#include "ScriptEngine.h" #include "Game.h" #include #include #include #include "Location.h" #include "items/ItemRegistry.h" #define SOL_ALL_SAFETIES_ON 1 #include namespace ZL { struct ScriptEngine::Impl { sol::state lua; std::unordered_map triggerEnterCallbacks; std::unordered_map triggerExitCallbacks; std::unordered_map cutsceneCompleteCallbacks; }; ScriptEngine::ScriptEngine() = default; ScriptEngine::~ScriptEngine() = default; void ScriptEngine::init(Location* game, Inventory* inventory, const std::string& scriptPath) { impl = std::make_unique(); sol::state& lua = impl->lua; lua.open_libraries(sol::lib::base, sol::lib::math, sol::lib::string, sol::lib::table); auto api = lua.create_named_table("game_api"); // npc_walk_to(index, x, y, z [, on_arrived]) // on_arrived is an optional Lua function called when the NPC reaches the target. // It can call npc_walk_to again (or anything else) to chain behaviour. api.set_function("npc_walk_to", [game](int index, float x, float y, float z, sol::object on_arrived) { auto& npcs = game->npcs; if (index < 0 || index >= static_cast(npcs.size())) { std::cerr << "[script] npc_walk_to: index " << index << " out of range (0.." << npcs.size() - 1 << ")\n"; return; } std::function cb; if (on_arrived.is()) { sol::protected_function fn = on_arrived.as(); cb = [fn]() mutable { auto result = fn(); if (!result.valid()) { sol::error err = result; std::cerr << "[script] on_arrived error: " << err.what() << "\n"; } }; } npcs[index]->setTarget(Eigen::Vector3f(x, y, z), std::move(cb)); }); // pickup_item(item_id) api.set_function("pickup_item", [inventory](const std::string& itemId) { const Item* item = ItemRegistry::instance().findById(itemId); if (item) { inventory->addItem(*item); std::cout << "[script] pickup_item: " << item->name << std::endl; } else { std::cerr << "[script] pickup_item: item '" << itemId << "' not found in ItemRegistry\n"; } }); // remove_item(item_id) api.set_function("remove_item", [game, inventory](const std::string& id) { std::cout << "[script] remove_item: " << id << std::endl; inventory->removeItem(id); }); // deactivate_interactive_object(object_name) api.set_function("deactivate_interactive_object", [game](const std::string& objectName) { for (auto& intObj : game->interactiveObjects) { if (intObj.loadedObject.name == objectName) { intObj.isActive = false; std::cout << "[script] deactivate_interactive_object: " << objectName << std::endl; return; } } std::cerr << "[script] deactivate_interactive_object: not found: " << objectName << std::endl; }); // activate_interactive_object(object_name) api.set_function("activate_interactive_object", [game](const std::string& objectName) { for (auto& intObj : game->interactiveObjects) { if (intObj.loadedObject.name == objectName) { intObj.isActive = true; std::cout << "[script] activate_interactive_object: " << objectName << std::endl; return; } } std::cerr << "[script] activate_interactive_object: not found: " << objectName << std::endl; }); // get_inventory_count() api.set_function("get_inventory_count", [inventory]() { return inventory->getCount(); }); // has_item(item_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) { if (!game->requestDialogueStart(dialogueId)) { std::cerr << "[script] start_dialogue failed for id: " << dialogueId << "\n"; } }); // start_cutscene(cutscene_id) api.set_function("start_cutscene", [game](const std::string& cutsceneId) { if (!game->requestCutsceneStart(cutsceneId)) std::cerr << "[script] start_cutscene failed for id: " << cutsceneId << "\n"; }); // set_cutscene_callback(cutscene_id, on_complete) // on_complete() is called with no arguments when the named cutscene finishes. api.set_function("set_cutscene_callback", [this_impl = impl.get()](const std::string& cutsceneId, sol::object onComplete) { if (onComplete.is()) this_impl->cutsceneCompleteCallbacks[cutsceneId] = onComplete.as(); }); api.set_function("set_dialogue_flag", [game](const