space-game001/src/ScriptEngine.cpp
Vladislav Khorev c8d743b932 Added dawn
2026-06-04 18:01:51 +03:00

783 lines
34 KiB
C++

#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;
Quest::QuestJournal* questJournal = 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();
});
api.set_function("set_day",
[game]() {
game->requestNightDayTransition(false, false);
});
api.set_function("set_night",
[game]() {
game->requestNightDayTransition(true, false);
std::cout << "Set night called" << std::endl;
});
api.set_function("set_dawn",
[game]() {
game->requestNightDayTransition(true, true);
std::cout << "Set dawn called" << std::endl;
});
// advance_darklands_hud()
// Advances the uni_interior darklands HUD from step12 to step13.
// Call when the player enters the ghost trigger zone in darklands.
api.set_function("advance_darklands_hud",
[game]() {
if (game->requestAdvanceDarklandsHud)
game->requestAdvanceDarklandsHud();
});
// 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";
});
api.set_function("resetPlayerAfterDeath",
[game]() {
if (game->player) game->player->resetPlayerAfterDeath();
});
// 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>();
});
// quest_unlock(quest_id)
api.set_function("quest_unlock",
[this_impl = impl.get()](const std::string& questId) -> bool {
if (!this_impl->questJournal) {
std::cerr << "[script] quest_unlock: QuestJournal not set\n";
return false;
}
return this_impl->questJournal->unlockQuest(questId);
});
// quest_complete(quest_id)
api.set_function("quest_complete",
[this_impl = impl.get()](const std::string& questId) -> bool {
if (!this_impl->questJournal) {
std::cerr << "[script] quest_complete: QuestJournal not set\n";
return false;
}
return this_impl->questJournal->completeQuest(questId);
});
// quest_fail(quest_id)
api.set_function("quest_fail",
[this_impl = impl.get()](const std::string& questId) -> bool {
if (!this_impl->questJournal) {
std::cerr << "[script] quest_fail: QuestJournal not set\n";
return false;
}
return this_impl->questJournal->failQuest(questId);
});
// quest_set_objective_completed(quest_id, objective_id [, completed])
api.set_function("quest_set_objective_completed",
[this_impl = impl.get()](const std::string& questId, const std::string& objId, sol::object completed) -> bool {
if (!this_impl->questJournal) {
std::cerr << "[script] quest_set_objective_completed: QuestJournal not set\n";
return false;
}
const bool val = completed.is<bool>() ? completed.as<bool>() : true;
return this_impl->questJournal->setObjectiveCompleted(questId, objId, val);
});
// quest_set_objective_visible(quest_id, objective_id [, visible])
api.set_function("quest_set_objective_visible",
[this_impl = impl.get()](const std::string& questId, const std::string& objId, sol::object visible) -> bool {
if (!this_impl->questJournal) {
std::cerr << "[script] quest_set_objective_visible: QuestJournal not set\n";
return false;
}
const bool val = visible.is<bool>() ? visible.as<bool>() : true;
return this_impl->questJournal->setObjectiveVisible(questId, objId, val);
});
// quest_set_active_objective(quest_id, objective_index)
api.set_function("quest_set_active_objective",
[this_impl = impl.get()](const std::string& questId, int index) -> bool {
if (!this_impl->questJournal) {
std::cerr << "[script] quest_set_active_objective: QuestJournal not set\n";
return false;
}
return this_impl->questJournal->setActiveObjective(questId, index);
});
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::setQuestJournal(Quest::QuestJournal* journal) {
if (impl) impl->questJournal = journal;
}
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