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Merge branch 'lua_class_data' into 'master'
Add class records to lua See merge request OpenMW/openmw!3515
This commit is contained in:
commit
5a1a54b959
@ -71,7 +71,7 @@ message(STATUS "Configuring OpenMW...")
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set(OPENMW_VERSION_MAJOR 0)
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set(OPENMW_VERSION_MINOR 49)
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set(OPENMW_VERSION_RELEASE 0)
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set(OPENMW_LUA_API_REVISION 50)
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set(OPENMW_LUA_API_REVISION 51)
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set(OPENMW_POSTPROCESSING_API_REVISION 1)
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set(OPENMW_VERSION_COMMITHASH "")
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@ -64,7 +64,7 @@ add_openmw_dir (mwlua
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context globalscripts localscripts playerscripts luabindings objectbindings cellbindings mwscriptbindings
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camerabindings vfsbindings uibindings soundbindings inputbindings nearbybindings postprocessingbindings stats debugbindings
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types/types types/door types/item types/actor types/container types/lockable types/weapon types/npc types/creature types/player types/activator types/book types/lockpick types/probe types/apparatus types/potion types/ingredient types/misc types/repair types/armor types/light types/static types/clothing types/levelledlist types/terminal
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worker magicbindings factionbindings
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worker magicbindings factionbindings classbindings
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)
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add_openmw_dir (mwsound
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80
apps/openmw/mwlua/classbindings.cpp
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80
apps/openmw/mwlua/classbindings.cpp
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@ -0,0 +1,80 @@
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#include <components/esm3/loadclas.hpp>
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#include <components/lua/luastate.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "classbindings.hpp"
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#include "luamanagerimp.hpp"
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#include "stats.hpp"
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#include "types/types.hpp"
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namespace sol
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{
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template <>
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struct is_automagical<ESM::Class> : std::false_type
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{
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};
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template <>
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struct is_automagical<MWWorld::Store<ESM::Class>> : std::false_type
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{
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};
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}
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namespace MWLua
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{
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sol::table initCoreClassBindings(const Context& context)
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{
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sol::state_view& lua = context.mLua->sol();
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sol::table classes(context.mLua->sol(), sol::create);
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addRecordFunctionBinding<ESM::Class>(classes, context);
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auto classT = lua.new_usertype<ESM::Class>("ESM3_Class");
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classT[sol::meta_function::to_string]
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= [](const ESM::Class& rec) -> std::string { return "ESM3_Class[" + rec.mId.toDebugString() + "]"; };
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classT["id"] = sol::readonly_property([](const ESM::Class& rec) { return rec.mId.serializeText(); });
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classT["name"] = sol::readonly_property([](const ESM::Class& rec) -> std::string_view { return rec.mName; });
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classT["description"]
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= sol::readonly_property([](const ESM::Class& rec) -> std::string_view { return rec.mDescription; });
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classT["attributes"] = sol::readonly_property([lua](const ESM::Class& rec) -> sol::table {
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sol::table res(lua, sol::create);
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auto attribute = rec.mData.mAttribute;
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for (size_t i = 0; i < attribute.size(); ++i)
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{
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ESM::RefId attributeId = ESM::Attribute::indexToRefId(attribute[i]);
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res[i + 1] = attributeId.serializeText();
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}
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return res;
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});
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classT["majorSkills"] = sol::readonly_property([lua](const ESM::Class& rec) -> sol::table {
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sol::table res(lua, sol::create);
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auto skills = rec.mData.mSkills;
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for (size_t i = 0; i < skills.size(); ++i)
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{
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ESM::RefId skillId = ESM::Skill::indexToRefId(skills[i][1]);
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res[i + 1] = skillId.serializeText();
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}
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return res;
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});
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classT["minorSkills"] = sol::readonly_property([lua](const ESM::Class& rec) -> sol::table {
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sol::table res(lua, sol::create);
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auto skills = rec.mData.mSkills;
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for (size_t i = 0; i < skills.size(); ++i)
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{
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ESM::RefId skillId = ESM::Skill::indexToRefId(skills[i][0]);
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res[i + 1] = skillId.serializeText();
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}
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return res;
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});
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classT["specialization"] = sol::readonly_property([](const ESM::Class& rec) -> std::string_view {
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return ESM::Class::specializationIndexToLuaId.at(rec.mData.mSpecialization);
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});
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classT["isPlayable"]
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= sol::readonly_property([](const ESM::Class& rec) -> bool { return rec.mData.mIsPlayable; });
