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feat: add Lua 5.1 addon system with .toc loader and /run command
Foundation for WoW-compatible addon support: - Vendor Lua 5.1.5 source as a static library (extern/lua-5.1.5) - TocParser: parses .toc files (## directives + file lists) - LuaEngine: Lua 5.1 VM with sandboxed stdlib (no io/os/debug), WoW-compatible print() that outputs to chat, GetTime() stub - AddonManager: scans Data/interface/AddOns/ for .toc files, loads .lua files on world entry, skips LoadOnDemand addons - /run <code> slash command for inline Lua execution - HelloWorld test addon that prints to chat on load Integration: AddonManager initialized after asset manager, addons loaded once on first world entry, reset on logout. XML frame parsing is deferred to a future step.
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52064eb438
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290e9bfbd8
115 changed files with 29035 additions and 2 deletions
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@ -31,6 +31,7 @@
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#include "audio/footstep_manager.hpp"
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#include "audio/activity_sound_manager.hpp"
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#include "audio/audio_engine.hpp"
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#include "addons/addon_manager.hpp"
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#include <imgui.h>
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/wmo_loader.hpp"
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@ -329,6 +330,17 @@ bool Application::initialize() {
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}
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}
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// Initialize addon system
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addonManager_ = std::make_unique<addons::AddonManager>();
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if (addonManager_->initialize(gameHandler.get())) {
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std::string addonsDir = assetPath + "/interface/AddOns";
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addonManager_->scanAddons(addonsDir);
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LOG_INFO("Addon system initialized, found ", addonManager_->getAddons().size(), " addon(s)");
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} else {
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LOG_WARNING("Failed to initialize addon system");
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addonManager_.reset();
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}
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} else {
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LOG_WARNING("Failed to initialize asset manager - asset loading will be unavailable");
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LOG_WARNING("Set WOW_DATA_PATH environment variable to your WoW Data directory");
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@ -650,6 +662,7 @@ void Application::setState(AppState newState) {
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// If we reuse a previously spawned instance without forcing a respawn, appearance (notably hair) can desync.
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npcsSpawned = false;
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playerCharacterSpawned = false;
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addonsLoaded_ = false;
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weaponsSheathed_ = false;
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wasAutoAttacking_ = false;
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loadedMapId_ = 0xFFFFFFFF;
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@ -5031,6 +5044,12 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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// Only enter IN_GAME when this is the final map (no deferred entry pending).
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setState(AppState::IN_GAME);
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// Load addons once per session on first world entry
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if (addonManager_ && !addonsLoaded_) {
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addonManager_->loadAllAddons();
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addonsLoaded_ = true;
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}
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}
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void Application::buildCharSectionsCache() {
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