#include "ScriptEngine.h"
#include "Game.h"
#include <iostream>
#include <stdexcept>
#include <unordered_map>
#include "Location.h"
#include "items/ItemRegistry.h"

#define SOL_ALL_SAFETIES_ON 1
#include <sol/sol.hpp>

namespace ZL {

    struct ScriptEngine::Impl {
        sol::state lua;
        std::unordered_map<std::string, sol::protected_function> triggerEnterCallbacks;
        std::unordered_map<std::string, sol::protected_function> triggerExitCallbacks;
        std::unordered_map<std::string, sol::protected_function> cutsceneCompleteCallbacks;
        std::unordered_map<int, sol::protected_function> npcBumpedByPlayerCallbacks;
        std::unordered_map<int, sol::protected_function> npcBumpsPlayerCallbacks;
        std::unordered_map<std::string, int>* globalInts = nullptr;
        std::unordered_map<std::string, float>* globalFloats = nullptr;
        sol::protected_function locationEnterCallback;
        sol::protected_function locationExitCallback;
        sol::protected_function darklandsEnterCallback;
        sol::protected_function darklandsExitCallback;
    };

    ScriptEngine::ScriptEngine() = default;
    ScriptEngine::~ScriptEngine() = default;

    void ScriptEngine::init(Location* game, Inventory* inventory, const std::string& scriptPath) {
        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]->homePosition = Eigen::Vector3f(x, 0.f, z);
                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;
            });

        api.set_function("set_object_rotation", [game](const std::string& objectName, float value) {
            for (auto& intObj : game->interactiveObjects) {
                if (intObj.loadedObject.name == objectName) {
                    intObj.rotationY = value * static_cast<float>(M_PI) / 180.f;
                    std::cout << "[script] set_object_rotation: " << objectName << " " << value << std::endl;
                    return;
                }
            }
            std::cerr << "[script] set_object_rotation: not found: " << objectName << std::endl;
            });

        api.set_function("set_object_alpha", [game](const std::string& objectName, float value) {
            for (auto& intObj : game->interactiveObjects) {
                if (intObj.loadedObject.name == objectName) {
                    intObj.alpha = value;
                    std::cout << "[script] set_object_alpha: " <<objectName << " " << value << std::endl;
                    return;
                }
            }
            std::cerr << "[script] set_object_alpha: 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<sol::protected_function>())
                    this_impl->cutsceneCompleteCallbacks[cutsceneId] = onComplete.as<sol::protected_function>();
            });

        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<sol::protected_function>())
                    this_impl->triggerEnterCallbacks[zoneId] = onEnter.as<sol::protected_function>();
                if (onExit.is<sol::protected_function>())
                    this_impl->triggerExitCallbacks[zoneId] = onExit.as<sol::protected_function>();
            });

        // start_darklands_transition()
        // Triggers the white-flash transition to toggle darklands mode.
        // Does nothing if a transition is already in progress.
        api.set_function("start_darklands_transition",
            [game]() {
                if (game->requestDarklandsTransition)
                    game->requestDarklandsTransition();
            });

        // set_location_callbacks(on_enter, on_exit)
        // on_enter() called once when the player arrives at this location.
        // on_exit() called once just before the player leaves this location.
        api.set_function("set_location_callbacks",
            [this_impl = impl.get()](sol::object onEnter, sol::object onExit) {
                if (onEnter.is<sol::protected_function>())
                    this_impl->locationEnterCallback = onEnter.as<sol::protected_function>();
                if (onExit.is<sol::protected_function>())
                    this_impl->locationExitCallback = onExit.as<sol::protected_function>();
            });

        // is_darklands() → bool
        api.set_function("is_darklands",
            [game]() { return game->isDarklands; });

        api.set_function("setFloatValue",
            [this_impl = impl.get()](const std::string& key, float value) {
                if (this_impl->globalFloats)
                    (*this_impl->globalFloats)[key] = value;
            });
        api.set_function("getFloatValue",
            [this_impl = impl.get()](const std::string& key) -> float {
                if (!this_impl->globalFloats) return 0.0f;
                auto it = this_impl->globalFloats->find(key);
                return it != this_impl->globalFloats->end() ? it->second : 0.0f;
            });

        api.set_function("get_player_x",
            [game]() -> float {
                return game->player ? game->player->position.x() : 0.0f;
            });
        api.set_function("get_player_z",
            [game]() -> float {
                return game->player ? game->player->position.z() : 0.0f;
            });

        // set_player_hp(value) — sets the player's current HP directly.
        api.set_function("set_player_hp",
            [game](float value) {
                if (game->player)
                {
                    game->player->hp = value;
                    if (game->player->currentState == AnimationState::ACTION_TO_DEATH || game->player->currentState == AnimationState::DEATH_IDLE)
                    {
						game->player->currentState = AnimationState::STAND;
                        game->player->resetAnim = true;
                    }
                }
            });
        // get_player_hp() → float (0 if no player)
        api.set_function("get_player_hp",
            [game]() -> float {
                return game->player ? game->player->hp : 0.0f;
            });

