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vcmi/lib/ScriptHandler.h
AlexVinS ecaa9f5d0b 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.
2021-02-14 19:05:43 +03:00

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3.0 KiB
C++

/*
* ScriptHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include <vcmi/scripting/Service.h>
#include "IHandlerBase.h"
#include "JsonNode.h"
class JsonNode;
class JsonSerializeFormat;
class Services;
namespace scripting
{
class Module;
class ScriptImpl;
class ScriptHandler;
using ModulePtr = std::shared_ptr<Module>;
using ScriptPtr = std::shared_ptr<ScriptImpl>;
using ScriptMap = std::map<std::string, ScriptPtr>;
class DLL_LINKAGE ScriptImpl : public Script
{
public:
enum class Implements
{
ANYTHING,
BATTLE_EFFECT
//todo: adventure effect, map object(unified with building), server query, client query(with gui), may be smth else
};
Implements implements;
std::string identifier;
std::string sourcePath;
std::string sourceText;
std::string code;
ModulePtr host;
ScriptImpl(const ScriptHandler * owner_);
virtual ~ScriptImpl();
void compile(vstd::CLoggerBase * logger);
void serializeJson(vstd::CLoggerBase * logger, JsonSerializeFormat & handler);
void serializeJsonState(JsonSerializeFormat & handler);
std::shared_ptr<Context> createContext(const Environment * env) const override;
const std::string & getName() const override;
const std::string & getSource() const override;
void performRegistration(::Services * services) const;
private:
const ScriptHandler * owner;
void resolveHost();
};
class DLL_LINKAGE PoolImpl : public Pool
{
public:
PoolImpl(const Environment * ENV);
PoolImpl(const Environment * ENV, ServerCallback * SRV);
std::shared_ptr<Context> getContext(const Script * script) override;
void serializeState(const bool saving, JsonNode & data) override;
private:
std::map<const Script *, std::shared_ptr<Context>> cache;
JsonNode state;
const Environment * env;
ServerCallback * srv;
};
class DLL_LINKAGE ScriptHandler : public ::IHandlerBase, public Service
{
public:
ScriptMap objects;
ScriptHandler();
virtual ~ScriptHandler();
const Script * resolveScript(const std::string & name) const;
std::vector<bool> getDefaultAllowed() const override;
std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
ScriptPtr loadFromJson(vstd::CLoggerBase * logger, const std::string & scope, const JsonNode & json, const std::string & identifier) const;
void loadObject(std::string scope, std::string name, const JsonNode & data) override;
void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
void performRegistration(Services * services) const override;
void run(std::shared_ptr<Pool> pool) const override;
template <typename Handler> void serialize(Handler & h, const int version)
{
JsonNode state;
if(h.saving)
saveState(state);
h & state;
if(!h.saving)
loadState(state);
}
ModulePtr erm;
ModulePtr lua;
protected:
private:
friend class ScriptImpl;
void loadState(const JsonNode & state);
void saveState(JsonNode & state);
};
}