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OpenMW/apps/openmw/mwlua/classbindings.cpp

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#include <components/esm3/loadclas.hpp>
#include <components/lua/luastate.hpp>
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#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
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#include "classbindings.hpp"
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#include "luamanagerimp.hpp"
#include "stats.hpp"
#include "types/types.hpp"
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namespace sol
{
template <>
struct is_automagical<ESM::Class> : std::false_type
{
};
template <>
struct is_automagical<MWWorld::Store<ESM::Class>> : std::false_type
{
};
}
namespace MWLua
{
sol::table initCoreClassBindings(const Context& context)
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{
sol::state_view& lua = context.mLua->sol();
sol::table classes(context.mLua->sol(), sol::create);
addRecordFunctionBinding<ESM::Class>(classes, context);
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// class record
auto classT = lua.new_usertype<ESM::Class>("ESM3_Class");
classT[sol::meta_function::to_string]
= [](const ESM::Class& rec) -> std::string { return "ESM3_Class[" + rec.mId.toDebugString() + "]"; };
classT["id"] = sol::readonly_property([](const ESM::Class& rec) { return rec.mId.serializeText(); });
classT["name"] = sol::readonly_property([](const ESM::Class& rec) -> std::string_view { return rec.mName; });
classT["description"]
= sol::readonly_property([](const ESM::Class& rec) -> std::string_view { return rec.mDescription; });
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classT["majorSkills"] = sol::readonly_property([lua](const ESM::Class& rec) -> sol::table {
sol::table res(lua, sol::create);
auto skills = rec.mData.mSkills;
for (size_t i = 0; i < skills.size(); ++i)
{
ESM::RefId skillId = ESM::Skill::indexToRefId(skills[i][1]);
res[i + 1] = skillId.serializeText();
}
return res;
});
classT["attributes"] = sol::readonly_property([lua](const ESM::Class& rec) -> sol::table {
sol::table res(lua, sol::create);
auto attribute = rec.mData.mAttribute;
for (size_t i = 0; i < attribute.size(); ++i)
{
ESM::RefId attributeId = ESM::Attribute::indexToRefId(attribute[i]);
res[i + 1] = attributeId.serializeText();
}
return res;
});
classT["minorSkills"] = sol::readonly_property([lua](const ESM::Class& rec) -> sol::table {
sol::table res(lua, sol::create);
auto skills = rec.mData.mSkills;
for (size_t i = 0; i < skills.size(); ++i)
{
ESM::RefId skillId = ESM::Skill::indexToRefId(skills[i][0]);
res[i + 1] = skillId.serializeText();
}
return res;
});
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classT["specialization"] = sol::readonly_property(
[](const ESM::Class& rec) -> std::string_view { return getSpecialization(rec.mData.mSpecialization); });
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classT["isPlayable"]
= sol::readonly_property([](const ESM::Class& rec) -> bool { return rec.mData.mIsPlayable; });
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return LuaUtil::makeReadOnly(classes);
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}
}