Scripting WIP (#70)

* Scripting introduced

* AppImage workflow fixes

* AppImage workflow simplified

* README.md update

* README.md update

* small fix
This commit is contained in:
MihailRis
2023-12-25 05:26:03 +03:00
committed by GitHub
parent ce26f0c227
commit acce49f188
35 changed files with 649 additions and 138 deletions
+120
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@@ -0,0 +1,120 @@
#include "BlocksController.h"
#include "../voxels/voxel.h"
#include "../voxels/Block.h"
#include "../voxels/Chunk.h"
#include "../voxels/Chunks.h"
#include "../world/Level.h"
#include "../content/Content.h"
#include "../lighting/Lighting.h"
#include "../util/timeutil.h"
#include "scripting/scripting.h"
Clock::Clock(int tickRate, int tickParts)
: tickRate(tickRate),
tickParts(tickParts) {
}
bool Clock::update(float delta) {
tickTimer += delta;
float delay = 1.0f / float(tickRate);
if (tickTimer > delay || tickPartsUndone) {
if (tickPartsUndone) {
tickPartsUndone--;
} else {
tickTimer = fmod(tickTimer, delay);
tickPartsUndone = tickParts-1;
}
return true;
}
return false;
}
int Clock::getParts() const {
return tickParts;
}
int Clock::getPart() const {
return tickParts-tickPartsUndone-1;
}
BlocksController::BlocksController(Level* level, uint padding)
: level(level),
chunks(level->chunks),
lighting(level->lighting),
randTickClock(20, 3),
padding(padding) {
}
void BlocksController::updateSides(int x, int y, int z) {
updateBlock(x-1, y, z);
updateBlock(x+1, y, z);
updateBlock(x, y-1, z);
updateBlock(x, y+1, z);
updateBlock(x, y, z-1);
updateBlock(x, y, z+1);
}
void BlocksController::breakBlock(Player* player, const Block* def, int x, int y, int z) {
chunks->set(x,y,z, 0, 0);
lighting->onBlockSet(x,y,z, 0);
if (def->rt.funcsset.onbroken) {
scripting::on_block_broken(player, def, x, y, z);
}
updateSides(x, y, z);
}
void BlocksController::updateBlock(int x, int y, int z) {
voxel* vox = chunks->get(x, y, z);
if (vox == nullptr)
return;
const Block* def = level->content->indices->getBlockDef(vox->id);
if (def->grounded && !chunks->isSolid(x, y-1, z)) {
breakBlock(nullptr, def, x, y, z);
return;
}
if (def->rt.funcsset.update) {
scripting::update_block(def, x, y, z);
}
}
void BlocksController::update(float delta) {
if (randTickClock.update(delta)) {
randomTick(randTickClock.getPart(), randTickClock.getParts());
}
}
void BlocksController::randomTick(int tickid, int parts) {
// timeutil::ScopeLogTimer timer(5000+tickid);
const int w = chunks->w;
const int d = chunks->d;
auto indices = level->content->indices;
for (uint z = padding; z < d-padding; z++){
for (uint x = padding; x < w-padding; x++){
int index = z * w + x;
if ((index + tickid) % parts != 0)
continue;
std::shared_ptr<Chunk> chunk = chunks->chunks[index];
if (chunk == nullptr || !chunk->isLighted())
continue;
int segments = 4;
int segheight = CHUNK_H / segments;
for (int s = 0; s < segments; s++) {
for (int i = 0; i < 3; i++) {
int bx = rand() % CHUNK_W;
int by = rand() % segheight + s * segheight;
int bz = rand() % CHUNK_D;
const voxel& vox = chunk->voxels[(by * CHUNK_D + bz) * CHUNK_W + bx];
Block* block = indices->getBlockDef(vox.id);
if (block->rt.funcsset.randupdate) {
scripting::random_update_block(
block,
chunk->x * CHUNK_W + bx, by,
chunk->z * CHUNK_D + bz);
}
}
}
}
}
}
+46
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@@ -0,0 +1,46 @@
#ifndef LOGIC_BLOCKS_CONTROLLER_H_
#define LOGIC_BLOCKS_CONTROLLER_H_
#include "../typedefs.h"
class Player;
class Block;
class Level;
class Chunks;
