shadow-over-bishkek001/src/ScriptEngine.cpp
2026-04-13 15:08:38 +06:00

307 lines
12 KiB
C++

#include "ScriptEngine.h"
#include "Game.h"
#include <iostream>
#include <stdexcept>
#define SOL_ALL_SAFETIES_ON 1
#include <sol/sol.hpp>
namespace ZL {
struct ScriptEngine::Impl {
sol::state lua;
};
ScriptEngine::ScriptEngine() = default;
ScriptEngine::~ScriptEngine() = default;
void ScriptEngine::init(Game* game) {
impl = std::make_unique<Impl>();
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<int>(npcs.size())) {
std::cerr << "[script] npc_walk_to: index " << index
<< " out of range (0.." << npcs.size() - 1 << ")\n";
return;
}
std::function<void()> cb;
if (on_arrived.is<sol::protected_function>()) {
sol::protected_function fn = on_arrived.as<sol::protected_function>();
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(object_name)
api.set_function("pickup_item", [game](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);
// Deactivate object
intObj.isActive = false;
std::cout << "[script] Item picked up successfully: " << intObj.dropItem.name << std::endl;
return;
}
}
std::cerr << "[script] Warning: Interactive object not found or already picked up: " << objectName << std::endl;
});
// 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,
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);
});
// remove_item(item_id)
api.set_function("remove_item", [game](const std::string& id) {
std::cout << "[script] remove_item: " << id << std::endl;
game->inventory.removeItem(id);
});
// deactivate_interactive_object(object_name)
api.set_function("deactivate_interactive_object", [game](const std::string& objectName) {
std::cout << "[script] deactivate_interactive_object: " << objectName << std::endl;
for (auto& intObj : game->interactiveObjects) {
if (intObj.id == objectName) {
intObj.isActive = false;
std::cout << "[script] Interactive object deactivated: " << objectName << std::endl;
return;
}
}
std::cerr << "[script] Warning: Interactive object not found: " << objectName << std::endl;
});
// get_inventory_count()
api.set_function("get_inventory_count", [game]() {
return game->inventory.getCount();
});
// has_item(item_id)
api.set_function("has_item", [game](const std::string& id) {
return game->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";
}
});
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);
});
// receive_npc_gift(npc_index)
api.set_function("receive_npc_gift", [game](int npcIndex) {
std::cout << "[script] receive_npc_gift: npc index " << npcIndex << std::endl;
auto& npcs = game->npcs;
if (npcIndex < 0 || npcIndex >= static_cast<int>(npcs.size())) {
std::cerr << "[script] receive_npc_gift: index out of range\n";
return;
}
auto& npc = npcs[npcIndex];
if (!npc) {
std::cerr << "[script] receive_npc_gift: npc is null\n";
return;
}
if (npc->giftReceived) {
std::cout << "[script] NPC " << npc->npcName << " already gave gift\n";
return;
}
if (npc->giftItem.id.empty()) {
std::cerr << "[script] receive_npc_gift: NPC has no gift\n";
return;
}
game->inventory.addItem(npc->giftItem);
npc->giftReceived = true;
std::cout << "[script] Received gift from " << npc->npcName << ": "
<< npc->giftItem.name << std::endl;
});
lua.script_file("resources/start.lua");
}
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::showInventory(Game* game) {
std::cout << "[script] toggle_inventory called" << std::endl;
bool isVisible = game->menuManager.uiManager.getNodeVisible("inventory_items_panel");
game->menuManager.uiManager.setNodeVisible("inventory_items_panel", !isVisible);
game->menuManager.uiManager.setNodeVisible("close_inventory_button", !isVisible);
game->inventoryOpen = !isVisible;
if (!isVisible) {
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);
}
}
} // namespace ZL