Always build and init duskscript, remove the DUSK_SCRIPT option
Scripting is now a standard part of the engine rather than an optional feature: removes the DUSK_SCRIPT CMake option and its compile definition, makes src/dusk/CMakeLists.txt add_subdirectory(script) unconditionally, and drops the #ifdef DUSK_SCRIPT guards around scriptInit()/scriptDispose() in engine.c. duskscriptcc and its test still only build on the linux/knulli host target (it's a dev tool, not part of the runtime), now gated on that alone instead of DUSK_SCRIPT AND that. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -17,7 +17,6 @@ cmake_policy(SET CMP0079 NEW)
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option(DUSK_BUILD_TESTS "Enable tests" OFF)
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option(DUSK_NETWORK "Enable network support" ON)
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option(DUSK_SCRIPT "Enable scripting support" ON)
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set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
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set(DUSK_GAME_AUTHOR "YourWishes" CACHE STRING "Game author / coder")
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@@ -111,12 +110,6 @@ if(DUSK_NETWORK)
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)
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endif()
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if(DUSK_SCRIPT)
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target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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DUSK_SCRIPT
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)
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endif()
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# Toolchains
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include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake)
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+1
-4
@@ -9,10 +9,7 @@ if(DUSK_NETWORK)
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add_subdirectory(dusknetwork)
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endif()
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if(
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DUSK_SCRIPT AND
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(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "knulli")
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)
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if(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "knulli")
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# The duskscript runtime itself lives in src/dusk/script, added
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# unconditionally of platform there since it is plain, portable C; this is
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# just the duskscriptcc compiler, a host tool only built on the dev machine.
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@@ -82,9 +82,7 @@ add_subdirectory(input)
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add_subdirectory(locale)
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add_subdirectory(perf)
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add_subdirectory(rpg)
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if(DUSK_SCRIPT)
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add_subdirectory(script)
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endif()
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add_subdirectory(script)
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add_subdirectory(scene)
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add_subdirectory(system)
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add_subdirectory(time)
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@@ -20,9 +20,7 @@
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#ifdef DUSK_NETWORK
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#include "network/network.h"
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#endif
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#ifdef DUSK_SCRIPT
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#include "script/script.h"
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#endif
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#include "script/script.h"
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#include "system/system.h"
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#include "console/console.h"
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#include "save/save.h"
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@@ -55,9 +53,7 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
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#ifdef DUSK_NETWORK
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errorChain(networkInit());
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#endif
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#ifdef DUSK_SCRIPT
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errorChain(scriptInit());
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#endif
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errorChain(scriptInit());
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errorChain(sceneInit());
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consolePrint("Engine initialized");
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@@ -101,9 +97,7 @@ void engineExit(void) {
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errorret_t engineDispose(void) {
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errorChain(sceneDispose());
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#ifdef DUSK_SCRIPT
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errorChain(scriptDispose());
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#endif
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errorChain(scriptDispose());
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#ifdef DUSK_NETWORK
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errorChain(networkDispose());
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#endif
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+1
-4
@@ -7,10 +7,7 @@ add_subdirectory(animation)
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add_subdirectory(assert)
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add_subdirectory(asset)
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add_subdirectory(console)
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if(
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DUSK_SCRIPT AND
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(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "knulli")
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)
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if(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "knulli")
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add_subdirectory(duskscript)
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endif()
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add_subdirectory(error)
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