        // Global integer store — shared across all location scripts.
        // setIntValue(key, value) / getIntValue(key) → int (0 if not set)
        api.set_function("setIntValue",
            [this_impl = impl.get()](const std::string& key, int value) {
                if (this_impl->globalInts)
                    (*this_impl->globalInts)[key] = value;
            });
        api.set_function("getIntValue",
            [this_impl = impl.get()](const std::string& key) -> int {
                if (!this_impl->globalInts) return 0;
                auto it = this_impl->globalInts->find(key);
                return it != this_impl->globalInts->end() ? it->second : 0;
            });

        // set_darklands_callbacks(on_enter, on_exit)
        // on_enter() called when the player switches into Darklands mode.
        // on_exit() called when the player switches back to normal mode.
        // Pass nil to omit either callback.
        api.set_function("set_darklands_callbacks",
            [this_impl = impl.get()](sol::object onEnter, sol::object onExit) {
                if (onEnter.is<sol::protected_function>())
                    this_impl->darklandsEnterCallback = onEnter.as<sol::protected_function>();
                if (onExit.is<sol::protected_function>())
                    this_impl->darklandsExitCallback = onExit.as<sol::protected_function>();
            });

        api.set_function("set_trigger_zone_enabled",
            [game](int index, bool value) {
                auto& triggerZones = game->triggerZones;
                if (index < 0 || index >= static_cast<int>(triggerZones.size())) {
                    std::cerr << "[script] set_trigger_zone_enabled: index " << index << " out of range\n";
                    return;
                }
                triggerZones[index].enabled = value;
            });


        // npc_set_hp(index, value) — sets an NPC's current HP directly.
        api.set_function("npc_set_hp",
            [game](int index, float value) {
                auto& npcs = game->npcs;
                if (index < 0 || index >= static_cast<int>(npcs.size())) {
                    std::cerr << "[script] npc_set_hp: index " << index << " out of range\n";
                    return;
                }
                npcs[index]->hp = value;
            });

        // npc_set_position(index, x, y, z) — teleports an NPC instantly, no walking.
        api.set_function("npc_set_position",
            [game](int index, float x, float y, float z) {
                auto& npcs = game->npcs;
                if (index < 0 || index >= static_cast<int>(npcs.size())) {
                    std::cerr << "[script] npc_set_position: index " << index << " out of range\n";
                    return;
                }
                Eigen::Vector3f pos(x, y, z);
                npcs[index]->position = pos;
                npcs[index]->setTarget(pos);
            });

        // npc_set_rotation(index, angle) — sets NPC facing angle around Y axis (degrees).
        api.set_function("npc_set_rotation",
            [game](int index, float angle) {
                auto& npcs = game->npcs;
                if (index < 0 || index >= static_cast<int>(npcs.size())) {
                    std::cerr << "[script] npc_set_rotation: index " << index << " out of range\n";
                    return;
                }
                const float rad = angle * static_cast<float>(M_PI) / 180.f;
                npcs[index]->facingAngle = rad;
                npcs[index]->targetFacingAngle = rad;
            });

        // 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<int>(npcs.size())) {
                    std::cerr << "[script] set_npc_enabled: index " << index << " out of range\n";
                    return;
                }
                npcs[index]->enabled = value;
                npcs[index]->attack = 0;
                npcs[index]->attack_cooldown = 0;
                npcs[index]->currentState = AnimationState::STAND;
                if (npcs[index]->canAttack)
                {
                    npcs[index]->attackTarget = game->player.get();
                }
                npcs[index]->battle_state = 0;
            });

        // 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<void()> cb;
                    if (onComplete.is<sol::protected_function>()) {
                        sol::protected_function fn = onComplete.as<sol::protected_function>();
                        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<void()> cb;
                    if (onComplete.is<sol::protected_function>()) {
                        sol::protected_function fn = onComplete.as<sol::protected_function>();
                        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<float>(M_PI) / 180.f;
                    intObj.rotateTo(intObj.rotationY + angleRad, durationSec, std::move(cb));
                    return;
                }
                std::cerr << "[script] rotate_object: object '" << name << "' not found\n";
            });

