VoxelEngine/src/logic/scripting/scripting.cpp
MihailRis acce49f188
Scripting WIP (#70)
* Scripting introduced

* AppImage workflow fixes

* AppImage workflow simplified

* README.md update

* README.md update

* small fix
2023-12-25 05:26:03 +03:00

141 lines
4.0 KiB
C++

#include "scripting.h"
#include <iostream>
#include <stdexcept>
#include <lua.hpp>
#include "../../files/engine_paths.h"
#include "../../files/files.h"
#include "../../util/timeutil.h"
#include "../../world/Level.h"
#include "../../voxels/Block.h"
#include "api_lua.h"
using namespace scripting;
namespace scripting {
extern lua_State* L;
extern EnginePaths* paths;
}
lua_State* scripting::L = nullptr;
Level* scripting::level = nullptr;
const Content* scripting::content = nullptr;
EnginePaths* scripting::paths = nullptr;
void delete_global(lua_State* L, const char* name) {
lua_pushnil(L);
lua_setglobal(L, name);
}
bool rename_global(lua_State* L, const char* src, const char* dst) {
lua_getglobal(L, src);
if (lua_isnil(L, lua_gettop(L))) {
lua_pop(L, lua_gettop(L));
return false;
}
lua_setglobal(L, dst);
delete_global(L, src);
return true;
}
void call_func(lua_State* L, int argc, const std::string& name) {
if (lua_pcall(L, argc, LUA_MULTRET, 0)) {
std::cerr << "Lua error in " << name << ": ";
std::cerr << lua_tostring(L,-1) << std::endl;
}
}
void scripting::initialize(EnginePaths* paths) {
scripting::paths = paths;
L = luaL_newstate();
if (L == nullptr) {
throw std::runtime_error("could not to initialize Lua");
}
luaopen_base(L);
luaopen_math(L);
std::cout << LUA_VERSION << std::endl;
# ifdef LUAJIT_VERSION
luaopen_jit(L);
std::cout << LUAJIT_VERSION << std::endl;
# endif // LUAJIT_VERSION
apilua::create_funcs(L);
}
void scripting::on_world_load(Level* level) {
scripting::level = level;
scripting::content = level->content;
fs::path file = paths->getResources()/fs::path("scripts/world.lua");
std::string src = files::read_string(file);
luaL_loadbuffer(L, src.c_str(), src.length(), file.string().c_str());
call_func(L, 0, "<script>");
}
void scripting::on_world_quit() {
scripting::level = nullptr;
scripting::content = nullptr;
}
void scripting::update_block(const Block* block, int x, int y, int z) {
std::string name = block->name+".update";
lua_getglobal(L, name.c_str());
lua_pushinteger(L, x);
lua_pushinteger(L, y);
lua_pushinteger(L, z);
call_func(L, 3, name);
}
void scripting::random_update_block(const Block* block, int x, int y, int z) {
std::string name = block->name+".randupdate";
lua_getglobal(L, name.c_str());
lua_pushinteger(L, x);
lua_pushinteger(L, y);
lua_pushinteger(L, z);
call_func(L, 3, name);
}
void scripting::on_block_placed(Player* player, const Block* block, int x, int y, int z) {
std::string name = block->name+".placed";
lua_getglobal(L, name.c_str());
lua_pushinteger(L, x);
lua_pushinteger(L, y);
lua_pushinteger(L, z);
call_func(L, 3, name);
}
void scripting::on_block_broken(Player* player, const Block* block, int x, int y, int z) {
std::string name = block->name+".broken";
lua_getglobal(L, name.c_str());
lua_pushinteger(L, x);
lua_pushinteger(L, y);
lua_pushinteger(L, z);
call_func(L, 3, name);
}
void scripting::load_block_script(std::string prefix, fs::path file, block_funcs_set* funcsset) {
std::string src = files::read_string(file);
std::cout << "loading script " << file.u8string() << std::endl;
if (luaL_loadbuffer(L, src.c_str(), src.size(), file.string().c_str())) {
std::cerr << "Lua error:" << lua_tostring(L,-1) << std::endl;
return;
}
call_func(L, 0, "<script>");
funcsset->init=rename_global(L, "init", (prefix+".init").c_str());
funcsset->update=rename_global(L, "on_update", (prefix+".update").c_str());
funcsset->randupdate=rename_global(L, "on_random_update", (prefix+".randupdate").c_str());
funcsset->onbroken=rename_global(L, "on_broken", (prefix+".broken").c_str());
funcsset->onplaced=rename_global(L, "on_placed", (prefix+".placed").c_str());
}
void scripting::close() {
lua_close(L);
L = nullptr;
content = nullptr;
level = nullptr;
}