2024-04-23 04:51:00 +03:00

117 lines
4.0 KiB
C++

#include "../../data/dynamic.h"
#include "../../typedefs.h"
#include "../../delegates.h"
#include "lua/LuaState.h"
#include "scripting_functional.h"
#include <vector>
#include <string>
#include <memory>
#include <filesystem>
#include <glm/glm.hpp>
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;
class LevelController;
namespace scripting {
extern Engine* engine;
extern const Content* content;
extern const ContentIndices* indices;
extern Level* level;
extern BlocksController* blocks;
extern LevelController* controller;
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<int(lua::LuaState* state)> args = noargs);
scriptenv get_root_environment();
scriptenv create_pack_environment(const ContentPack& pack);
scriptenv create_doc_environment(scriptenv parent, const std::string& name);
void process_post_runnables();
void on_world_load(LevelController* controller);
void on_world_tick();
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,
std::vector<std::unique_ptr<dynamic::Value>> args
);
void on_ui_progress(UiDocument* layout, int workDone, int totalWork);
/// @brief Called on UI view close
void on_ui_close(UiDocument* layout, Inventory* inventory);
/// @brief Load script associated with a Block
/// @param env environment
/// @param prefix pack id
/// @param file item script file
/// @param funcsset block callbacks set
void load_block_script(scriptenv env, std::string prefix, fs::path file, block_funcs_set& funcsset);
/// @brief Load script associated with an Item
/// @param env environment
/// @param prefix pack id
/// @param file item script file
/// @param funcsset item callbacks set
void load_item_script(scriptenv env, std::string prefix, fs::path file, item_funcs_set& funcsset);
/// @brief Load package-specific world script
/// @param env environment
/// @param packid content-pack id
/// @param file script file path
void load_world_script(scriptenv env, std::string packid, fs::path file);
/// @brief Load script associated with an UiDocument
/// @param env environment
/// @param prefix pack id
/// @param file item script file
/// @param script document script info
void load_layout_script(scriptenv env, std::string prefix, fs::path file, uidocscript& script);
/// @brief Finalize lua state. Using scripting after will lead to Lua panic
void close();
}