DarkflameServer/dGame/dComponents/ScriptComponent.h
2023-06-12 15:32:46 -07:00

54 lines
1.4 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#ifndef SCRIPTCOMPONENT_H
#define SCRIPTCOMPONENT_H
#include "CppScripts.h"
#include "Component.h"
#include <string>
#include "eReplicaComponentType.h"
class Entity;
/**
* Handles the loading and execution of server side scripts on entities, scripts were originally written in Lua,
* here they're written in C++
*/
class ScriptComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPT;
ScriptComponent(Entity* parent, const std::string& scriptName);
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
/**
* Returns the script that's attached to this entity
* @return the script that's attached to this entity
*/
CppScripts::Script* GetScript();
/**
* Sets the script using a path by looking through dScripts for a script that matches
* @param scriptName the name of the script to find
*/
void SetScript(const std::string& scriptName);
// Get the script attached to the provided component id.
// LDF key custom_script_server overrides component id script.
static const std::string GetScriptName(Entity* parentEntity, const uint32_t componentId = 0);
static const std::string GetZoneScriptName(const uint32_t componentId);
private:
/**
* The script attached to this entity
*/
CppScripts::Script* m_Script;
};
#endif // SCRIPTCOMPONENT_H