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Initial work on LUA scripting.
This LUA scripting implementation uses the sol header only C++ wrapper for the native LUA libraries. The API does not follow the original LU scripting. Each instance of a script is in its own LUA-State, and has 'self' as a global. There are hooks to all the implemented CppScript methods, as well as a subset of the entity functionallity. Has to be expanded upon. This is local work which has been sitting for awhile; thought someone might like to take a look at it.
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155
dLua/dLua.cpp
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155
dLua/dLua.cpp
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#include "dLua.h"
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#include "lEntity.h"
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#include "EntityManager.h"
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#include "LuaScript.h"
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#include "LuaTerminateBehavior.h"
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#include "ScriptComponent.h"
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#include "Game.h"
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#include "dLogger.h"
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namespace dLua
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{
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void LoadScript(Entity* entity, const std::string& name)
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{
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// Read the script from the file.
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std::stringstream input;
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std::ifstream file(name);
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if (!file.is_open())
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throw std::runtime_error("LoadScript: Failed to open file");
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std::string line;
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while (std::getline(file, line)) {
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input << line << "\n";
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}
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LuaScript* lua = new LuaScript(LuaTerminateBehavior::ResetScriptAndDelete);
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ScriptComponent* script = entity->GetComponent<ScriptComponent>();
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if (script == nullptr) {
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script = new ScriptComponent(entity, false);
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entity->AddComponent(ScriptComponent::ComponentType, script);
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}
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script->SetScript(lua);
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lua->SetEntity(entity);
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// Run the code, and print any errors
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try {
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lua->Script(input.str());
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}
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// Catch sol::error
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catch (const sol::error& e) {
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Game::logger->Log("dLua", std::string(e.what()));
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}
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// Catch *any* error
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catch (...) {
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Game::logger->Log("dLua", "Unknown error loading script!");
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}
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}
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Entity* GetEntity(const sol::state& lua, const std::string& key)
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{
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sol::object object = lua[key];
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if (!object.is<lEntity>())
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return nullptr;
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return object.as<lEntity>().GetEntity();
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}
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Entity* GetEntityOrThrow(const sol::state& lua, const std::string& key)
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{
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sol::object object = lua[key];
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if (!object.is<lEntity>())
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throw std::runtime_error("GetEntityOrThrow: Invalid key");
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lEntity entity = object.as<lEntity>();
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if (!entity.IsValid())
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throw std::runtime_error("GetEntityOrThrow: Invalid entity");
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return entity.GetEntity();
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}
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Entity* GetEntity(const LWOOBJID& id)
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{
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return EntityManager::Instance()->GetEntity(id);
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}
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Entity* GetEntityOrThrow(const LWOOBJID& id)
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{
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Entity* entity = EntityManager::Instance()->GetEntity(id);
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if (!entity)
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{
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throw sol::error("Entity not found.");
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}
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return entity;
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}
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Entity* GetEntity(sol::object object)
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{
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LWOOBJID id = LWOOBJID_EMPTY;
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if (object.is<lEntity>()) {
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id = object.as<lEntity>().GetID();
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} else if (object.is<LWOOBJID>()) {
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id = object.as<LWOOBJID>();
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} else if (object.is<std::string>()) {
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id = atol(object.as<std::string>().c_str());
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} else {
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return nullptr;
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}
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return GetEntity(id);
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}
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Entity* GetEntityOrThrow(sol::object object)
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{
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Entity* entity = GetEntity(object);
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if (!entity)
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{
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throw sol::error("Entity not found.");
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}
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return entity;
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}
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LWOOBJID GetEntityID(sol::object object)
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{
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LWOOBJID id = LWOOBJID_EMPTY;
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if (object.is<lEntity>()) {
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id = object.as<lEntity>().GetID();
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} else if (object.is<LWOOBJID>()) {
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id = object.as<LWOOBJID>();
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} else if (object.is<std::string>()) {
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id = atol(object.as<std::string>().c_str());
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} else {
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return LWOOBJID_EMPTY;
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}
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return id;
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}
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LWOOBJID GetEntityIDOrThrow(sol::object object)
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{
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LWOOBJID id = GetEntityID(object);
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if (id == LWOOBJID_EMPTY)
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{
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throw sol::error("Entity not found.");
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}
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return id;
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}
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}
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