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Merge branch 'lua_records' into 'master'
Lua bindings for ESM::Door and ESM::Weapon records See merge request OpenMW/openmw!1717
This commit is contained in:
commit
eb46bde75e
@ -60,7 +60,7 @@ add_openmw_dir (mwlua
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luamanagerimp actions object worldview userdataserializer eventqueue
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luabindings localscripts playerscripts objectbindings cellbindings asyncbindings settingsbindings
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camerabindings uibindings inputbindings nearbybindings
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types/types types/door types/actor types/container
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types/types types/door types/actor types/container types/weapon
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)
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add_openmw_dir (mwsound
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@ -1,7 +1,17 @@
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#include "types.hpp"
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#include <components/esm3/loaddoor.hpp>
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#include <apps/openmw/mwworld/esmstore.hpp>
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#include "../luabindings.hpp"
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namespace sol
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{
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template <>
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struct is_automagical<ESM::Door> : std::false_type {};
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}
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namespace MWLua
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{
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@ -29,6 +39,20 @@ namespace MWLua
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else
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return sol::nil;
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};
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const MWWorld::Store<ESM::Door>* store = &MWBase::Environment::get().getWorld()->getStore().get<ESM::Door>();
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door["record"] = sol::overload(
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[](const Object& obj) -> const ESM::Door* { return obj.ptr().get<ESM::Door>()->mBase; },
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[store](const std::string& recordId) -> const ESM::Door* { return store->find(recordId); });
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sol::usertype<ESM::Door> record = context.mLua->sol().new_usertype<ESM::Door>("ESM3_Door");
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record[sol::meta_function::to_string] = sol::readonly_property(
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[](const ESM::Door& rec) -> std::string { return "ESM3_Door[" + rec.mId + "]"; });
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record["id"] = sol::readonly_property([](const ESM::Door& rec) -> std::string { return rec.mId; });
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record["name"] = sol::readonly_property([](const ESM::Door& rec) -> std::string { return rec.mName; });
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record["model"] = sol::readonly_property([](const ESM::Door& rec) -> std::string { return rec.mModel; });
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record["mwscript"] = sol::readonly_property([](const ESM::Door& rec) -> std::string { return rec.mScript; });
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record["openSound"] = sol::readonly_property([](const ESM::Door& rec) -> std::string { return rec.mOpenSound; });
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record["closeSound"] = sol::readonly_property([](const ESM::Door& rec) -> std::string { return rec.mCloseSound; });
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}
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}
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@ -166,7 +166,7 @@ namespace MWLua
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addType(ObjectTypeName::Light, {ESM::REC_LIGH}, ObjectTypeName::Item);
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addType(ObjectTypeName::MiscItem, {ESM::REC_MISC}, ObjectTypeName::Item);
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addType(ObjectTypeName::Potion, {ESM::REC_ALCH}, ObjectTypeName::Item);
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addType(ObjectTypeName::Weapon, {ESM::REC_WEAP}, ObjectTypeName::Item);
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addWeaponBindings(addType(ObjectTypeName::Weapon, {ESM::REC_WEAP}, ObjectTypeName::Item), context);
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addType(ObjectTypeName::Apparatus, {ESM::REC_APPA}, ObjectTypeName::Item);
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addType(ObjectTypeName::Lockpick, {ESM::REC_LOCK}, ObjectTypeName::Item);
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addType(ObjectTypeName::Probe, {ESM::REC_PROB}, ObjectTypeName::Item);
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@ -24,9 +24,10 @@ namespace MWLua
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sol::table initTypesPackage(const Context& context);
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// used in initTypesPackage
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void addContainerBindings(sol::table door, const Context& context);
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void addContainerBindings(sol::table container, const Context& context);
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void addDoorBindings(sol::table door, const Context& context);
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void addActorBindings(sol::table actor, const Context& context);
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void addWeaponBindings(sol::table weapon, const Context& context);
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}
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#endif // MWLUA_TYPES_H
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68
apps/openmw/mwlua/types/weapon.cpp
Normal file
68
apps/openmw/mwlua/types/weapon.cpp
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@ -0,0 +1,68 @@
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#include "types.hpp"
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#include <components/esm3/loadweap.hpp>
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#include <apps/openmw/mwworld/esmstore.hpp>
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#include "../luabindings.hpp"
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namespace sol
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{
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template <>
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struct is_automagical<ESM::Weapon> : std::false_type {};
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}
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namespace MWLua
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{
