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49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
#include "frameworkandsol.h"
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#include "ScriptInterfaceState.h"
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#include "Logic/LogicHandler.h"
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#include "Flow/FlowHandler.h"
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#include "Objects/ObjectsHandler.h"
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#include "Strings/StringsHandler.h"
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#include "Inventory/InventoryHandler.h"
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#include "ReservedScriptNames.h"
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static sol::state s_solState;
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static sol::table s_rootTable;
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int lua_exception_handler(lua_State* L, sol::optional<std::exception const &> maybe_exception, sol::string_view description)
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{
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return luaL_error(L, description.data());
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}
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ScriptInterfaceGame* ScriptInterfaceState::CreateGame()
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{
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return new LogicHandler(&s_solState, s_rootTable);
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}
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ScriptInterfaceFlowHandler* ScriptInterfaceState::CreateFlow()
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{
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return new FlowHandler(&s_solState, s_rootTable);
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}
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ScriptInterfaceObjectsHandler* ScriptInterfaceState::CreateObjectsHandler()
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{
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return new ObjectsHandler(&s_solState, s_rootTable);
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}
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ScriptInterfaceStringsHandler* ScriptInterfaceState::CreateStringsHandler()
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{
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return new StringsHandler(&s_solState, s_rootTable);
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}
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void ScriptInterfaceState::Init()
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{
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s_solState.open_libraries(sol::lib::base, sol::lib::math);
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s_solState.set_exception_handler(lua_exception_handler);
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s_rootTable = sol::table{ s_solState.lua_state(), sol::create };
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s_solState.set(ScriptReserved_TEN, s_rootTable);
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// Misc handlers not assigned above
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InventoryHandler::Register(&s_solState, s_rootTable);
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}
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