258 lines
9.6 KiB
C++
258 lines
9.6 KiB
C++
#include "ScriptEngine.h"
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#include "Game.h"
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#include <iostream>
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#include <stdexcept>
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#include "Location.h"
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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(Location* game, Inventory* inventory) {
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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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// pickup_item(object_name)
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api.set_function("pickup_item", [game, inventory](const std::string& objectName) {
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std::cout << "[script] pickup_item: " << objectName << std::endl;
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for (auto& intObj : game->interactiveObjects) {
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if (intObj.id == objectName && intObj.isActive) {
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// Add item to inventory
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inventory->addItem(intObj.dropItem);
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// Deactivate object
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intObj.isActive = false;
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std::cout << "[script] Item picked up successfully: " << intObj.dropItem.name << std::endl;
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return;
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}
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}
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std::cerr << "[script] Warning: Interactive object not found or already picked up: " << objectName << std::endl;
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});
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// add_item(item_id, name, description, icon)
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api.set_function("add_item", [game, inventory](const std::string& id, const std::string& name,
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const std::string& description, const std::string& icon) {
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std::cout << "[script] add_item: " << name << std::endl;
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Item newItem(id, name, description, icon);
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inventory->addItem(newItem);
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});
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// remove_item(item_id)
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api.set_function("remove_item", [game, inventory](const std::string& id) {
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std::cout << "[script] remove_item: " << id << std::endl;
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inventory->removeItem(id);
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});
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// deactivate_interactive_object(object_name)
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api.set_function("deactivate_interactive_object", [game](const std::string& objectName) {
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std::cout << "[script] deactivate_interactive_object: " << objectName << std::endl;
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for (auto& intObj : game->interactiveObjects) {
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if (intObj.id == objectName) {
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intObj.isActive = false;
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std::cout << "[script] Interactive object deactivated: " << objectName << std::endl;
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return;
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}
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}
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std::cerr << "[script] Warning: Interactive object not found: " << objectName << std::endl;
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});
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// get_inventory_count()
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api.set_function("get_inventory_count", [inventory]() {
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return inventory->getCount();
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});
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// has_item(item_id)
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api.set_function("has_item", [inventory](const std::string& id) {
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return inventory->hasItem(id);
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});
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api.set_function("start_dialogue",
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[game](const std::string& dialogueId) {
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if (!game->requestDialogueStart(dialogueId)) {
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std::cerr << "[script] start_dialogue failed for id: " << dialogueId << "\n";
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}
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});
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api.set_function("set_dialogue_flag",
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[game](const std::string& flag, int value) {
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game->setDialogueFlag(flag, value);
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});
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api.set_function("get_dialogue_flag",
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[game](const std::string& flag) {
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return game->getDialogueFlag(flag);
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});
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api.set_function("set_navigation_area_available",
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[game](const std::string& areaName, bool available) {
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if (!game->setNavigationAreaAvailable(areaName, available)) {
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std::cerr << "[script] set_navigation_area_available: area not found: "
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<< areaName << "\n";
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}
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});
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// receive_npc_gift(npc_index)
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api.set_function("receive_npc_gift", [game, inventory](int npcIndex) {
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std::cout << "[script] receive_npc_gift: npc index " << npcIndex << std::endl;
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auto& npcs = game->npcs;
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if (npcIndex < 0 || npcIndex >= static_cast<int>(npcs.size())) {
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std::cerr << "[script] receive_npc_gift: index out of range\n";
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return;
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}
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auto& npc = npcs[npcIndex];
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if (!npc) {
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std::cerr << "[script] receive_npc_gift: npc is null\n";
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return;
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}
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if (npc->giftReceived) {
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std::cout << "[script] NPC " << npc->npcName << " already gave gift\n";
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return;
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}
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if (npc->giftItem.id.empty()) {
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std::cerr << "[script] receive_npc_gift: NPC has no gift\n";
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return;
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}
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inventory->addItem(npc->giftItem);
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npc->giftReceived = true;
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std::cout << "[script] Received gift from " << npc->npcName << ": "
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<< npc->giftItem.name << std::endl;
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});
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lua.script_file("resources/start.lua");
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}
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void ScriptEngine::callNpcInteractCallback(int npcIndex) {
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if (!impl) {
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std::cerr << "[SCRIPT] Engine not initialized!" << std::endl;
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return;
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}
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sol::state& lua = impl->lua;
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sol::function fn = lua["on_npc_interact"];
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if (fn.valid()) {
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auto result = fn(npcIndex);
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if (!result.valid()) {
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sol::error err = result;
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std::cerr << "[SCRIPT] on_npc_interact error: " << err.what() << "\n";
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}
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else {
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std::cout << "[SCRIPT] on_npc_interact called with index " << npcIndex << std::endl;
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}
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}
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else {
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std::cerr << "[SCRIPT] Lua function 'on_npc_interact' not found!" << std::endl;
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}
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}
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void ScriptEngine::runScript(const std::string& path) {
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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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void ScriptEngine::callActivateFunction(const std::string& functionName) {
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if (!impl) {
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throw std::runtime_error("[SCRIPT] Engine not initialized!");
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}
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if (functionName.empty()) {
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throw std::runtime_error("[SCRIPT] Activate function name is empty!");
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}
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sol::state& lua = impl->lua;
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std::cout << "[SCRIPT] Looking for activate function: " << functionName << std::endl;
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sol::function activateFunc = lua[functionName];
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if (!activateFunc.valid()) {
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throw std::runtime_error("[SCRIPT] Lua function not found: " + functionName);
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}
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std::cout << "[SCRIPT] Found function! Calling: " << functionName << std::endl;
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auto result = activateFunc();
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if (!result.valid()) {
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sol::error err = result;
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throw std::runtime_error("[SCRIPT] Error executing " + functionName + ": " + std::string(err.what()));
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}
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std::cout << "[SCRIPT] Function executed successfully!" << std::endl;
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}
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void ScriptEngine::callItemPickupCallback(const std::string& objectName) {
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if (!impl) {
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std::cerr << "[SCRIPT] impl is null!" << std::endl;
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return;
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}
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sol::state& lua = impl->lua;
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// Try to find custom activate function first
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sol::function activateFunc = lua["on_item_pickup"];
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if (activateFunc.valid()) {
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std::cout << "[SCRIPT] Callback found! Calling with argument: " << objectName << std::endl;
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auto result = activateFunc(objectName);
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if (!result.valid()) {
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sol::error err = result;
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std::cerr << "[SCRIPT] on_item_pickup callback error: " << err.what() << "\n";
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}
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else {
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std::cout << "[SCRIPT] Callback executed successfully!" << std::endl;
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}
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}
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else {
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std::cout << "[SCRIPT] Fallback: on_item_pickup not found" << std::endl;
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}
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}
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} // namespace ZL
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