Adding scripts

This commit is contained in:
Vladislav Khorev 2026-04-03 19:46:43 +03:00
parent 995e2c8e5b
commit 63c9d7b35b
9 changed files with 432480 additions and 9 deletions

View File

@ -47,3 +47,6 @@ check_and_download("https://download.savannah.gnu.org/releases/freetype/freetype
# 8) SDL_ttf # 8) SDL_ttf
check_and_download("https://github.com/libsdl-org/SDL_ttf/archive/refs/tags/release-2.24.0.zip" "release-2.24.0.zip" "SDL_ttf-release-2.24.0" "CMakeLists.txt") check_and_download("https://github.com/libsdl-org/SDL_ttf/archive/refs/tags/release-2.24.0.zip" "release-2.24.0.zip" "SDL_ttf-release-2.24.0" "CMakeLists.txt")
# 9) pybind11
check_and_download("https://github.com/pybind/pybind11/archive/refs/tags/v3.0.3.zip" "pybind11-v3.0.3.zip" "pybind11-3.0.3" "CMakeLists.txt")

View File

@ -547,3 +547,14 @@ if(NOT TARGET boost_external_lib)
# Boost заголовки находятся непосредственно в корне распакованной папки # Boost заголовки находятся непосредственно в корне распакованной папки
target_include_directories(boost_external_lib INTERFACE "${BOOST_SRC_DIR}") target_include_directories(boost_external_lib INTERFACE "${BOOST_SRC_DIR}")
endif() endif()
# ===========================================
# 9) pybind11 (3.0.3) - Python embedding
# ===========================================
set(PYBIND11_SRC_DIR "${THIRDPARTY_DIR}/pybind11-3.0.3")
if(NOT TARGET pybind11::headers)
# pybind11 is header-only; add_subdirectory gives us pybind11::embed which
# also locates and links the Python interpreter and development libraries.
add_subdirectory("${PYBIND11_SRC_DIR}" "${CMAKE_BINARY_DIR}/pybind11_build" EXCLUDE_FROM_ALL)
endif()

View File

@ -71,6 +71,8 @@ add_executable(space-game001
# ../src/Space.cpp # ../src/Space.cpp
../src/GameConstants.h ../src/GameConstants.h
../src/GameConstants.cpp ../src/GameConstants.cpp
../src/ScriptEngine.h
../src/ScriptEngine.cpp
) )
# Установка проекта по умолчанию для Visual Studio # Установка проекта по умолчанию для Visual Studio
@ -109,6 +111,7 @@ target_link_libraries(space-game001 PRIVATE
SDL2_ttf_external_lib SDL2_ttf_external_lib
eigen_external_lib eigen_external_lib
boost_external_lib boost_external_lib
pybind11::embed
) )
# Линкуем OpenGL (Windows) # Линкуем OpenGL (Windows)

4
resources/start.py Normal file
View File

@ -0,0 +1,4 @@
import game_api
# Tell NPC 0 to walk to the origin (0, 0, 0) when the game starts.
game_api.npc_walk_to(0, 10.0, 0.0, 0.0)

432352
resources/w/default_walk001.txt Normal file

File diff suppressed because it is too large Load Diff

View File

@ -178,17 +178,24 @@ namespace ZL
auto defaultTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/default_skin001.png", CONST_ZIP_FILE)); auto defaultTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/default_skin001.png", CONST_ZIP_FILE));
auto zombie = std::make_unique<Character>(); auto npc01 = std::make_unique<Character>();
zombie->loadAnimation(AnimationState::IDLE, "resources/w/default_idle002.txt", CONST_ZIP_FILE); npc01->loadAnimation(AnimationState::IDLE, "resources/w/default_idle002.txt", CONST_ZIP_FILE);
zombie->setTexture(defaultTexture); npc01->loadAnimation(AnimationState::WALK, "resources/w/default_walk001.txt", CONST_ZIP_FILE);
zombie->walkSpeed = 1.5f; npc01->setTexture(defaultTexture);
zombie->rotationSpeed = 2.0f; npc01->walkSpeed = 1.5f;
zombie->modelScale = 0.01f; npc01->rotationSpeed = 2.0f;
zombie->position = Eigen::Vector3f(0.f, 0.f, -15.f); npc01->modelScale = 0.01f;
zombie->setTarget(zombie->position); npc01->modelCorrectionRotation = Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitY()));
npcs.push_back(std::move(zombie)); /*
Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI * 0.5f, Eigen::Vector3f::UnitX())) *
Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitZ()));*/
npc01->position = Eigen::Vector3f(0.f, 0.f, -45.f);
npc01->setTarget(npc01->position);
npcs.push_back(std::move(npc01));
loadingCompleted = true; loadingCompleted = true;
scriptEngine.init(this);
} }

