Add optional Lua scripting module, examples, and validation
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@@ -1,27 +1,51 @@
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#include "Gameplay.hpp"
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#include <faset/core/io.hpp>
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#include <faset/runtime/schema.hpp>
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#include <faset/scripting/project.hpp>
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#if defined(FASET_HAS_LUA)
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#include <faset/scripting/LuaModule.hpp>
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#endif
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#include <iostream>
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#include <stdexcept>
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int schema_main(int argc, char** argv) {
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try {
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std::filesystem::path output;
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std::filesystem::path output, projectRoot;
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for (int i = 1; i < argc; ++i) {
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const std::string argument = argv[i];
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if (argument == "--help") {
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std::cout << "faset_schema_exporter [--output PATH]\nExports declarative gameplay "
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"schemas without creating a world.\n";
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std::cout << "faset_schema_exporter [--output PATH] [--project ROOT]\n"
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"Exports C++ and declared Lua gameplay schemas without creating a "
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"world or invoking lifecycle callbacks.\n";
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return 0;
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}
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if (argument == "--output" && i + 1 < argc && output.empty())
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output = faset::path_from_utf8(argv[++i]);
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else if (argument == "--project" && i + 1 < argc && projectRoot.empty())
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projectRoot = faset::path_from_utf8(argv[++i]);
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else
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throw std::invalid_argument("Unknown, repeated or incomplete argument: " +
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argument);
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}
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const auto types = faset::gameplay::schema();
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auto types = faset::gameplay::schema();
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if (!types.is_array())
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throw std::runtime_error("Gameplay schema() must return a type array");
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if (!projectRoot.empty()) {
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const auto project = faset::scripting::loadLuaProject(projectRoot);
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if (project.enabled()) {
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#if defined(FASET_HAS_LUA)
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faset::scripting::LuaModule lua(project);
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for (const auto& type : lua.schema())
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types.push_back(type);
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#else
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throw std::runtime_error("This schema exporter was built without Lua support; "
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"configure FASET_ENABLE_LUA=ON for this project");
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#endif
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}
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}
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// Check all IDs, including unused types, before publishing a manifest.
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// This player-side boundary intentionally has no authoring dependency.
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faset::runtime::validate_scene_schemas({{"entities", nlohmann::json::array()}}, types);
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const nlohmann::json manifest{{"format", "faset.schema"}, {"version", 1}, {"types", types}};
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if (output.empty())
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std::cout << manifest.dump(2) << '\n';
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