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| author | Vaino Kauppila <vaino@vke.fi> | 2026-07-02 22:58:25 +0300 |
|---|---|---|
| committer | Vaino Kauppila <vaino@vke.fi> | 2026-07-02 23:47:07 +0300 |
| commit | cd0c08dc7ce754473178ad3f32f7740a1dddc1eb (patch) | |
| tree | 589c676b41d6f3d322ea5ce339ddb0811f29ec31 /src/engine/script.hpp | |
| download | forts_clone-cd0c08dc7ce754473178ad3f32f7740a1dddc1eb.tar.gz forts_clone-cd0c08dc7ce754473178ad3f32f7740a1dddc1eb.zip | |
Initial import: LibreForts (M0-M5 in progress)
Open-source Forts clone: custom C++20 engine + data-driven (Lua) 2D physics
artillery RTS.
- Building: node/strut graph on a stiff mass-spring solver (canon Forts model),
triangulation rigidity, axial + 30-degree angle-stress breaking, cascading
collapse, fire (DoT + spread), ground destroys debris.
- Weapons (M4): cannon (ballistic) + laser (beam/ignite) with select-and-aim-in-
arc UX; splash / beam damage; bg-brace passthrough.
- Devices + economy (M5): reactors + win/loss + restart, mines/turbines/battery,
metal deposits, storage caps, per-shot energy cost.
- Data-driven via Lua/sol2 with a layered mod loader; enemy-fort scenario mod.
- Renderer: SDL3 + textures + ImGui dev UI. stb_image + ImGui vendored.
- Assets: CC0 placeholders only; real game art loaded at runtime from the user's
own install via forts: paths (bring-your-own; nothing copyrighted committed).
See README.md / CLAUDE.md and research/ + requirements/ for detail.
Diffstat (limited to 'src/engine/script.hpp')
| -rw-r--r-- | src/engine/script.hpp | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/src/engine/script.hpp b/src/engine/script.hpp new file mode 100644 index 0000000..8008ded --- /dev/null +++ b/src/engine/script.hpp @@ -0,0 +1,21 @@ +#pragma once + +#include <sol/sol.hpp> +#include <string> + +// Thin wrapper around a sol2 Lua state. This is the engine's scripting seam: +// data files (materials, later weapons/devices) are Lua, loaded on top of each +// other so mods can extend or override the base tables. +class ScriptEngine { +public: + ScriptEngine(); + + sol::state& lua() { return lua_; } + + // Run a Lua file in the shared state. Returns false and logs on error + // (errors are caught, never thrown out, so a bad mod can't crash the game). + bool run_file(const std::string& path); + +private: + sol::state lua_; +}; |