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void addWeaponBindings(sol::table weapon, const Context& context)
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{
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weapon["TYPE"] = LuaUtil::makeReadOnly(context.mLua->tableFromPairs<std::string_view, int>({
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{"ShortBladeOneHand", ESM::Weapon::ShortBladeOneHand},
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{"LongBladeOneHand", ESM::Weapon::LongBladeOneHand},
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{"LongBladeTwoHand", ESM::Weapon::LongBladeTwoHand},
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{"BluntOneHand", ESM::Weapon::BluntOneHand},
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{"BluntTwoClose", ESM::Weapon::BluntTwoClose},
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{"BluntTwoWide", ESM::Weapon::BluntTwoWide},
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{"SpearTwoWide", ESM::Weapon::SpearTwoWide},
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{"AxeOneHand", ESM::Weapon::AxeOneHand},
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{"AxeTwoHand", ESM::Weapon::AxeTwoHand},
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{"MarksmanBow", ESM::Weapon::MarksmanBow},
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{"MarksmanCrossbow", ESM::Weapon::MarksmanCrossbow},
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{"MarksmanThrown", ESM::Weapon::MarksmanThrown},
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{"Arrow", ESM::Weapon::Arrow},
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{"Bolt", ESM::Weapon::Bolt},
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}));
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const MWWorld::Store<ESM::Weapon>* store = &MWBase::Environment::get().getWorld()->getStore().get<ESM::Weapon>();
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weapon["record"] = sol::overload(
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[](const Object& obj) -> const ESM::Weapon* { return obj.ptr().get<ESM::Weapon>()->mBase; },
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[store](const std::string& recordId) -> const ESM::Weapon* { return store->find(recordId); });
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sol::usertype<ESM::Weapon> record = context.mLua->sol().new_usertype<ESM::Weapon>("ESM3_Weapon");
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record[sol::meta_function::to_string] = sol::readonly_property(
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[](const ESM::Weapon& rec) -> std::string { return "ESM3_Weapon[" + rec.mId + "]"; });
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record["id"] = sol::readonly_property([](const ESM::Weapon& rec) -> std::string { return rec.mId; });
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record["name"] = sol::readonly_property([](const ESM::Weapon& rec) -> std::string { return rec.mName; });
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record["model"] = sol::readonly_property([](const ESM::Weapon& rec) -> std::string { return rec.mModel; });
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record["icon"] = sol::readonly_property([](const ESM::Weapon& rec) -> std::string { return rec.mIcon; });
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record["enchant"] = sol::readonly_property([](const ESM::Weapon& rec) -> std::string { return rec.mEnchant; });
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record["mwscript"] = sol::readonly_property([](const ESM::Weapon& rec) -> std::string { return rec.mScript; });
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record["isMagical"] = sol::readonly_property(
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[](const ESM::Weapon& rec) -> bool { return rec.mData.mFlags & ESM::Weapon::Magical; });
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record["isSilver"] = sol::readonly_property(
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[](const ESM::Weapon& rec) -> bool { return rec.mData.mFlags & ESM::Weapon::Silver; });
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record["weight"] = sol::readonly_property([](const ESM::Weapon& rec) -> float { return rec.mData.mWeight; });
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record["value"] = sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mValue; });
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record["type"] = sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mType; });
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record["health"] = sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mHealth; });
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record["speed"] = sol::readonly_property([](const ESM::Weapon& rec) -> float { return rec.mData.mSpeed; });
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record["reach"] = sol::readonly_property([](const ESM::Weapon& rec) -> float { return rec.mData.mReach; });
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record["enchant"] = sol::readonly_property([](const ESM::Weapon& rec) -> float { return rec.mData.mEnchant * 0.1f; });
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record["chopMinDamage"] = sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mChop[0]; });
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record["chopMaxDamage"] = sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mChop[1]; });
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record["slashMinDamage"] = sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mSlash[0]; });
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record["slashMaxDamage"] = sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mSlash[1]; });
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record["thrustMinDamage"] = sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mThrust[0]; });
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record["thrustMaxDamage"] = sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mThrust[1]; });
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}
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}
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@ -77,6 +77,8 @@ namespace MWWorld
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void setUp();
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const T *search(int index) const;
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// calls `search` and throws an exception if not found
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const T *find(int index) const;
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};
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@ -183,6 +185,7 @@ namespace MWWorld
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/** Returns a random record that starts with the named ID, or nullptr if not found. */
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const T *searchRandom(const std::string &id) const;
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// calls `search` and throws an exception if not found
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const T *find(const std::string &id) const;
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iterator begin() const;
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@ -408,6 +411,8 @@ namespace MWWorld
