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#include "lua/lua.hpp"
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#include <optional>
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#include <string_view>
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#include <sol/sol.hpp>
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#include "appfat.h"
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#include "engine/assets.hpp"
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#include "lua/modules/log.hpp"
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#include "lua/modules/render.hpp"
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#include "plrmsg.h"
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#include "utils/console.h"
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#include "utils/log.hpp"
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namespace devilution {
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namespace {
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std::optional<sol::state> luaState;
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int LuaPrint(lua_State *state)
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{
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const int n = lua_gettop(state);
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for (int i = 1; i <= n; i++) {
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size_t l;
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const char *s = luaL_tolstring(state, i, &l);
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if (i > 1)
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printInConsole("\t");
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printInConsole(std::string_view(s, l));
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lua_pop(state, 1);
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}
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printNewlineInConsole();
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return 0;
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}
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bool CheckResult(sol::protected_function_result result, bool optional)
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{
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const bool valid = result.valid();
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if (!valid) {
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const std::string error = result.get_type() == sol::type::string
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? StrCat("Lua error: ", result.get<std::string>())
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: "Unknown Lua error";
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if (!optional)
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app_fatal(error);
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LogError(error);
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}
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return valid;
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}
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void RunScript(std::string_view path, bool optional)
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{
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AssetRef ref = FindAsset(path);
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if (!ref.ok()) {
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if (!optional)
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app_fatal(StrCat("Asset not found: ", path));
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return;
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}
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const size_t size = ref.size();
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std::unique_ptr<char[]> luaScript { new char[size] };
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AssetHandle handle = OpenAsset(std::move(ref));
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if (!handle.ok()) {
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app_fatal(StrCat("Failed to open asset: ", path, "\n", handle.error()));
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return;
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}
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if (size > 0 && !handle.read(luaScript.get(), size)) {
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app_fatal(StrCat("Read failed: ", path, "\n", handle.error()));
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return;
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}
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const std::string_view luaScriptStr(luaScript.get(), size);
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CheckResult(luaState->safe_script(luaScriptStr), optional);
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}
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void LuaPanic(sol::optional<std::string> message)
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{
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LogError("Lua is in a panic state and will now abort() the application:\n",
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message.value_or("unknown error"));
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}
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} // namespace
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void Sol2DebugPrintStack(lua_State *state)
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{
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LogDebug("{}", sol::detail::debug::dump_types(state));
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}
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void Sol2DebugPrintSection(const std::string &message, lua_State *state)
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{
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LogDebug("-- {} -- [ {} ]", message, sol::detail::debug::dump_types(state));
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}
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void LuaInitialize()
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{
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luaState.emplace(sol::c_call<decltype(&LuaPanic), &LuaPanic>);
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sol::state &lua = *luaState;
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lua.open_libraries(
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sol::lib::base,
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sol::lib::package,
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sol::lib::coroutine,
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sol::lib::table,
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sol::lib::string,
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sol::lib::math,
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sol::lib::utf8);
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#ifdef _DEBUG
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lua.open_libraries(sol::lib::debug);
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#endif
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// Registering globals
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lua.set(
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"print", LuaPrint,
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"_VERSION", LUA_VERSION);
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// Registering devilutionx object table
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lua.create_named_table(
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"devilutionx",
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"log", LuaLogModule(lua),
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"render", LuaRenderModule(lua),
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"message", [](std::string_view text) { EventPlrMsg(text, UiFlags::ColorRed); });
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RunScript("lua/init.lua", /*optional=*/false);
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RunScript("lua/user.lua", /*optional=*/true);
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LuaEvent("OnGameBoot");
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}
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void LuaShutdown()
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{
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luaState = std::nullopt;
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}
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void LuaEvent(std::string_view name)
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{
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const sol::state &lua = *luaState;
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const auto trigger = lua.traverse_get<std::optional<sol::object>>("Events", name, "Trigger");
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if (!trigger.has_value() || !trigger->is<sol::protected_function>()) {
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LogError("Events.{}.Trigger is not a function", name);
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return;
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}
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const sol::protected_function fn = trigger->as<sol::protected_function>();
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CheckResult(fn(), /*optional=*/true);
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}
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sol::state &LuaState()
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{
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return *luaState;
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}
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} // namespace devilution
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