Initial work on LUA scripting.

This LUA scripting implementation uses the sol header only C++ wrapper for the native LUA libraries.

The API does not follow the original LU scripting. Each instance of a script is in its own LUA-State, and has 'self' as a global. There are hooks to all the implemented CppScript methods, as well as a subset of the entity functionallity. Has to be expanded upon.

This is local work which has been sitting for awhile; thought someone might like to take a look at it.
This commit is contained in:
wincent
2022-04-13 19:51:14 +02:00
parent a0a9936e47
commit 5f689104af
18 changed files with 31747 additions and 1 deletions

View File

@@ -812,6 +812,10 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
return script;
}
CppScripts::Script* CppScripts::GetInvalidScript() {
return invalidToReturn;
}
std::vector<CppScripts::Script*> CppScripts::GetEntityScripts(Entity* entity) {
std::vector<CppScripts::Script*> scripts;
std::vector<ScriptComponent*> comps = entity->GetScriptComponents();

View File

@@ -320,6 +320,7 @@ namespace CppScripts {
float_t pathTime, float_t totalTime, int32_t waypoint) {};
};
Script* GetInvalidScript();
Script* GetScript(Entity* parent, const std::string& scriptName);
std::vector<Script*> GetEntityScripts(Entity* entity);
};

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@@ -14,11 +14,22 @@ ScriptComponent::ScriptComponent(Entity* parent, std::string scriptName, bool se
SetScript(scriptName);
}
ScriptComponent::ScriptComponent(Entity* parent, bool serialized, bool client) : Component(parent) {
m_Serialized = serialized;
m_Client = client;
m_Script = nullptr;
}
ScriptComponent::~ScriptComponent() {
}
void ScriptComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
if (!m_Serialized) {
return;
}
if (bIsInitialUpdate) {
const auto& networkSettings = m_Parent->GetNetworkSettings();
auto hasNetworkSettings = !networkSettings.empty();
@@ -55,3 +66,7 @@ void ScriptComponent::SetScript(const std::string& scriptName) {
m_Script = CppScripts::GetScript(m_Parent, scriptName);
}
void ScriptComponent::SetScript(CppScripts::Script* script) {
m_Script = script;
}

View File

@@ -20,7 +20,8 @@ class Entity;
class ScriptComponent : public Component {
public:
static const uint32_t ComponentType = COMPONENT_TYPE_SCRIPT;
ScriptComponent(Entity* parent, bool serialized, bool client = false);
ScriptComponent(Entity* parent, std::string scriptName, bool serialized, bool client = false);
~ScriptComponent() override;
@@ -44,6 +45,12 @@ public:
*/
void SetScript(const std::string& scriptName);
/**
* Sets the script directly
* @param script the script to set
*/
void SetScript(CppScripts::Script* script);
private:
/**