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 | } | ||