        // fade_object(name, target_alpha, duration_sec [, on_complete])
        api.set_function("fade_object",
            [game](const std::string& name, float targetAlpha,
                   float durationSec, sol::object onComplete) {
                for (auto& intObj : game->interactiveObjects) {
                    if (intObj.loadedObject.name != name) continue;
                    if (intObj.isAnimating) {
                        std::cerr << "[script] fade_object: '" << name << "' is already animating\n";
                        return;
                    }
                    std::function<void()> cb;
                    if (onComplete.is<sol::protected_function>()) {
                        sol::protected_function fn = onComplete.as<sol::protected_function>();
                        cb = [fn]() mutable {
                            auto res = fn();
                            if (!res.valid()) {
                                sol::error err = res;
                                std::cerr << "[script] fade_object on_complete error: " << err.what() << "\n";
                            }
                        };
                    }
                    intObj.fadeTo(targetAlpha, durationSec, std::move(cb));
                    return;
                }
                std::cerr << "[script] fade_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<void()> cb;
                    if (onComplete.is<sol::protected_function>()) {
                        sol::protected_function fn = onComplete.as<sol::protected_function>();
                        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";
            });

        // player_stop() — cancels the player's current walk target and stops them immediately.
        api.set_function("player_stop",
            [game]() {
                if (game->player) game->player->stopInPlace();
            });

        // npc_stop(index) — cancels an NPC's current walk target and stops them immediately.
        api.set_function("npc_stop",
            [game](int index) {
                auto& npcs = game->npcs;
                if (index < 0 || index >= static_cast<int>(npcs.size())) {
                    std::cerr << "[script] npc_stop: index " << index
                        << " out of range (0.." << npcs.size() - 1 << ")\n";
                    return;
                }
                npcs[index]->stopInPlace();
            });

        // set_npc_bump_callbacks(npc_index, on_player_bumps_npc, on_npc_bumps_player)
        // Both callbacks are optional (pass nil to omit).
        // on_player_bumps_npc() — player was moving and walked into the NPC.
        // on_npc_bumps_player() — the NPC was moving and walked into the standing player.
        // Each callback fires at most once every 5 seconds per NPC (cooldown managed by Location).
        api.set_function("set_npc_bump_callbacks",
            [this_impl = impl.get()](int index, sol::object onPlayerBumpsNpc, sol::object onNpcBumpsPlayer) {
                if (onPlayerBumpsNpc.is<sol::protected_function>())
                    this_impl->npcBumpedByPlayerCallbacks[index] = onPlayerBumpsNpc.as<sol::protected_function>();
                if (onNpcBumpsPlayer.is<sol::protected_function>())
                    this_impl->npcBumpsPlayerCallbacks[index] = onNpcBumpsPlayer.as<sol::protected_function>();
            });

        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::setGlobalStore(std::unordered_map<std::string, int>* store) {
        if (impl) impl->globalInts = store;
    }

    void ScriptEngine::setGlobalFloatStore(std::unordered_map<std::string, float>* store) {
        if (impl) impl->globalFloats = store;
    }

    void ScriptEngine::callLocationEnterCallback() {
        if (!impl || !impl->locationEnterCallback.valid()) return;
        auto result = impl->locationEnterCallback();
        if (!result.valid()) {
            sol::error err = result;
            std::cerr << "[SCRIPT] location enter callback error: " << err.what() << "\n";
        }
    }

    void ScriptEngine::callLocationExitCallback() {
        if (!impl || !impl->locationExitCallback.valid()) return;
        auto result = impl->locationExitCallback();
        if (!result.valid()) {
            sol::error err = result;
            std::cerr << "[SCRIPT] location exit callback error: " << err.what() << "\n";
        }
    }

    void ScriptEngine::callDarklandsEnterCallback() {
        if (!impl || !impl->darklandsEnterCallback.valid()) return;
        auto result = impl->darklandsEnterCallback();
        if (!result.valid()) {
            sol::error err = result;
            std::cerr << "[SCRIPT] darklands enter callback error: " << err.what() << "\n";
        }
    }

    void ScriptEngine::callDarklandsExitCallback() {
        if (!impl || !impl->darklandsExitCallback.valid()) return;
        auto result = impl->darklandsExitCallback();
        if (!result.valid()) {
            sol::error err = result;
            std::cerr << "[SCRIPT] darklands exit callback error: " << 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";
        }
    }

    void ScriptEngine::callNpcBumpedByPlayerCallback(int npcIndex) {
        if (!impl) return;
        auto it = impl->npcBumpedByPlayerCallbacks.find(npcIndex);
        if (it == impl->npcBumpedByPlayerCallbacks.end()) return;
        auto result = it->second();
        if (!result.valid()) {
            sol::error err = result;
            std::cerr << "[SCRIPT] on_player_bumps_npc error for NPC " << npcIndex << ": " << err.what() << "\n";
        }
    }

    void ScriptEngine::callNpcBumpsPlayerCallback(int npcIndex) {
        if (!impl) return;
        auto it = impl->npcBumpsPlayerCallbacks.find(npcIndex);
        if (it == impl->npcBumpsPlayerCallbacks.end()) return;
        auto result = it->second();
        if (!result.valid()) {
            sol::error err = result;
            std::cerr << "[SCRIPT] on_npc_bumps_player error for NPC " << npcIndex << ": " << err.what() << "\n";
        }
    }

} // namespace ZL
