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5f689104af
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.
61 lines
1.6 KiB
C++
61 lines
1.6 KiB
C++
#pragma once
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#include "sol/sol.hpp"
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#include "dCommonVars.h"
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class Entity;
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namespace dLua
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{
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void LoadScript(Entity* entity, const std::string& name);
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Entity* GetEntity(const sol::state& lua, const std::string& key);
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Entity* GetEntityOrThrow(const sol::state& lua, const std::string& key);
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Entity* GetEntity(const LWOOBJID& id);
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Entity* GetEntityOrThrow(const LWOOBJID& id);
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Entity* GetEntity(sol::object object);
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Entity* GetEntityOrThrow(sol::object object);
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LWOOBJID GetEntityID(sol::object object);
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LWOOBJID GetEntityIDOrThrow(sol::object object);
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template<typename T>
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T TableGet(const sol::table& table, const std::string& key)
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{
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sol::object object = table[key];
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if (!object.valid())
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throw std::runtime_error("TableGet: Missing key");
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if (!object.is<T>())
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throw std::runtime_error("TableGet: Invalid key");
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return object.as<T>();
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}
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template<typename T>
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T TableGet(const sol::table& table, const std::string& key, const T& defaultValue)
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{
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sol::object object = table[key];
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if (!object.valid())
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return defaultValue;
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if (!object.is<T>())
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throw std::runtime_error("TableGet: Invalid key");
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return object.as<T>();
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}
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template<typename T>
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bool TryTableGet(const sol::table& table, const std::string& key, T& out)
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{
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sol::object object = table[key];
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if (!object.valid())
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return false;
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if (!object.is<T>())
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throw std::runtime_error("TableGet: Invalid key");
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out = object.as<T>();
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return true;
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}
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} |