class Lighting;
class Clock {
int tickRate;
int tickParts;
float tickTimer = 0.0f;
int tickId = 0;
int tickPartsUndone = 0;
public:
Clock(int tickRate, int tickParts);
bool update(float delta);
int getParts() const;
int getPart() const;
};
class BlocksController {
Level* level;
Chunks* chunks;
Lighting* lighting;
Clock randTickClock;
uint padding;
public:
BlocksController(Level* level, uint padding);
void updateSides(int x, int y, int z);
void updateBlock(int x, int y, int z);
void breakBlock(Player* player, const Block* def, int x, int y, int z);
void update(float delta);
void randomTick(int tickid, int parts);
};
#endif // LOGIC_BLOCKS_CONTROLLER_H_
+7 -12
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@@ -2,13 +2,13 @@
#include <limits.h>
#include <memory>
#include <iostream>
#include "../voxels/Block.h"
#include "../voxels/Chunk.h"
#include "../voxels/Chunks.h"
#include "../voxels/ChunksStorage.h"
#include "../voxels/WorldGenerator.h"
#include "../content/Content.h"
#include "../graphics/Mesh.h"
#include "../lighting/Lighting.h"
#include "../files/WorldFiles.h"
@@ -17,19 +17,14 @@
#include "../maths/voxmaths.h"
#include "../util/timeutil.h"
const uint MAX_WORK_PER_FRAME = 64;
const uint MIN_SURROUNDING = 9;
using std::unique_ptr;
using std::shared_ptr;
ChunksController::ChunksController(Level* level,
Chunks* chunks,
Lighting* lighting,
uint padding)
ChunksController::ChunksController(Level* level, uint padding)
: level(level),
chunks(chunks),
lighting(lighting),
chunks(level->chunks),
lighting(level->lighting),
padding(padding),
generator(new WorldGenerator(level->content)) {
}
@@ -66,7 +61,7 @@ bool ChunksController::loadVisible(){
for (uint z = padding; z < d-padding; z++){
for (uint x = padding; x < w-padding; x++){
int index = z * w + x;
shared_ptr<Chunk> chunk = chunks->chunks[index];
std::shared_ptr<Chunk> chunk = chunks->chunks[index];
if (chunk != nullptr){
int surrounding = 0;
for (int oz = -1; oz <= 1; oz++){
@@ -98,7 +93,7 @@ bool ChunksController::loadVisible(){
}
int index = nearZ * w + nearX;
shared_ptr<Chunk> chunk = chunks->chunks[index];
std::shared_ptr<Chunk> chunk = chunks->chunks[index];
if (chunk != nullptr) {
return false;
}
+1 -4
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@@ -6,9 +6,6 @@
class Level;
class Chunks;
class Lighting;
class WorldFiles;
class VoxelRenderer;
class ChunksLoader;
class WorldGenerator;
/* ChunksController manages chunks dynamic loading/unloading */
@@ -26,7 +23,7 @@ private:
/* Process one chunk: load it or calculate lights for it */
bool loadVisible();
public:
ChunksController(Level* level, Chunks* chunks, Lighting* lighting, uint padding);
ChunksController(Level* level, uint padding);
~ChunksController();
/* @param maxDuration milliseconds reserved for chunks loading */
+12 -11
View File
@@ -2,28 +2,29 @@
#include "../world/Level.h"
#include "PlayerController.h"
#include "BlocksController.h"
#include "ChunksController.h"
#include "scripting/scripting.h"
LevelController::LevelController(EngineSettings& settings, Level* level)
: settings(settings), level(level) {
chunks = new ChunksController(
level,
level->chunks,
level->lighting,
settings.chunks.padding);
player = new PlayerController(level, settings);
blocks = new BlocksController(level, settings.chunks.padding);
chunks = new ChunksController(level, settings.chunks.padding);
player = new PlayerController(level, settings, blocks);
scripting::on_world_load(level);
}
LevelController::~LevelController() {
