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Add class bindings

This commit is contained in:
Zackhasacat 2023-10-23 22:19:16 -05:00
parent a08ca11c34
commit 611f96ce65
5 changed files with 141 additions and 1 deletions

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@ -64,7 +64,7 @@ add_openmw_dir (mwlua
context globalscripts localscripts playerscripts luabindings objectbindings cellbindings mwscriptbindings
camerabindings vfsbindings uibindings soundbindings inputbindings nearbybindings postprocessingbindings stats debugbindings
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
worker magicbindings factionbindings
worker magicbindings factionbindings classbindings
)
add_openmw_dir (mwsound

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@ -0,0 +1,106 @@
#include "classbindings.hpp"
#include <components/esm3/loadclas.hpp>
#include <components/lua/luastate.hpp>
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "luamanagerimp.hpp"
namespace
{
}
namespace sol
{
template <>
struct is_automagical<ESM::Class> : std::false_type
{
};
template <>
struct is_automagical<MWWorld::Store<ESM::Class>> : std::false_type
{
};
}
namespace MWLua
{
using classStore = MWWorld::Store<ESM::Class>;
void initCoreClassBindings(const Context& context)
{
sol::state_view& lua = context.mLua->sol();
sol::usertype<classStore> classStoreT = lua.new_usertype<classStore>("ESM3_classStore");
classStoreT[sol::meta_function::to_string] = [](const classStore& store) {
return "ESM3_classStore{" + std::to_string(store.getSize()) + " classes}";
};
classStoreT[sol::meta_function::length] = [](const classStore& store) { return store.getSize(); };
classStoreT[sol::meta_function::index] = sol::overload(
[](const classStore& store, size_t index) -> const ESM::Class* {
if (index == 0 || index > store.getSize())
return nullptr;
return store.at(index - 1);
},
[](const classStore& store, std::string_view classId) -> const ESM::Class* {
return store.search(ESM::RefId::deserializeText(classId));
});
classStoreT[sol::meta_function::pairs] = lua["ipairsForArray"].template get<sol::function>();
classStoreT[sol::meta_function::ipairs] = lua["ipairsForArray"].template get<sol::function>();
// 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; });
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;
});
classT["specialization"] = sol::readonly_property([](const ESM::Class& rec) -> std::string_view {
if (rec.mData.mSpecialization == ESM::Class::Stealth)
return "stealth";
else if (rec.mData.mSpecialization == ESM::Class::Magic)
return "magic";
else
return "combat";
});
classT["isPlayable"]
= sol::readonly_property([](const ESM::Class& rec) -> bool { return rec.mData.mIsPlayable; });
}
}

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@ -0,0 +1,13 @@
#ifndef MWLUA_CLASSBINDINGS_H
#define MWLUA_CLASSBINDINGS_H
#include <sol/forward.hpp>
#include "context.hpp"
namespace MWLua
{
void initCoreClassBindings(const Context& context);
}
#endif // MWLUA_CLASSBINDINGS_H

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@ -7,6 +7,7 @@
#include <components/esm3/loadalch.hpp>
#include <components/esm3/loadarmo.hpp>
#include <components/esm3/loadbook.hpp>
#include <components/esm3/loadclas.hpp>
#include <components/esm3/loadclot.hpp>
#include <components/esm3/loadfact.hpp>
#include <components/esm3/loadmisc.hpp>
@ -36,6 +37,7 @@
#include "camerabindings.hpp"
#include "cellbindings.hpp"
#include "classbindings.hpp"
#include "debugbindings.hpp"
#include "factionbindings.hpp"
#include "inputbindings.hpp"
@ -159,6 +161,9 @@ namespace MWLua
initCoreFactionBindings(context);
api["factions"] = &MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>();
initCoreClassBindings(context);
api["class"] = &MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>();
api["l10n"] = LuaUtil::initL10nLoader(lua->sol(), MWBase::Environment::get().getL10nManager());
const MWWorld::Store<ESM::GameSetting>* gmstStore
= &MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();

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@ -14,6 +14,10 @@
-- A read-only list of all @{#FactionRecord}s in the world database.
-- @field [parent=#core] #list<#FactionRecord> factions
---
-- A read-only list of all @{#ClassRecord}s in the world database.
-- @field [parent=#core] #list<#ClassRecord> class
---
-- Terminates the game and quits to the OS. Should be used only for testing purposes.
-- @function [parent=#core] quit
@ -868,6 +872,18 @@
-- @field #string failureSound VFS path to the failure sound
-- @field #string hitSound VFS path to the hit sound
---
-- Class data record
-- @type ClassRecord
-- @field #string id Class id
-- @field #string name Class name
-- @field #list<#string> attributes A read-only list containing the specialized attributes of the class.
-- @field #list<#string> majorSkills A read-only list containing the major skills of the class.
-- @field #list<#string> minorSkills A read-only list containing the minor skills of the class.
-- @field #string description Class description
-- @field #string specialization Class specialization. Either combat, magic, or stealth.
---
-- Faction data record
-- @type FactionRecord