fix: pack environment not passed to components
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59df377fde
commit
5ae34c2dc2
@ -492,6 +492,7 @@ void ContentLoader::loadScripts(Content& content) {
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load_scripts(content, content.items);
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for (const auto& [packid, runtime] : content.getPacks()) {
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auto env = runtime->getEnvironment();
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const auto& pack = runtime->getInfo();
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const auto& folder = pack.folder;
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@ -500,9 +501,10 @@ void ContentLoader::loadScripts(Content& content) {
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// Load entity components
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io::path componentsDir = folder / "scripts/components";
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foreach_file(componentsDir, [&pack](const io::path& file) {
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foreach_file(componentsDir, [&pack, env](const io::path& file) {
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auto name = pack.id + ":" + file.stem();
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scripting::load_entity_component(
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env,
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name,
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file,
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pack.id + ":scripts/components/" + file.name()
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@ -1,6 +1,7 @@
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#include "libentity.hpp"
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#include "content/Content.hpp"
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#include "content/ContentPack.hpp"
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#include "engine/Engine.hpp"
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#include "engine/EnginePaths.hpp"
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#include "objects/Entities.hpp"
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@ -236,7 +237,14 @@ static int l_reload_component(lua::State* L) {
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}
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auto filename = name.substr(0, pos + 1) + "scripts/components/" +
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name.substr(pos + 1) + ".lua";
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scripting::load_entity_component(name, filename, filename);
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auto prefix = name.substr(0, pos);
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auto runtime = content->getPackRuntime(prefix);
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if (runtime == nullptr) {
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throw std::runtime_error("pack '" + prefix + "' content is not loaded");
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}
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scripting::load_entity_component(
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runtime->getEnvironment(), name, filename, filename
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);
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return 0;
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}
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@ -708,12 +708,15 @@ void scripting::load_content_script(
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}
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void scripting::load_entity_component(
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const std::string& name, const io::path& file, const std::string& fileName
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const scriptenv& env,
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const std::string& name,
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const io::path& file,
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const std::string& fileName
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) {
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auto L = lua::get_main_state();
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std::string src = io::read_string(file);
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logger.info() << "script (component) " << file.string();
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lua::loadbuffer(L, 0, src, fileName);
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lua::loadbuffer(L, *env, src, fileName);
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lua::store_in(L, lua::CHUNKS_TABLE, name);
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}
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@ -186,10 +186,12 @@ namespace scripting {
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);
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/// @brief Load component script
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/// @param env environment
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/// @param name component full name (packid:name)
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/// @param file component script file path
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/// @param fileName script file path using the engine format
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void load_entity_component(
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const scriptenv& env,
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const std::string& name,
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const io::path& file,
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const std::string& fileName
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