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Store();
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const ESM::Attribute *search(size_t index) const;
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// calls `search` and throws an exception if not found
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const ESM::Attribute *find(size_t index) const;
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void setUp();
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@ -428,6 +433,8 @@ namespace MWWorld
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Store();
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const ESM::WeaponType *search(const int id) const;
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// calls `search` and throws an exception if not found
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const ESM::WeaponType *find(const int id) const;
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RecordId load(ESM::ESMReader &esm) override { return RecordId({}, false); }
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@ -318,6 +318,58 @@
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-- @param openmw.core#GameObject object
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-- @return #boolean
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--- Weapon.TYPE
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-- @type WeaponTYPE
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-- @field #number ShortBladeOneHand
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-- @field #number LongBladeOneHand
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-- @field #number LongBladeTwoHand
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-- @field #number BluntOneHand
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-- @field #number BluntTwoClose
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-- @field #number BluntTwoWide
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-- @field #number SpearTwoWide
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-- @field #number AxeOneHand
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-- @field #number AxeTwoHand
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-- @field #number MarksmanBow
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-- @field #number MarksmanCrossbow
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-- @field #number MarksmanThrown
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-- @field #number Arrow
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-- @field #number Bolt
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--- @{#WeaponTYPE}
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-- @field [parent=#Weapon] #WeaponTYPE TYPE
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---
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-- Returns the read-only @{#WeaponRecord} of a weapon
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-- @function [parent=#Weapon] record
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-- @param #any objectOrRecordId
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-- @return #WeaponRecord
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---
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-- @type WeaponRecord
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-- @field #string id Record id
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-- @field #string name Human-readable name
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-- @field #string model VFS path to the model
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-- @field #string mwscript MWScript on this door (can be empty)
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-- @field #string icon
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-- @field #string enchant
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-- @field #boolean isMagical
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-- @field #boolean isSilver
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-- @field #number weight
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-- @field #number value
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-- @field #number type See @{#Weapon.TYPE}
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-- @field #number health
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-- @field #number speed
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-- @field #number reach
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-- @field #number enchant
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-- @field #number chopMinDamage
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-- @field #number chopMaxDamage
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-- @field #number slashMinDamage
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-- @field #number slashMaxDamage
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-- @field #number thrustMinDamage
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-- @field #number thrustMaxDamage
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--- @{#Apparatus} functions
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-- @field [parent=#types] #Apparatus Apparatus
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@ -404,6 +456,8 @@
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-- @param openmw.core#GameObject object
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-- @return #boolean
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--- @{#Door} functions
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-- @field [parent=#types] #Door Door
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@ -440,6 +494,23 @@
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-- @param openmw.core#GameObject object
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-- @return openmw.core#Cell
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---
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-- Returns the read-only @{#DoorRecord} of a door
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-- @function [parent=#Door] record
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-- @param #any objectOrRecordId
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-- @return #DoorRecord
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---
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-- @type DoorRecord
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-- @field #string id Record id
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-- @field #string name Human-readable name
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-- @field #string model VFS path to the model
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-- @field #string mwscript MWScript on this door (can be empty)
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-- @field #string openSound VFS path to the sound of opening
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-- @field #string closeSound VFS path to the sound of closing
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--- Functions for @{#Static} objects
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-- @field [parent=#types] #Static Static
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