mirror of
https://github.com/opentibiabr/remeres-map-editor
synced 2026-08-15 18:26:04 -04:00
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.
106 lines
4 KiB
C++
106 lines
4 KiB
C++
//////////////////////////////////////////////////////////////////////
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// This file is part of Remere's Map Editor
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//////////////////////////////////////////////////////////////////////
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// Remere's Map Editor is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Remere's Map Editor 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
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//////////////////////////////////////////////////////////////////////
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#include "main.h"
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#include "lua_api_creature.h"
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#include "lua_api.h"
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#include "../monster.h"
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#include "../monsters.h"
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#include "../spawn_monster.h"
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#include "../tile.h"
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#include "../map.h"
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#include "../editor.h"
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#include "../gui.h"
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namespace LuaAPI {
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void registerCreature(sol::state &lua) {
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// Register Direction enum
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lua.new_enum("Direction", "NORTH", NORTH, "EAST", EAST, "SOUTH", SOUTH, "WEST", WEST);
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// Register Monster usertype
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lua.new_usertype<Monster>(
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"Creature",
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sol::no_constructor,
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// Properties (read-only)
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"name", sol::property([](Monster* m) -> std::string {
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return m ? m->getName() : "";
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}),
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"isNpc", sol::property([](Monster*) -> bool {
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return false;
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}),
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// Properties (read/write)
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"spawnTime", sol::property([](Monster* m) -> int { return m ? m->getSpawnMonsterTime() : 0; }, [](Monster* m, int time) { if (m) { m->setSpawnMonsterTime(time); } }),
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"direction", sol::property([](Monster* m) -> int { return m ? static_cast<int>(m->getDirection()) : 0; }, [](Monster* m, int dir) {
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if (m && dir >= DIRECTION_FIRST && dir <= DIRECTION_LAST) {
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m->setDirection(static_cast<Direction>(dir));
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} }),
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// Selection
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"isSelected", sol::property([](Monster* m) { return m && m->isSelected(); }),
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"select", [](Monster* m) { if (m) { m->select(); } },
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"deselect", [](Monster* m) { if (m) { m->deselect(); } },
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// String representation
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sol::meta_function::to_string, [](Monster* m) -> std::string {
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if (!m) { return "Creature(invalid)"; }
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std::string dir;
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switch (m->getDirection()) {
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case NORTH: dir = "N"; break;
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case EAST: dir = "E"; break;
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case SOUTH: dir = "S"; break;
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case WEST: dir = "W"; break;
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default: dir = "?"; break;
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}
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return "Creature(\"" + m->getName() + "\", dir=" + dir +
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", spawn=" + std::to_string(m->getSpawnMonsterTime()) + "s)"; }
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);
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// Register SpawnMonster usertype
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lua.new_usertype<SpawnMonster>(
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"Spawn",
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sol::no_constructor,
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// Properties (read/write)
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"size", sol::property([](SpawnMonster* s) -> int { return s ? s->getSize() : 0; }, [](SpawnMonster* s, int size) { if (s && size > 0 && size < 100) { s->setSize(size); } }),
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"radius", sol::property([](SpawnMonster* s) -> int { return s ? s->getSize() : 0; }, [](SpawnMonster* s, int size) { if (s && size > 0 && size < 100) { s->setSize(size); } }),
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// Selection
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"isSelected", sol::property([](SpawnMonster* s) { return s && s->isSelected(); }),
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"select", [](SpawnMonster* s) { if (s) { s->select(); } },
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"deselect", [](SpawnMonster* s) { if (s) { s->deselect(); } },
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// String representation
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sol::meta_function::to_string, [](SpawnMonster* s) -> std::string {
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if (!s) { return "Spawn(invalid)"; }
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return "Spawn(radius=" + std::to_string(s->getSize()) + ")"; }
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);
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// Helper function to check if a monster type exists
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lua["creatureExists"] = [](const std::string &name) {
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return g_monsters[name] != nullptr;
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};
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// Helper function (NPCs always false in monster context)
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lua["isNpcType"] = [](const std::string &) {
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return false;
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};
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}
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} // namespace LuaAPI
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