scripting::on_world_quit();
delete player;
delete chunks;
}
void LevelController::update(
float delta,
bool input,
bool pause) {
void LevelController::update(float delta, bool input, bool pause) {
player->update(delta, input, pause);
level->update();
chunks->update(settings.chunks.loadSpeed);
}
blocks->update(delta);
}
+2
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@@ -4,6 +4,7 @@
#include "../settings.h"
class Level;
class BlocksController;
class ChunksController;
class PlayerController;
@@ -12,6 +13,7 @@ class LevelController {
EngineSettings& settings;
Level* level;
// Sub-controllers
BlocksController* blocks;
ChunksController* chunks;
PlayerController* player;
public:
+45 -32
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@@ -12,6 +12,8 @@
#include "../window/Camera.h"
#include "../window/Events.h"
#include "../window/input.h"
#include "scripting/scripting.h"
#include "BlocksController.h"
#include "../core_defs.h"
@@ -25,9 +27,6 @@ const float RUN_ZOOM = 1.1f;
const float C_ZOOM = 0.1f;
const float CROUCH_SHIFT_Y = -0.2f;
using glm::vec2;
using glm::vec3;
using std::string;
CameraControl::CameraControl(Player* player, const CameraSettings& settings)
: player(player),
@@ -55,27 +54,27 @@ void CameraControl::updateMouse(PlayerInput& input) {
float& camY = player->camY;
camX += rotX;
camY += rotY;
if (camY < -radians(89.9f)){
camY = -radians(89.9f);
if (camY < -glm::radians(89.9f)){
camY = -glm::radians(89.9f);
}
if (camY > radians(89.9f)){
camY = radians(89.9f);
if (camY > glm::radians(89.9f)){
camY = glm::radians(89.9f);
}
camera->rotation = mat4(1.0f);
camera->rotation = glm::mat4(1.0f);
camera->rotate(camY, camX, 0);
}
void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) {
Hitbox* hitbox = player->hitbox;
offset = vec3(0.0f, 0.7f, 0.0f);
offset = glm::vec3(0.0f, 0.7f, 0.0f);
if (settings.shaking && !input.cheat) {
const float k = CAM_SHAKE_DELTA_K;
const float oh = CAM_SHAKE_OFFSET;
const float ov = CAM_SHAKE_OFFSET_Y;
const vec3& vel = hitbox->velocity;
const glm::vec3& vel = hitbox->velocity;
interpVel = interpVel * (1.0f - delta * 5) + vel * delta * 0.1f;
if (hitbox->grounded && interpVel.y < 0.0f){
@@ -83,12 +82,12 @@ void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) {
}
shake = shake * (1.0f - delta * k);
if (hitbox->grounded) {
float f = length(vec2(vel.x, vel.z));
float f = glm::length(glm::vec2(vel.x, vel.z));
shakeTimer += delta * f * CAM_SHAKE_SPEED;
shake += f * delta * k;
}
offset += camera->right * sin(shakeTimer) * oh * shake;
offset += camera->up * abs(cos(shakeTimer)) * ov * shake;
offset += camera->right * glm::sin(shakeTimer) * oh * shake;
offset += camera->up * glm::abs(glm::cos(shakeTimer)) * ov * shake;
offset -= glm::min(interpVel * 0.05f, 1.0f);
}
@@ -98,7 +97,7 @@ void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) {
float dt = fmin(1.0f, delta * ZOOM_SPEED);
float zoomValue = 1.0f;
if (crouch){
offset += vec3(0.f, CROUCH_SHIFT_Y, 0.f);
offset += glm::vec3(0.f, CROUCH_SHIFT_Y, 0.f);
zoomValue = CROUCH_ZOOM;
} else if (input.sprint){
zoomValue = RUN_ZOOM;
@@ -128,16 +127,20 @@ void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) {
}
}
vec3 PlayerController::selectedBlockPosition;
vec3 PlayerController::selectedPointPosition;
ivec3 PlayerController::selectedBlockNormal;
glm::vec3 PlayerController::selectedBlockPosition;
glm::vec3 PlayerController::selectedPointPosition;
glm::ivec3 PlayerController::selectedBlockNormal;
int PlayerController::selectedBlockId = -1;
