105 lines
3.0 KiB
C++
105 lines
3.0 KiB
C++
/*
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* =====================================================================================
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*
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* OpenMiner
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*
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* Copyright (C) 2018-2020 Unarelith, Quentin Bazin <openminer@unarelith.net>
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* Copyright (C) 2019-2020 the OpenMiner contributors (see CONTRIBUTORS.md)
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*
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* This file is part of OpenMiner.
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*
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* OpenMiner is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* OpenMiner is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with OpenMiner; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* =====================================================================================
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*/
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#ifndef LUAMOD_HPP_
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#define LUAMOD_HPP_
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#include <queue>
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#include <gk/core/IntTypes.hpp>
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#include <entt/entt.hpp>
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#include "LuaBiomeLoader.hpp"
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#include "LuaBlockLoader.hpp"
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#include "LuaDimensionLoader.hpp"
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#include "LuaEntityLoader.hpp"
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#include "LuaItemLoader.hpp"
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#include "LuaKeyLoader.hpp"
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#include "LuaRecipeLoader.hpp"
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#include "LuaSkyLoader.hpp"
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class EntityWrapper;
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class ItemStack;
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class PlayerList;
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class Registry;
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class ServerPlayer;
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class WorldController;
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// This class is meant to be used ONLY in Lua
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class LuaMod {
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public:
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LuaMod(const std::string &id, Registry ®istry, WorldController &worldController, PlayerList &players)
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: m_id(id), m_registry(registry), m_worldController(worldController), m_players(players) {}
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void commit();
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const std::string &id() const { return m_id; }
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std::string path() const { return "mods/" + m_id; }
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static void initUsertype(sol::state &lua);
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private:
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void spawnEntity(const std::string &entityID, const sol::table &table);
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void despawnEntity(EntityWrapper &entity);
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ItemStack giveItemStack(ServerPlayer &player, ItemStack *itemStack);
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enum class DefinitionType {
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Block,
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Item,
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CraftingRecipe,
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SmeltingRecipe,
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Sky,
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Tree,
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Biome,
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Dimension,
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Key,
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Entity,
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};
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std::queue<std::pair<DefinitionType, sol::table>> m_defs;
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std::string m_id;
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// TODO: Add registry instance to loaders in order to avoid using singleton
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Registry &m_registry;
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WorldController &m_worldController;
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PlayerList &m_players;
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LuaBlockLoader m_blockLoader{*this};
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LuaItemLoader m_itemLoader{*this};
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LuaRecipeLoader m_recipeLoader;
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LuaSkyLoader m_skyLoader{*this};
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LuaBiomeLoader m_biomeLoader{*this};
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LuaDimensionLoader m_dimensionLoader{*this};
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LuaKeyLoader m_keyLoader{*this};
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LuaEntityLoader m_entityLoader{*this, m_worldController};
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};
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#endif // LUAMOD_HPP_
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