std::string& flag, int value) { game->setDialogueFlag(flag, value); }); api.set_function("get_dialogue_flag", [game](const std::string& flag) { return game->getDialogueFlag(flag); }); api.set_function("set_navigation_area_available", [game](const std::string& areaName, bool available) { if (!game->setNavigationAreaAvailable(areaName, available)) { std::cerr << "[script] set_navigation_area_available: area not found: " << areaName << "\n"; } }); api.set_function("switch_navigation", [game](int index) { if (!game->switchNavigation(index)) { std::cerr << "[script] switch_navigation: index " << index << " out of range\n"; } }); // set_trigger_zone_callbacks(zone_id, on_enter, on_exit) // on_enter and on_exit are optional Lua functions (pass nil to omit). // Called when the player enters or exits the named trigger zone. api.set_function("set_trigger_zone_callbacks", [this_impl = impl.get()](const std::string& zoneId, sol::object onEnter, sol::object onExit) { if (onEnter.is()) this_impl->triggerEnterCallbacks[zoneId] = onEnter.as(); if (onExit.is()) this_impl->triggerExitCallbacks[zoneId] = onExit.as(); }); api.set_function("set_trigger_zone_enabled", [game](int index, bool value) { auto& triggerZones = game->triggerZones; if (index < 0 || index >= static_cast(triggerZones.size())) { std::cerr << "[script] set_trigger_zone_enabled: index " << index << " out of range\n"; return; } triggerZones[index].enabled = value; }); // set_npc_enabled(index, enabled) api.set_function("set_npc_enabled", [game](int index, bool value) { auto& npcs = game->npcs; if (index < 0 || index >= static_cast(npcs.size())) { std::cerr << "[script] set_npc_enabled: index " << index << " out of range\n"; return; } npcs[index]->enabled = value; }); // move_object(name, x, y, z, duration_sec [, on_complete]) api.set_function("move_object", [game](const std::string& name, float x, float y, float z, float durationSec, sol::object onComplete) { for (auto& intObj : game->interactiveObjects) { if (intObj.loadedObject.name != name) continue; if (intObj.isAnimating) { std::cerr << "[script] move_object: '" << name << "' is already animating\n"; return; } std::function cb; if (onComplete.is()) { sol::protected_function fn = onComplete.as(); cb = [fn]() mutable { auto res = fn(); if (!res.valid()) { sol::error err = res; std::cerr << "[script] move_object on_complete error: " << err.what() << "\n"; } }; } intObj.moveTo(Eigen::Vector3f(x, y, z), durationSec, std::move(cb)); return; } std::cerr << "[script] move_object: object '" << name << "' not found\n"; }); // rotate_object(name, angle_deg, duration_sec [, on_complete]) api.set_function("rotate_object", [game](const std::string& name, float angleDeg, float durationSec, sol::object onComplete) { for (auto& intObj : game->interactiveObjects) { if (intObj.loadedObject.name != name) continue; if (intObj.isAnimating) { std::cerr << "[script] rotate_object: '" << name << "' is already animating\n"; return; } std::function cb; if (onComplete.is()) { sol::protected_function fn = onComplete.as(); cb = [fn]() mutable { auto res = fn(); if (!res.valid()) { sol::error err = res; std::cerr << "[script] rotate_object on_complete error: " << err.what() << "\n"; } }; } const float angleRad = angleDeg * static_cast(M_PI) / 180.f; intObj.rotateTo(intObj.rotationY + angleRad, durationSec, std::move(cb)); return; } std::cerr << "[script] rotate_object: object '" << name << "' not found\n"; }); // scale_object(name, target_scale, duration_sec [, on_complete]) api.set_function("scale_object", [game](const std::string& name, float targetScale, float durationSec, sol::object onComplete) { for (auto& intObj : game->interactiveObjects) { if (intObj.loadedObject.name != name) continue; if (intObj.isAnimating) { std::cerr << "[script] scale_object: '" << name << "' is already animating\n"; return; } std::function cb; if (onComplete.is()) { sol::protected_function fn = onComplete.as(); cb = [fn]() mutable { auto res = fn(); if (!res.valid()) { sol::error err = res; std::cerr << "[script] scale_object on_complete error: " << err.what() << "\n"; } }; } intObj.scaleTo(targetScale, durationSec, std::move(cb)); return; } std::cerr << "[script] scale_object: object '" << name << "' not found\n"; }); lua.script_file(scriptPath); } void ScriptEngine::callNpcInteractCallback(int npcIndex) { if (!impl) { std::cerr << "[SCRIPT] Engine not initialized!" << std::endl; return; } sol::state& lua = impl->lua; sol::function fn = lua["on_npc_interact"]; if (fn.valid()) { auto result = fn(npcIndex); if (!result.valid()) { sol::error err = result; std::cerr << "[SCRIPT] on_npc_interact error: " << err.what() << "\n"; } else { std::cout << "[SCRIPT] on_npc_interact called with index " << npcIndex << std::endl; } } else { std::cerr << "[SCRIPT] Lua function 'on_npc_interact' not found!" << std::endl; } } void ScriptEngine::runScript(const std::string& path) { auto result = impl->lua.safe_script_file(path, sol::script_pass_on_error); if (!result.valid()) { sol::error err = result; std::cerr << "[script] Error in " << path << ": " << err.what() << "\n"; } } void ScriptEngine::callActivateFunction(const std::string& functionName) { if (!impl) { throw std::runtime_error("[SCRIPT] Engine not initialized!"); } if (functionName.empty()) { throw std::runtime_error("[SCRIPT] Activate function name is empty!"); } sol::state& lua = impl->lua; std::cout << "[SCRIPT] Looking for activate function: " << functionName << std::endl; sol::function activateFunc = lua[functionName]; if (!activateFunc.valid()) { throw std::runtime_error("[SCRIPT] Lua function not found: " + functionName); } std::cout << "[SCRIPT] Found function! Calling: " << functionName << std::endl; auto result = activateFunc(); if (!result.valid()) { sol::error err = result; throw std::runtime_error("[SCRIPT] Error executing " + functionName + ": " + std::string(err.what())); } std::cout << "[SCRIPT] Function executed successfully!" << std::endl; } void ScriptEngine::callItemPickupCallback(const std::string& objectName) { if (!impl) { std::cerr << "[SCRIPT] impl is null!" << std::endl; return; } sol::state& lua = impl->lua; // Try to find custom activate function first sol::function activateFunc = lua["on_item_pickup"]; if (activateFunc.valid()) { std::cout << "[SCRIPT] Callback found! Calling with argument: " << objectName << std::endl; auto result = activateFunc(objectName); if (!result.valid()) { sol::error err = result; std::cerr << "[SCRIPT] on_item_pickup callback error: " << err.what() << "\n"; } else { std::cout << "[SCRIPT] Callback executed successfully!" << std::endl; } } else { std::cout << "[SCRIPT] Fallback: on_item_pickup not found" << std::endl; } } void ScriptEngine::callTriggerEnterCallback(const std::string& zoneId) { if (!impl) return; auto it = impl->triggerEnterCallbacks.find(zoneId); if (it == impl->triggerEnterCallbacks.end()) return; auto result = it->second(); if (!result.valid()) { sol::error err = result; std::cerr << "[SCRIPT] trigger enter callback error for '" << zoneId << "': " << err.what() << "\n"; } } void ScriptEngine::callTriggerExitCallback(const std::string& zoneId) { if (!impl) return; auto it = impl->triggerExitCallbacks.find(zoneId); if (it == impl->triggerExitCallbacks.end()) return; auto result = it->second(); if (!result.valid()) { sol::error err = result; std::cerr << "[SCRIPT] trigger exit callback error for '" << zoneId << "': " << err.what() << "\n"; } } void ScriptEngine::callCutsceneCompleteCallback(const std::string& cutsceneId) { if (!impl) return; auto it = impl->cutsceneCompleteCallbacks.find(cutsceneId); if (it == impl->cutsceneCompleteCallbacks.end()) return; auto result = it->second(); if (!result.valid()) { sol::error err = result; std::cerr << "[SCRIPT] cutscene complete callback error for '" << cutsceneId << "': " << err.what() << "\n"; } } } // namespace ZL