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mirror of https://github.com/vcmi/vcmi.git synced 2026-06-09 22:05:39 +02:00
Files
vcmi/luascript/LuaScriptInstance.cpp
T
Ivan Savenko f2076069b7 Moved all Lua-related code into lua module, instead of weird split
between library and lua module
2026-04-30 18:00:37 +03:00

56 lines
1.4 KiB
C++

/*
* LuaScriptInstance.cpp, 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
*
*/
#include "StdInc.h"
#include "LuaContext.h"
#include "LuaScriptInstance.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/json/JsonNode.h"
VCMI_LIB_NAMESPACE_BEGIN
static const std::vector<std::string> IMPLEMENTS_MAP = {"ANYTHING", "BATTLE_EFFECT"};
namespace scripting
{
LuaScriptInstance::LuaScriptInstance(LuaModule & host) : host(host), implements(Implements::ANYTHING) {}
LuaScriptInstance::~LuaScriptInstance() = default;
std::string LuaScriptInstance::getJsonKey() const
{
return modScope + ':' + identifier;
}
std::shared_ptr<LuaContext> LuaScriptInstance::createContext(const Environment * ENV) const
{
return std::make_shared<LuaContext>(this, ENV);
}
const std::string & LuaScriptInstance::getSource() const
{
return sourceText;
}
void LuaScriptInstance::loadFromJson(const JsonNode & input)
{
sourcePath = input["source"].String();
implements = static_cast<Implements>(vstd::find_pos(IMPLEMENTS_MAP, input["implements"].String()));
ResourcePath sourcePathId(sourcePath);
auto rawData = CResourceHandler::get()->load(sourcePathId)->readAll();
sourceText = std::string(reinterpret_cast<char *>(rawData.first.get()), rawData.second);
}
}
VCMI_LIB_NAMESPACE_END