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[Lua] core.getGMST returns nil if there is no such game setting

This commit is contained in:
Petr Mikheev 2023-06-11 22:15:55 +02:00
parent 96399b3d23
commit 256db78c6c

View File

@ -131,16 +131,28 @@ namespace MWLua
addTimeBindings(api, context, false);
api["magic"] = initCoreMagicBindings(context);
api["l10n"] = LuaUtil::initL10nLoader(lua->sol(), MWBase::Environment::get().getL10nManager());
const MWWorld::Store<ESM::GameSetting>* gmst
const MWWorld::Store<ESM::GameSetting>* gmstStore
= &MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
api["getGMST"] = [lua = context.mLua, gmst](const std::string& setting) -> sol::object {
const ESM::Variant& value = gmst->find(setting)->mValue;
if (value.getType() == ESM::VT_String)
return sol::make_object<std::string>(lua->sol(), value.getString());
else if (value.getType() == ESM::VT_Int)
return sol::make_object<int>(lua->sol(), value.getInteger());
else
return sol::make_object<float>(lua->sol(), value.getFloat());
api["getGMST"] = [lua = context.mLua, gmstStore](const std::string& setting) -> sol::object {
const ESM::GameSetting* gmst = gmstStore->search(setting);
if (gmst == nullptr)
return sol::nil;
const ESM::Variant& value = gmst->mValue;
switch (value.getType())
{
case ESM::VT_Float:
return sol::make_object<float>(lua->sol(), value.getFloat());
case ESM::VT_Short:
case ESM::VT_Long:
case ESM::VT_Int:
return sol::make_object<int>(lua->sol(), value.getInteger());
case ESM::VT_String:
return sol::make_object<std::string>(lua->sol(), value.getString());
case ESM::VT_Unknown:
case ESM::VT_None:
break;
}
return sol::nil;
};
sol::table skill(context.mLua->sol(), sol::create);