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authorVaino Kauppila <vaino@vke.fi>2026-07-02 22:58:25 +0300
committerVaino Kauppila <vaino@vke.fi>2026-07-02 23:47:07 +0300
commitcd0c08dc7ce754473178ad3f32f7740a1dddc1eb (patch)
tree589c676b41d6f3d322ea5ce339ddb0811f29ec31 /src/engine/script.hpp
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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.
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+#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_;
+};