int PlayerController::selectedBlockStates = 0;
PlayerController::PlayerController(Level* level, const EngineSettings& settings)
PlayerController::PlayerController(
Level* level,
const EngineSettings& settings,
BlocksController* blocksController)
: level(level),
player(level->player),
camControl(level->player, settings.camera) {
camControl(level->player, settings.camera),
blocksController(blocksController) {
}
void PlayerController::update(float delta, bool input, bool pause) {
@@ -177,7 +180,7 @@ void PlayerController::updateKeyboard() {
// block choice
for (int i = 1; i < 10; i++){
if (Events::jpressed(keycode::NUM_0+i)){
player->choosenBlock = i;
player->chosenBlock = i;
}
}
}
@@ -211,9 +214,9 @@ void PlayerController::updateInteraction(){
Player* player = level->player;
Lighting* lighting = level->lighting;
Camera* camera = player->camera;
vec3 end;
ivec3 iend;
ivec3 norm;
glm::vec3 end;
glm::ivec3 iend;
glm::ivec3 norm;
bool xkey = Events::pressed(keycode::X);
bool lclick = Events::jactive(BIND_PLAYER_ATTACK) ||
@@ -241,9 +244,9 @@ void PlayerController::updateInteraction(){
int z = iend.z;
uint8_t states = 0;
Block* def = contentIds->getBlockDef(player->choosenBlock);
Block* def = contentIds->getBlockDef(player->chosenBlock);
if (def->rotatable){
const string& name = def->rotations.name;
const std::string& name = def->rotations.name;
if (name == "pipe") {
if (norm.x < 0.0f) states = BLOCK_DIR_WEST;
else if (norm.x > 0.0f) states = BLOCK_DIR_EAST;
@@ -252,7 +255,7 @@ void PlayerController::updateInteraction(){
else if (norm.z > 0.0f) states = BLOCK_DIR_NORTH;
else if (norm.z < 0.0f) states = BLOCK_DIR_SOUTH;
} else if (name == "pane") {
vec3 vec = camera->dir;
glm::vec3 vec = camera->dir;
if (abs(vec.x) > abs(vec.z)){
if (vec.x > 0.0f) states = BLOCK_DIR_EAST;
if (vec.x < 0.0f) states = BLOCK_DIR_WEST;
@@ -266,8 +269,7 @@ void PlayerController::updateInteraction(){
Block* block = contentIds->getBlockDef(vox->id);
if (lclick && block->breakable){
chunks->set(x,y,z, 0, 0);
lighting->onBlockSet(x,y,z, 0);
blocksController->breakBlock(player, block, x, y, z);
}
if (rclick){
if (block->model != BlockModel::xsprite){
@@ -276,19 +278,30 @@ void PlayerController::updateInteraction(){
z = (iend.z)+(norm.z);
}
vox = chunks->get(x, y, z);
int chosenBlock = player->chosenBlock;
if (vox && (block = contentIds->getBlockDef(vox->id))->replaceable) {
if (!level->physics->isBlockInside(x,y,z, player->hitbox)
|| !def->obstacle){
chunks->set(x, y, z, player->choosenBlock, states);
lighting->onBlockSet(x,y,z, player->choosenBlock);
Block* def = contentIds->getBlockDef(chosenBlock);
if (def->grounded && !chunks->isSolid(x, y-1, z)) {
chosenBlock = 0;
}
if (chosenBlock != vox->id) {
chunks->set(x, y, z, chosenBlock, states);
lighting->onBlockSet(x,y,z, chosenBlock);
if (def->rt.funcsset.onplaced) {
scripting::on_block_placed(player, def, x, y, z);
}
blocksController->updateSides(x, y, z);
}
}
}
}
if (Events::jactive(BIND_PLAYER_PICK)){
player->choosenBlock = chunks->get(x,y,z)->id;
player->chosenBlock = chunks->get(x,y,z)->id;
}
} else {
selectedBlockId = -1;
selectedBlockStates = 0;
}
}
}
+5 -1
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@@ -8,6 +8,7 @@
class Camera;
class Level;
class BlocksController;
class CameraControl {
Player* player;
@@ -29,6 +30,7 @@ class PlayerController {
Player* player;
PlayerInput input;
CameraControl camControl;
BlocksController* blocksController;
void updateKeyboard();
void updateCamera(float delta, bool movement);
@@ -42,7 +44,9 @@ public:
