Working on web, change python to lua
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@@ -1,74 +1,60 @@
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#include "ScriptEngine.h"
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#include "Game.h"
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#include <pybind11/embed.h>
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#include <iostream>
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#include <fstream>
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namespace py = pybind11;
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// Static pointer used by the embedded module (set before interpreter starts).
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static ZL::Game* s_game = nullptr;
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// The embedded module must be defined at file scope before the interpreter
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// is started. It exposes a minimal surface: one function per scripting command.
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PYBIND11_EMBEDDED_MODULE(game_api, m) {
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m.doc() = "Game scripting API";
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// npc_walk_to(index, x, y, z, on_arrived=None)
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// Tells the NPC at `index` to walk to (x,y,z).
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// on_arrived is an optional Python callable invoked once when the NPC arrives.
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// It can call npc_walk_to again (or anything else) to chain behaviour.
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m.def("npc_walk_to", [](int index, float x, float y, float z, py::object on_arrived) {
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if (!s_game) {
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std::cerr << "[script] game_api.npc_walk_to: engine not ready\n";
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return;
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}
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auto& npcs = s_game->npcs;
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if (index < 0 || index >= static_cast<int>(npcs.size())) {
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std::cerr << "[script] game_api.npc_walk_to: index " << index
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<< " out of range (0.." << npcs.size() - 1 << ")\n";
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return;
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}
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std::function<void()> cb;
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if (!on_arrived.is_none()) {
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cb = [on_arrived]() {
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try {
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on_arrived();
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} catch (const py::error_already_set& e) {
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std::cerr << "[script] on_arrived callback error:\n" << e.what() << "\n";
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}
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};
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}
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npcs[index]->setTarget(Eigen::Vector3f(x, y, z), std::move(cb));
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},
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py::arg("index"), py::arg("x"), py::arg("y"), py::arg("z"),
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py::arg("on_arrived") = py::none(),
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"Command NPC[index] to walk to (x,y,z). on_arrived is called when the NPC arrives.");
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}
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#define SOL_ALL_SAFETIES_ON 1
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#include <sol/sol.hpp>
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namespace ZL {
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struct ScriptEngine::Impl {
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sol::state lua;
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};
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ScriptEngine::ScriptEngine() = default;
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ScriptEngine::~ScriptEngine() = default;
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void ScriptEngine::init(Game* game) {
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s_game = game;
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interpreter = std::make_unique<py::scoped_interpreter>();
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runScript("resources/start.py");
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impl = std::make_unique<Impl>();
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sol::state& lua = impl->lua;
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lua.open_libraries(sol::lib::base, sol::lib::math, sol::lib::string, sol::lib::table);
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auto api = lua.create_named_table("game_api");
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// npc_walk_to(index, x, y, z [, on_arrived])
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// on_arrived is an optional Lua function called when the NPC reaches the target.
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// It can call npc_walk_to again (or anything else) to chain behaviour.
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api.set_function("npc_walk_to",
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[game](int index, float x, float y, float z, sol::object on_arrived) {
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auto& npcs = game->npcs;
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if (index < 0 || index >= static_cast<int>(npcs.size())) {
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std::cerr << "[script] npc_walk_to: index " << index
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<< " out of range (0.." << npcs.size() - 1 << ")\n";
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return;
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}
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std::function<void()> cb;
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if (on_arrived.is<sol::protected_function>()) {
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sol::protected_function fn = on_arrived.as<sol::protected_function>();
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cb = [fn]() mutable {
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auto result = fn();
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if (!result.valid()) {
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sol::error err = result;
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std::cerr << "[script] on_arrived error: " << err.what() << "\n";
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}
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};
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}
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npcs[index]->setTarget(Eigen::Vector3f(x, y, z), std::move(cb));
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});
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runScript("resources/start.lua");
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}
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void ScriptEngine::runScript(const std::string& path) {
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std::ifstream file(path);
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if (!file.is_open()) {
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std::cerr << "[script] Could not open script: " << path << "\n";
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return;
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}
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std::string source((std::istreambuf_iterator<char>(file)),
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std::istreambuf_iterator<char>());
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try {
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py::exec(source);
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} catch (const py::error_already_set& e) {
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std::cerr << "[script] Error in " << path << ":\n" << e.what() << "\n";
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auto result = impl->lua.safe_script_file(path, sol::script_pass_on_error);
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if (!result.valid()) {
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sol::error err = result;
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std::cerr << "[script] Error in " << path << ": " << err.what() << "\n";
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}
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}
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