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Add class bindings
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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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106
apps/openmw/mwlua/classbindings.cpp
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106
apps/openmw/mwlua/classbindings.cpp
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@ -0,0 +1,106 @@
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#include "classbindings.hpp"
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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 "luamanagerimp.hpp"
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namespace
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{
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}
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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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using classStore = MWWorld::Store<ESM::Class>;
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void initCoreClassBindings(const Context& context)
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{
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sol::state_view& lua = context.mLua->sol();
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sol::usertype<classStore> classStoreT = lua.new_usertype<classStore>("ESM3_classStore");
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classStoreT[sol::meta_function::to_string] = [](const classStore& store) {
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return "ESM3_classStore{" + std::to_string(store.getSize()) + " classes}";
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};
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classStoreT[sol::meta_function::length] = [](const classStore& store) { return store.getSize(); };
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classStoreT[sol::meta_function::index] = sol::overload(
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[](const classStore& store, size_t index) -> const ESM::Class* {
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if (index == 0 || index > store.getSize())
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return nullptr;
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return store.at(index - 1);
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},
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[](const classStore& store, std::string_view classId) -> const ESM::Class* {
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return store.search(ESM::RefId::deserializeText(classId));
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});
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classStoreT[sol::meta_function::pairs] = lua["ipairsForArray"].template get<sol::function>();
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classStoreT[sol::meta_function::ipairs] = lua["ipairsForArray"].template get<sol::function>();
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// class record
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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["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["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["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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if (rec.mData.mSpecialization == ESM::Class::Stealth)
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return "stealth";
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else if (rec.mData.mSpecialization == ESM::Class::Magic)
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return "magic";
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else
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return "combat";
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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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}
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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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void initCoreClassBindings(const Context& context);
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}
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#endif // MWLUA_CLASSBINDINGS_H
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@ -7,6 +7,7 @@
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#include <components/esm3/loadalch.hpp>
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#include <components/esm3/loadarmo.hpp>
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#include <components/esm3/loadbook.hpp>
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#include <components/esm3/loadclas.hpp>
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#include <components/esm3/loadclot.hpp>
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#include <components/esm3/loadfact.hpp>
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#include <components/esm3/loadmisc.hpp>
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@ -36,6 +37,7 @@
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#include "camerabindings.hpp"
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#include "cellbindings.hpp"
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#include "classbindings.hpp"
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#include "debugbindings.hpp"
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#include "factionbindings.hpp"
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#include "inputbindings.hpp"
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@ -159,6 +161,9 @@ namespace MWLua
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initCoreFactionBindings(context);
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api["factions"] = &MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>();
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initCoreClassBindings(context);
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api["class"] = &MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>();
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api["l10n"] = LuaUtil::initL10nLoader(lua->sol(), MWBase::Environment::get().getL10nManager());
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const MWWorld::Store<ESM::GameSetting>* gmstStore
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= &MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
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@ -14,6 +14,10 @@
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-- A read-only list of all @{#FactionRecord}s in the world database.
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-- @field [parent=#core] #list<#FactionRecord> factions
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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=#core] #list<#ClassRecord> class
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---
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-- Terminates the game and quits to the OS. Should be used only for testing purposes.
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-- @function [parent=#core] quit
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@ -868,6 +872,18 @@
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-- @field #string failureSound VFS path to the failure sound
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-- @field #string hitSound VFS path to the hit sound
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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 #string specialization Class specialization. Either combat, magic, or stealth.
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---
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-- Faction data record
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-- @type FactionRecord
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