#include #include #include #include "../../delegates.h" #include "lua/LuaState.h" #include "scripting_functional.h" namespace fs = std::filesystem; class Engine; class Content; struct ContentPack; class ContentIndices; class Level; class Block; class Player; class ItemDef; class Inventory; class UiDocument; struct block_funcs_set; struct item_funcs_set; struct uidocscript; class BlocksController; namespace scripting { extern Engine* engine; extern const Content* content; extern const ContentIndices* indices; extern Level* level; extern BlocksController* blocks; /// @brief Lua environment wrapper for automatic deletion class Environment { int env; public: Environment(int env); ~Environment(); int getId() const; }; void initialize(Engine* engine); extern bool register_event(int env, const std::string& name, const std::string& id); static inline int noargs(lua::LuaState *) { return 0; } extern bool emit_event(const std::string& name, std::function args = noargs); std::unique_ptr create_environment(int parent=0); std::unique_ptr create_pack_environment(const ContentPack& pack); std::unique_ptr create_doc_environment(int parent, const std::string& name); void on_world_load(Level* level, BlocksController* blocks); void on_world_save(); void on_world_quit(); void on_blocks_tick(const Block* block, int tps); void update_block(const Block* block, int x, int y, int z); void random_update_block(const Block* block, int x, int y, int z); void on_block_placed(Player* player, const Block* block, int x, int y, int z); void on_block_broken(Player* player, const Block* block, int x, int y, int z); bool on_block_interact(Player* player, const Block* block, int x, int y, int z); /// @brief Called on RMB click with the item selected /// @return true if prevents default action bool on_item_use(Player* player, const ItemDef* item); /// @brief Called on RMB click on block with the item selected /// @return true if prevents default action bool on_item_use_on_block(Player* player, const ItemDef* item, int x, int y, int z); /// @brief Called on LMB click on block with the item selected /// @return true if prevents default action bool on_item_break_block(Player* player, const ItemDef* item, int x, int y, int z); /// @brief Called on UI view show void on_ui_open(UiDocument* layout, Inventory* inventory, glm::ivec3 blockcoord); /// @brief Called on UI view close void on_ui_close(UiDocument* layout, Inventory* inventory); /// @brief Load script associated with a Block /// @param env environment id /// @param prefix pack id /// @param file item script file /// @param funcsset block callbacks set void load_block_script(int env, std::string prefix, fs::path file, block_funcs_set& funcsset); /// @brief Load script associated with an Item /// @param env environment id /// @param prefix pack id /// @param file item script file /// @param funcsset item callbacks set void load_item_script(int env, std::string prefix, fs::path file, item_funcs_set& funcsset); /// @brief Load package-specific world script /// @param env environment id /// @param packid content-pack id /// @param file script file path void load_world_script(int env, std::string packid, fs::path file); /// @brief Load script associated with an UiDocument /// @param env environment id /// @param prefix pack id /// @param file item script file /// @param script document script info void load_layout_script(int env, std::string prefix, fs::path file, uidocscript& script); /// @brief Finalize lua state. Using scripting after will lead to Lua panic void close(); }