Files
DarkflameServer/dGame/dComponents/ScriptComponent.h
Aaron Kimbrell 4ea1762e0a refactor(component): the script component picks its own script
The ScriptComponent row (server and client script) loads in
LoadDataFromTemplate and custom_script_server / custom_script_client in
LoadConfigData, out of Entity::Initialize, which only decides whether there
is one (a registry entry, a character or a custom script), as the client's
allocator does. Same scripts and bytes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 16:03:00 -05:00

97 lines
3.1 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#ifndef SCRIPTCOMPONENT_H
#define SCRIPTCOMPONENT_H
#include "CppScripts.h"
#include "Component.h"
#include "GameMessages.h"
#include <functional>
#include <map>
#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 final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPT;
ScriptComponent(Entity* parent, const int32_t componentID, const std::string& scriptName, bool serialized, bool client = false);
// One the object's registry or level config gives (LWOScriptComponent's allocator): its script comes from the
// ScriptComponent row and custom_script_server / custom_script_client
ScriptComponent(Entity* parent, const int32_t componentID);
void LoadDataFromTemplate() override;
void LoadConfigData() override;
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
/**
* Returns the script that's attached to this entity
* @return the script that's attached to this entity
*/
CppScripts::Script* const GetScript();
/**
* Sets whether the component is serialized (false: a server-only script the client has no component for)
* @param var whether the entity should be serialized
*/
void SetSerialized(const bool var) { m_Serialized = var; }
/**
* 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);
bool OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
// Registers a message from a script to be listened for on the parent object
template<typename ScriptClass, typename DerivedMsgType>
void RegisterMsg(ScriptClass* scriptThis, bool (ScriptClass::*scriptHandler)(Entity&, DerivedMsgType&)) {
static_assert(std::is_base_of_v<GameMessages::GameMsg, DerivedMsgType>, "DerivedMsgType must derive from GameMessages::GameMsg base class.");
const auto boundMsg = std::bind(scriptHandler, scriptThis, std::placeholders::_1, std::placeholders::_2);
auto* const parent = m_Parent;
const auto castWrapper = [parent, boundMsg](GameMessages::GameMsg& msg) {
return boundMsg(*parent, static_cast<DerivedMsgType&>(msg));
};
DerivedMsgType msg;
m_Parent->RegisterMsg(msg.msgId, castWrapper);
}
private:
/**
* The script attached to this entity
*/
CppScripts::Script* m_Script;
/**
* Whether the component is serialized (false: a server-only script the client has no component for)
*/
bool m_Serialized;
/**
* Whether or not this script is a client script
*/
bool m_Client;
std::string m_ScriptName;
// Made from the registry / level config: LoadDataFromTemplate and LoadConfigData pick the script
bool m_FromObject = false;
// The row's client script name (the client runs one when there is no server script)
std::string m_ClientScriptName;
};
#endif // SCRIPTCOMPONENT_H