); | ||
| 159 | } | ||
| 160 | |||
| 161 | template <typename... Args> | ||
| 162 | sol::optional<EntityManager::id_type> ScriptingSystem::runScript( | ||
| 163 | std::string table, | ||
| 164 | std::string event, | ||
| 165 | id_type entity, | ||
| 166 | Args&&... args) | ||
| 167 | { | ||
| 168 | id_type script = game_.getEntityManager().emplaceEntity(); | ||
| 169 | |||
| 170 | auto& runnable = game_.getEntityManager(). | ||
| 171 | emplaceComponent<RunnableComponent>(script); | ||
| 172 | |||
| 173 | runnable.runner = | ||
| 174 | std::unique_ptr<sol::thread>( | ||
| 175 | new sol::thread( | ||
| 176 | sol::thread::create( | ||
| 177 | engine_.lua_state()))); | ||
| 178 | |||
| 179 | runnable.callable = | ||
| 180 | std::unique_ptr<sol::coroutine>( | ||
| 181 | new sol::coroutine( | ||
| 182 | runnable.runner->state(). | ||
| 183 | traverse_get<sol::function>( | ||
| 184 | table, | ||
| 185 | event))); | ||
| 186 | |||
| 187 | if (!*runnable.callable) | ||
| 188 | { | ||
| 189 | throw std::runtime_error("Error running script"); | ||
| 190 | } | ||
| 191 | |||
| 192 | auto result = (*runnable.callable)( | ||
| 193 | script_entity(entity), | ||
| 194 | std::forward<Args>(args)...); | ||
| 195 | |||
| 196 | if (!result.valid()) | ||
| 197 | { | ||
| 198 | sol::error e = result; | ||
| 199 | throw std::runtime_error(e.what()); | ||
| 200 | } | ||
| 201 | |||
| 202 | if (*runnable.callable) | ||
| 203 | { | ||
| 204 | return { script }; | ||
| 205 | } else { | ||
| 206 | killScript(script); | ||
| 207 | |||
| 208 | return {}; | ||
| 209 | } | ||
| 210 | } | ||
| 211 | |||
| 212 | void ScriptingSystem::startBehavior(id_type entity) | ||
| 213 | { | ||
| 214 | auto& automatable = game_.getEntityManager(). | ||
| 215 | getComponent<AutomatableComponent>(entity); | ||
| 216 | |||
| 217 | sol::optional<id_type> script = | ||
| 218 | runScript( | ||
| 219 | automatable.table, | ||
| 220 | "Behavior", | ||
| 221 | entity); | ||
| 222 | |||
| 223 | if (script) | ||
| 224 | { | ||
| 225 | automatable.script = *script; | ||
| 226 | automatable.running = true; | ||
| 227 | |||
| 228 | auto& runnable = game_.getEntityManager(). | ||
| 229 | getComponent<RunnableComponent>(automatable.script); | ||
| 230 | |||
| 231 | runnable.behavior = true; | ||
| 232 | runnable.actor = entity; | ||
| 233 | } | ||
| 234 | } | ||
| 235 | |||
| 236 | void ScriptingSystem::stopBehavior(id_type entity) | ||
| 237 | { | ||
| 238 | auto& automatable = game_.getEntityManager(). | ||
| 239 | getComponent<AutomatableComponent>(entity); | ||
| 240 | |||
| 241 | if (automatable.running) | ||
| 242 | { | ||
| 243 | killScript(automatable.script); | ||
| 244 | } | ||
| 245 | } | ||
| 246 | |||
| 247 | void ScriptingSystem::onTouch(id_type entity, id_type player) | ||
| 248 | { | ||
| 249 | auto& prototypable = game_.getEntityManager(). | ||
| 250 | getComponent<PrototypableComponent>(entity); | ||
| 251 | |||
| 252 | runScript( | ||
| 253 | prototypable.prototypeId, | ||
| 254 | "OnTouch", | ||
| 255 | entity, | ||
| 256 | script_entity(player)); | ||
| 257 | } | ||