static int selectedBlockId;
static int selectedBlockStates;
PlayerController(Level* level, const EngineSettings& settings);
PlayerController(Level* level,
const EngineSettings& settings,
BlocksController* blocksController);
void update(float delta, bool input, bool pause);
};
+65
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@@ -0,0 +1,65 @@
#include "api_lua.h"
#include "scripting.h"
#include "../../world/Level.h"
#include "../../content/Content.h"
#include "../../voxels/Block.h"
#include "../../voxels/Chunks.h"
#include "../../voxels/voxel.h"
int l_block_name(lua_State* L) {
int id = lua_tointeger(L, 1);
lua_pushstring(L, scripting::content->indices->getBlockDef(id)->name.c_str());
return 1;
}
int l_is_solid_at(lua_State* L) {
int x = lua_tointeger(L, 1);
int y = lua_tointeger(L, 2);
int z = lua_tointeger(L, 3);
lua_pushboolean(L, scripting::level->chunks->isSolid(x, y, z));
return 1;
}
int l_blocks_count(lua_State* L) {
lua_pushinteger(L, scripting::content->indices->countBlockDefs());
return 1;
}
int l_block_index(lua_State* L) {
auto name = lua_tostring(L, 1);
lua_pushinteger(L, scripting::content->requireBlock(name)->rt.id);
return 1;
}
int l_set_block(lua_State* L) {
int x = lua_tointeger(L, 1);
int y = lua_tointeger(L, 2);
int z = lua_tointeger(L, 3);
int id = lua_tointeger(L, 4);
scripting::level->chunks->set(x, y, z, id, 0);
return 0;
}
int l_get_block(lua_State* L) {
int x = lua_tointeger(L, 1);
int y = lua_tointeger(L, 2);
int z = lua_tointeger(L, 3);
voxel* vox = scripting::level->chunks->get(x, y, z);
int id = vox == nullptr ? -1 : vox->id;
lua_pushinteger(L, id);
return 1;
}
#define lua_addfunc(L, FUNC, NAME) (lua_pushcfunction(L, FUNC),\
lua_setglobal(L, NAME))
void apilua::create_funcs(lua_State* L) {
lua_addfunc(L, l_block_index, "block_index");
lua_addfunc(L, l_block_name, "block_name");
lua_addfunc(L, l_blocks_count, "blocks_count");
lua_addfunc(L, l_is_solid_at, "is_solid_at");
lua_addfunc(L, l_set_block, "set_block");
lua_addfunc(L, l_get_block, "get_block");
}
+14
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@@ -0,0 +1,14 @@
#ifndef LOGIC_SCRIPTING_API_LUA_H_
#define LOGIC_SCRIPTING_API_LUA_H_
#include <lua.hpp>
#ifndef LUAJIT_VERSION
#pragma message("better use LuaJIT instead of plain Lua")
#endif // LUAJIT_VERSION
namespace apilua {
extern void create_funcs(lua_State* L);
}
#endif // LOGIC_SCRIPTING_API_LUA_H_
+140
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@@ -0,0 +1,140 @@
#include "scripting.h"
#include <iostream>
#include <stdexcept>
#include <lua.hpp>
#include "../../files/engine_paths.h"
#include "../../files/files.h"
#include "../../util/timeutil.h"
#include "../../world/Level.h"
#include "../../voxels/Block.h"
#include "api_lua.h"
using namespace scripting;
namespace scripting {
extern lua_State* L;
extern EnginePaths* paths;
}
lua_State* scripting::L = nullptr;
Level* scripting::level = nullptr;
const Content* scripting::content = nullptr;
EnginePaths* scripting::paths = nullptr;
void delete_global(lua_State* L, const char* name) {
lua_pushnil(L);
lua_setglobal(L, name);
}
bool rename_global(lua_State* L, const char* src, const char* dst) {
lua_getglobal(L, src);
if (lua_isnil(L, lua_gettop(L))) {
lua_pop(L, lua_gettop(L));
return false;
}
lua_setglobal(L, dst);
delete_global(L, src);
return true;
}
void call_func(lua_State* L, int argc, const std::string& name) {
if (lua_pcall(L, argc, LUA_MULTRET, 0)) {
std::cerr << "Lua error in " << name << ": ";
