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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
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@ -11,5 +11,15 @@
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#include "../../lib/CScriptingModule.h"
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extern IGameEventRealizer *acb;
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extern CPrivilegedInfoCallback *icb;
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class ERMScriptModule : public scripting::Module
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{
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public:
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ERMScriptModule();
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std::string compile(const std::string & name, const std::string & source, vstd::CLoggerBase * logger) const override;
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std::shared_ptr<scripting::ContextBase> createContextFor(const scripting::Script * source, const Environment * env) const override;
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void registerSpellEffect(spells::effects::Registry * registry, const scripting::Script * source) const override;
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};
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