View File

@ -16,6 +16,7 @@
#include <cstdint> #include <cstdint>
#include <render/TextRenderer.h> #include <render/TextRenderer.h>
#include "MenuManager.h" #include "MenuManager.h"
#include "ScriptEngine.h"
#include <unordered_set> #include <unordered_set>
@ -93,6 +94,7 @@ namespace ZL {
static const size_t CONST_MAX_TIME_INTERVAL = 1000; static const size_t CONST_MAX_TIME_INTERVAL = 1000;
MenuManager menuManager; MenuManager menuManager;
ScriptEngine scriptEngine;
}; };

62
src/ScriptEngine.cpp Normal file
View File

@ -0,0 +1,62 @@
#include "ScriptEngine.h"
#include "Game.h"
#include <pybind11/embed.h>
#include <iostream>
#include <fstream>
namespace py = pybind11;
// Static pointer used by the embedded module (set before interpreter starts).
static ZL::Game* s_game = nullptr;
// The embedded module must be defined at file scope before the interpreter
// is started. It exposes a minimal surface: one function per scripting command.
PYBIND11_EMBEDDED_MODULE(game_api, m) {
m.doc() = "Game scripting API";
// npc_walk_to(index, x, y, z)
// Tells the NPC at `index` in Game::npcs to walk to world position (x,y,z).
m.def("npc_walk_to", [](int index, float x, float y, float z) {
if (!s_game) {
std::cerr << "[script] game_api.npc_walk_to: engine not ready\n";
return;
}
auto& npcs = s_game->npcs;
if (index < 0 || index >= static_cast<int>(npcs.size())) {
std::cerr << "[script] game_api.npc_walk_to: index " << index
<< " out of range (0.." << npcs.size() - 1 << ")\n";
return;
}
npcs[index]->setTarget(Eigen::Vector3f(x, y, z));
},
py::arg("index"), py::arg("x"), py::arg("y"), py::arg("z"),
"Command NPC[index] to walk to world position (x, y, z).");
}
namespace ZL {
ScriptEngine::ScriptEngine() = default;
ScriptEngine::~ScriptEngine() = default;
void ScriptEngine::init(Game* game) {
s_game = game;
interpreter = std::make_unique<py::scoped_interpreter>();
runScript("resources/start.py");
}
void ScriptEngine::runScript(const std::string& path) {
std::ifstream file(path);
if (!file.is_open()) {
std::cerr << "[script] Could not open script: " << path << "\n";
return;
}
std::string source((std::istreambuf_iterator<char>(file)),
std::istreambuf_iterator<char>());
try {
py::exec(source);
} catch (const py::error_already_set& e) {
std::cerr << "[script] Error in " << path << ":\n" << e.what() << "\n";
}
}
} // namespace ZL

27
src/ScriptEngine.h Normal file
View File

@ -0,0 +1,27 @@
#pragma once
#include <string>
#include <memory>
// Forward-declare the heavy pybind11 type so including this header stays cheap.
namespace pybind11 { class scoped_interpreter; }
namespace ZL {
class Game;
class ScriptEngine {
public:
ScriptEngine();
~ScriptEngine();
// Must be called once, after the Game's NPCs are ready.
void init(Game* game);
// Execute a Python script file. Logs errors to stderr.
void runScript(const std::string& path);
private:
std::unique_ptr<pybind11::scoped_interpreter> interpreter;
};
} // namespace ZL