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return LuaUtil::makeReadOnly(classes);
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}
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}
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13
apps/openmw/mwlua/classbindings.hpp
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13
apps/openmw/mwlua/classbindings.hpp
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@ -0,0 +1,13 @@
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#ifndef MWLUA_CLASSBINDINGS_H
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#define MWLUA_CLASSBINDINGS_H
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#include <sol/forward.hpp>
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#include "context.hpp"
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namespace MWLua
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{
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sol::table initCoreClassBindings(const Context& context);
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}
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#endif // MWLUA_CLASSBINDINGS_H
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@ -446,6 +446,9 @@ namespace MWLua
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skillT["name"] = sol::readonly_property([](const ESM::Skill& rec) -> std::string_view { return rec.mName; });
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skillT["description"]
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= sol::readonly_property([](const ESM::Skill& rec) -> std::string_view { return rec.mDescription; });
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skillT["specialization"] = sol::readonly_property([](const ESM::Skill& rec) -> std::string_view {
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return ESM::Class::specializationIndexToLuaId.at(rec.mData.mSpecialization);
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});
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skillT["icon"] = sol::readonly_property([vfs](const ESM::Skill& rec) -> std::string {
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return Misc::ResourceHelpers::correctIconPath(rec.mIcon, vfs);
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});
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@ -12,6 +12,7 @@
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#include <apps/openmw/mwworld/class.hpp>
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#include <apps/openmw/mwworld/esmstore.hpp>
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#include "../classbindings.hpp"
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#include "../localscripts.hpp"
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#include "../stats.hpp"
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@ -81,6 +82,8 @@ namespace MWLua
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record["baseGold"] = sol::readonly_property([](const ESM::NPC& rec) -> int { return rec.mNpdt.mGold; });
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addActorServicesBindings<ESM::NPC>(record, context);
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npc["classes"] = initCoreClassBindings(context);
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// This function is game-specific, in future we should replace it with something more universal.
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npc["isWerewolf"] = [](const Object& o) {
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const MWWorld::Class& cls = o.ptr().getClass();
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@ -10,6 +10,7 @@ namespace ESM
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{
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const std::string_view Class::sGmstSpecializationIds[3]
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= { "sSpecializationCombat", "sSpecializationMagic", "sSpecializationStealth" };
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const std::array<std::string_view, 3> Class::specializationIndexToLuaId = { "combat", "magic", "stealth" };
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int32_t& Class::CLDTstruct::getSkill(int index, bool major)
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{
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@ -32,6 +32,7 @@ namespace ESM
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};
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static const std::string_view sGmstSpecializationIds[3];
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static const std::array<std::string_view, 3> specializationIndexToLuaId;
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struct CLDTstruct
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{
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@ -861,6 +861,7 @@
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-- @field #string name Human-readable name
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-- @field #string description Human-readable description
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-- @field #string icon VFS path to the icon
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-- @field #string specialization Skill specialization. Either combat, magic, or stealth.
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-- @field #MagicSchoolData school Optional magic school
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-- @field #string attribute The id of the skill's governing attribute
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@ -878,6 +878,31 @@
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-- @param openmw.core#GameObject actor
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-- @return #number
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--- @{#Classes}: Class Data
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-- @field [parent=#NPC] #Classes classes
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---
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-- A read-only list of all @{#ClassRecord}s in the world database.
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-- @field [parent=#Classes] #list<#ClassRecord> records
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---
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-- Returns a read-only @{#ClassRecord}
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-- @function [parent=#Classes] record
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-- @param #string recordId
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-- @return #ClassRecord
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---
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-- Class data record
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-- @type ClassRecord
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-- @field #string id Class id
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-- @field #string name Class name
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-- @field #list<#string> attributes A read-only list containing the specialized attributes of the class.
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-- @field #list<#string> majorSkills A read-only list containing the major skills of the class.
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-- @field #list<#string> minorSkills A read-only list containing the minor skills of the class.
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-- @field #string description Class description
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-- @field #boolean isPlayable True if the player can play as this class
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-- @field #string specialization Class specialization. Either combat, magic, or stealth.
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---
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-- Whether the NPC or player is in the werewolf form at the moment.
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-- @function [parent=#NPC] isWerewolf
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