DarkflameServer/dScripts/ScriptComponent.h
wincent 5f689104af 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.
2022-04-13 19:51:14 +02:00

73 lines
1.8 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#ifndef SCRIPTCOMPONENT_H
#define SCRIPTCOMPONENT_H
#include "BitStream.h"
#include "CppScripts.h"
#include "Component.h"
#include <string>
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:
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;
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 whether the entity should be serialized, unused
* @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);
/**
* Sets the script directly
* @param script the script to set
*/
void SetScript(CppScripts::Script* script);
private:
/**
* The script attached to this entity
*/
CppScripts::Script* m_Script;
/**
* Whether or not the comp should be serialized, unused
*/
bool m_Serialized;
/**
* Whether or not this script is a client script
*/
bool m_Client;
};
#endif // SCRIPTCOMPONENT_H