tibia-rme/source/lua/lua_api_creature.cpp
Victor d05ba30ff8
feat: add Lua API modules and Script Manager UI (#161)
This commit adds the full Lua scripting API and integrates the Script Manager into the application.
It builds on top of the scripting engine introduced in #158, exposing all the API modules that Lua scripts can use and making everything accessible from the UI.  
  
Changes:
- Added all Lua API modules: map, tile, item, brush, image, position, selection, creature, color, app, dialog, noise, algo, geo, json, http.
- Added map overlay system for scripts to draw on the map view.
- Added event system, context menu registration, persistent storage, and transaction support with undo/redo.
- Added support for package scripts (directory with manifest.lua) and script metadata tags.
- Added Scripts menu to the menubar with per-script execution and reload.
- Connected the Script Manager window to the UI.
- Added missing build dependencies and fixed MSVC compilation errors.

Notes:
- Build dependencies were added for HTTP and noise generation support.  
- Some code was adjusted to compile correctly on MSVC.
2026-03-28 19:15:57 -03:00

106 lines
4 KiB
C++

//////////////////////////////////////////////////////////////////////
// This file is part of Remere's Map Editor
//////////////////////////////////////////////////////////////////////
// Remere's Map Editor is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Remere's Map Editor is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//////////////////////////////////////////////////////////////////////
#include "main.h"
#include "lua_api_creature.h"
#include "lua_api.h"
#include "../monster.h"
#include "../monsters.h"
#include "../spawn_monster.h"
#include "../tile.h"
#include "../map.h"
#include "../editor.h"
#include "../gui.h"
namespace LuaAPI {
void registerCreature(sol::state &lua) {
// Register Direction enum
lua.new_enum("Direction", "NORTH", NORTH, "EAST", EAST, "SOUTH", SOUTH, "WEST", WEST);
// Register Monster usertype
lua.new_usertype<Monster>(
"Creature",
sol::no_constructor,
// Properties (read-only)
"name", sol::property([](Monster* m) -> std::string {
return m ? m->getName() : "";
}),
"isNpc", sol::property([](Monster*) -> bool {
return false;
}),
// Properties (read/write)
"spawnTime", sol::property([](Monster* m) -> int { return m ? m->getSpawnMonsterTime() : 0; }, [](Monster* m, int time) { if (m) { m->setSpawnMonsterTime(time); } }),
"direction", sol::property([](Monster* m) -> int { return m ? static_cast<int>(m->getDirection()) : 0; }, [](Monster* m, int dir) {
if (m && dir >= DIRECTION_FIRST && dir <= DIRECTION_LAST) {
m->setDirection(static_cast<Direction>(dir));
} }),
// Selection
"isSelected", sol::property([](Monster* m) { return m && m->isSelected(); }),
"select", [](Monster* m) { if (m) { m->select(); } },
"deselect", [](Monster* m) { if (m) { m->deselect(); } },
// String representation
sol::meta_function::to_string, [](Monster* m) -> std::string {
if (!m) { return "Creature(invalid)"; }
std::string dir;
switch (m->getDirection()) {
case NORTH: dir = "N"; break;
case EAST: dir = "E"; break;
case SOUTH: dir = "S"; break;
case WEST: dir = "W"; break;
default: dir = "?"; break;
}
return "Creature(\"" + m->getName() + "\", dir=" + dir +
", spawn=" + std::to_string(m->getSpawnMonsterTime()) + "s)"; }
);
// Register SpawnMonster usertype
lua.new_usertype<SpawnMonster>(
"Spawn",
sol::no_constructor,
// Properties (read/write)
"size", sol::property([](SpawnMonster* s) -> int { return s ? s->getSize() : 0; }, [](SpawnMonster* s, int size) { if (s && size > 0 && size < 100) { s->setSize(size); } }),
"radius", sol::property([](SpawnMonster* s) -> int { return s ? s->getSize() : 0; }, [](SpawnMonster* s, int size) { if (s && size > 0 && size < 100) { s->setSize(size); } }),
// Selection
"isSelected", sol::property([](SpawnMonster* s) { return s && s->isSelected(); }),
"select", [](SpawnMonster* s) { if (s) { s->select(); } },
"deselect", [](SpawnMonster* s) { if (s) { s->deselect(); } },
// String representation
sol::meta_function::to_string, [](SpawnMonster* s) -> std::string {
if (!s) { return "Spawn(invalid)"; }
return "Spawn(radius=" + std::to_string(s->getSize()) + ")"; }
);
// Helper function to check if a monster type exists
lua["creatureExists"] = [](const std::string &name) {
return g_monsters[name] != nullptr;
};
// Helper function (NPCs always false in monster context)
lua["isNpcType"] = [](const std::string &) {
return false;
};
}
} // namespace LuaAPI