std::cerr << lua_tostring(L,-1) << std::endl;
}
}
void scripting::initialize(EnginePaths* paths) {
scripting::paths = paths;
L = luaL_newstate();
if (L == nullptr) {
throw std::runtime_error("could not to initialize Lua");
}
luaopen_base(L);
luaopen_math(L);
std::cout << LUA_VERSION << std::endl;
# ifdef LUAJIT_VERSION
luaopen_jit(L);
std::cout << LUAJIT_VERSION << std::endl;
# endif // LUAJIT_VERSION
apilua::create_funcs(L);
}
void scripting::on_world_load(Level* level) {
scripting::level = level;
scripting::content = level->content;
fs::path file = paths->getResources()/fs::path("scripts/world.lua");
std::string src = files::read_string(file);
luaL_loadbuffer(L, src.c_str(), src.length(), file.string().c_str());
call_func(L, 0, "<script>");
}
void scripting::on_world_quit() {
scripting::level = nullptr;
scripting::content = nullptr;
}
void scripting::update_block(const Block* block, int x, int y, int z) {
std::string name = block->name+".update";
lua_getglobal(L, name.c_str());
lua_pushinteger(L, x);
lua_pushinteger(L, y);
lua_pushinteger(L, z);
call_func(L, 3, name);
}
void scripting::random_update_block(const Block* block, int x, int y, int z) {
std::string name = block->name+".randupdate";
lua_getglobal(L, name.c_str());
lua_pushinteger(L, x);
lua_pushinteger(L, y);
lua_pushinteger(L, z);
call_func(L, 3, name);
}
void scripting::on_block_placed(Player* player, const Block* block, int x, int y, int z) {
std::string name = block->name+".placed";
lua_getglobal(L, name.c_str());
lua_pushinteger(L, x);
lua_pushinteger(L, y);
lua_pushinteger(L, z);
call_func(L, 3, name);
}
void scripting::on_block_broken(Player* player, const Block* block, int x, int y, int z) {
std::string name = block->name+".broken";
lua_getglobal(L, name.c_str());
lua_pushinteger(L, x);
lua_pushinteger(L, y);
lua_pushinteger(L, z);
call_func(L, 3, name);
}
void scripting::load_block_script(std::string prefix, fs::path file, block_funcs_set* funcsset) {
std::string src = files::read_string(file);
std::cout << "loading script " << file.u8string() << std::endl;
if (luaL_loadbuffer(L, src.c_str(), src.size(), file.string().c_str())) {
std::cerr << "Lua error:" << lua_tostring(L,-1) << std::endl;
return;
}
call_func(L, 0, "<script>");
funcsset->init=rename_global(L, "init", (prefix+".init").c_str());
funcsset->update=rename_global(L, "on_update", (prefix+".update").c_str());
funcsset->randupdate=rename_global(L, "on_random_update", (prefix+".randupdate").c_str());
funcsset->onbroken=rename_global(L, "on_broken", (prefix+".broken").c_str());
funcsset->onplaced=rename_global(L, "on_placed", (prefix+".placed").c_str());
}
void scripting::close() {
lua_close(L);
L = nullptr;
content = nullptr;
level = nullptr;
}
+26
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@@ -0,0 +1,26 @@
#include <string>
#include <filesystem>
namespace fs = std::filesystem;
class EnginePaths;
class Content;
class Level;
class Block;
class Player;
struct block_funcs_set;
namespace scripting {
extern const Content* content;
extern Level* level;
void initialize(EnginePaths* paths);
void on_world_load(Level* level);
void on_world_quit();
void update_block(const Block* block, int x, int y, int z);
void random_update_block(const Block* block, int x, int y, int z);
void on_block_placed(Player* player, const Block* block, int x, int y, int z);
void on_block_broken(Player* player, const Block* block, int x, int y, int z);
void load_block_script(std::string prefix, fs::path file, block_funcs_set* funcsset);
void close();
}