Some refactoring

This commit is contained in:
Vladislav Khorev committed 2026-04-16 20:06:03 +03:00
1 parent f2f56125f0
commit 92ba3f2b60
7 files changed
+847 -485

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+22 -50
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@@ -2,6 +2,7 @@
#include "Game.h"
#include <iostream>
#include <stdexcept>
#include "Location.h"
#define SOL_ALL_SAFETIES_ON 1
#include <sol/sol.hpp>
@@ -15,7 +16,7 @@ namespace ZL {
ScriptEngine::ScriptEngine() = default;
ScriptEngine::~ScriptEngine() = default;
void ScriptEngine::init(Game* game) {
void ScriptEngine::init(Location* game, Inventory* inventory) {
impl = std::make_unique<Impl>();
sol::state& lua = impl->lua;
@@ -49,13 +50,15 @@ namespace ZL {
});
// pickup_item(object_name)
api.set_function("pickup_item", [game](const std::string& objectName) {
api.set_function("pickup_item", [game, inventory](const std::string& objectName) {
std::cout << "[script] pickup_item: " << objectName << std::endl;
for (auto& intObj : game->interactiveObjects) {
if (intObj.id == objectName && intObj.isActive) {
// Add item to inventory
game->inventory.addItem(intObj.dropItem);
inventory->addItem(intObj.dropItem);
// Deactivate object
intObj.isActive = false;
@@ -68,51 +71,18 @@ namespace ZL {
});
// show_inventory()
api.set_function("show_inventory", [game]() {
std::cout << "[script] show_inventory called" << std::endl;
game->menuManager.uiManager.setNodeVisible("inventory_items_panel", true);
game->menuManager.uiManager.setNodeVisible("close_inventory_button", true);
game->inventoryOpen = true;
// Update UI with current items
const auto& items = game->inventory.getItems();
std::string itemText;
if (items.empty()) {
itemText = "Inventory (Empty)";
}
else {
itemText = "Inventory (" + std::to_string(items.size()) + " items)\n\n";
for (size_t i = 0; i < items.size(); ++i) {
itemText += std::to_string(i + 1) + ". " + items[i].name + "\n";
}
}
game->menuManager.uiManager.setText("inventory_items_text", itemText);
});
// hide_inventory()
api.set_function("hide_inventory", [game]() {
std::cout << "[script] hide_inventory called" << std::endl;
game->menuManager.uiManager.setNodeVisible("inventory_items_panel", false);
game->menuManager.uiManager.setNodeVisible("close_inventory_button", false);
game->inventoryOpen = false;
});
// add_item(item_id, name, description, icon)
api.set_function("add_item", [game](const std::string& id, const std::string& name,
api.set_function("add_item", [game, inventory](const std::string& id, const std::string& name,
const std::string& description, const std::string& icon) {
std::cout << "[script] add_item: " << name << std::endl;
Item newItem(id, name, description, icon);
game->inventory.addItem(newItem);
inventory->addItem(newItem);
});
// remove_item(item_id)
api.set_function("remove_item", [game](const std::string& id) {
api.set_function("remove_item", [game, inventory](const std::string& id) {
std::cout << "[script] remove_item: " << id << std::endl;
game->inventory.removeItem(id);
inventory->removeItem(id);
});
// deactivate_interactive_object(object_name)
@@ -129,30 +99,31 @@ namespace ZL {
});
// get_inventory_count()
api.set_function("get_inventory_count", [game]() {
return game->inventory.getCount();
api.set_function("get_inventory_count", [inventory]() {
return inventory->getCount();
});
// has_item(item_id)
api.set_function("has_item", [game](const std::string& id) {
return game->inventory.hasItem(id);
api.set_function("has_item", [inventory](const std::string& id) {
return inventory->hasItem(id);
});
api.set_function("start_dialogue",
[game](const std::string& dialogueId) {
/*----r
if (!game->requestDialogueStart(dialogueId)) {
std::cerr << "[script] start_dialogue failed for id: " << dialogueId << "\n";
}
}*/
});
api.set_function("set_dialogue_flag",
[game](const std::string& flag, int value) {
game->setDialogueFlag(flag, value);
//game->setDialogueFlag(flag, value); ---rrr
});
api.set_function("get_dialogue_flag",
[game](const std::string& flag) {
return game->getDialogueFlag(flag);
//return game->getDialogueFlag(flag); ---rrr
});
api.set_function("set_navigation_area_available",
@@ -164,7 +135,7 @@ namespace ZL {
});
// receive_npc_gift(npc_index)
api.set_function("receive_npc_gift", [game](int npcIndex) {
api.set_function("receive_npc_gift", [game, inventory](int npcIndex) {
std::cout << "[script] receive_npc_gift: npc index " << npcIndex << std::endl;
auto& npcs = game->npcs;
@@ -188,7 +159,7 @@ namespace ZL {
return;
}
game->inventory.addItem(npc->giftItem);
inventory->addItem(npc->giftItem);
npc->giftReceived = true;
std::cout << "[script] Received gift from " << npc->npcName << ": "
@@ -284,6 +255,7 @@ namespace ZL {
}
}
/*
void ScriptEngine::showInventory(Game* game) {
std::cout << "[script] toggle_inventory called" << std::endl;
@@ -309,6 +281,6 @@ namespace ZL {
game->menuManager.uiManager.setText("inventory_items_text", itemText);
}
}
}*/
} // namespace ZL