#include "luabindings.hpp" #include #include #include #include "../mwworld/inventorystore.hpp" #include "eventqueue.hpp" #include "worldview.hpp" namespace sol { template <> struct is_automagical : std::false_type {}; } namespace MWLua { static sol::table definitionList(LuaUtil::LuaState& lua, std::initializer_list values) { sol::table res(lua.sol(), sol::create); for (const std::string& v : values) res[v] = v; return lua.makeReadOnly(res); } sol::table initCorePackage(const Context& context) { auto* lua = context.mLua; sol::table api(lua->sol(), sol::create); api["API_REVISION"] = 2; api["sendGlobalEvent"] = [context](std::string eventName, const sol::object& eventData) { context.mGlobalEventQueue->push_back({std::move(eventName), LuaUtil::serialize(eventData, context.mSerializer)}); }; api["getGameTimeInSeconds"] = [world=context.mWorldView]() { return world->getGameTimeInSeconds(); }; api["getGameTimeInHours"] = [world=context.mWorldView]() { return world->getGameTimeInHours(); }; api["OBJECT_TYPE"] = definitionList(*lua, { "Activator", "Armor", "Book", "Clothing", "Creature", "Door", "Ingredient", "Light", "Miscellaneous", "NPC", "Player", "Potion", "Static", "Weapon" }); api["EQUIPMENT_SLOT"] = lua->makeReadOnly(lua->sol().create_table_with( "Helmet", MWWorld::InventoryStore::Slot_Helmet, "Cuirass", MWWorld::InventoryStore::Slot_Cuirass, "Greaves", MWWorld::InventoryStore::Slot_Greaves, "LeftPauldron", MWWorld::InventoryStore::Slot_LeftPauldron, "RightPauldron", MWWorld::InventoryStore::Slot_RightPauldron, "LeftGauntlet", MWWorld::InventoryStore::Slot_LeftGauntlet, "RightGauntlet", MWWorld::InventoryStore::Slot_RightGauntlet, "Boots", MWWorld::InventoryStore::Slot_Boots, "Shirt", MWWorld::InventoryStore::Slot_Shirt, "Pants", MWWorld::InventoryStore::Slot_Pants, "Skirt", MWWorld::InventoryStore::Slot_Skirt, "Robe", MWWorld::InventoryStore::Slot_Robe, "LeftRing", MWWorld::InventoryStore::Slot_LeftRing, "RightRing", MWWorld::InventoryStore::Slot_RightRing, "Amulet", MWWorld::InventoryStore::Slot_Amulet, "Belt", MWWorld::InventoryStore::Slot_Belt, "CarriedRight", MWWorld::InventoryStore::Slot_CarriedRight, "CarriedLeft", MWWorld::InventoryStore::Slot_CarriedLeft, "Ammunition", MWWorld::InventoryStore::Slot_Ammunition )); return lua->makeReadOnly(api); } sol::table initWorldPackage(const Context& context) { sol::table api(context.mLua->sol(), sol::create); WorldView* worldView = context.mWorldView; api["getCellByName"] = [worldView=context.mWorldView](const std::string& name) -> sol::optional { MWWorld::CellStore* cell = worldView->findNamedCell(name); if (cell) return GCell{cell}; else return sol::nullopt; }; api["getExteriorCell"] = [worldView=context.mWorldView](int x, int y) -> sol::optional { MWWorld::CellStore* cell = worldView->findExteriorCell(x, y); if (cell) return GCell{cell}; else return sol::nullopt; }; api["activeActors"] = GObjectList{worldView->getActorsInScene()}; api["selectObjects"] = [context](const Queries::Query& query) { ObjectIdList list; WorldView* worldView = context.mWorldView; if (query.mQueryType == "activators") list = worldView->getActivatorsInScene(); else if (query.mQueryType == "actors") list = worldView->getActorsInScene(); else if (query.mQueryType == "containers") list = worldView->getContainersInScene(); else if (query.mQueryType == "doors") list = worldView->getDoorsInScene(); else if (query.mQueryType == "items") list = worldView->getItemsInScene(); return GObjectList{selectObjectsFromList(query, list, context)}; // TODO: Use sqlite to search objects that are not in the scene // return GObjectList{worldView->selectObjects(query, false)}; }; // TODO: add world.placeNewObject(recordId, cell, pos, [rot]) return context.mLua->makeReadOnly(api); } sol::table initNearbyPackage(const Context& context) { sol::table api(context.mLua->sol(), sol::create); WorldView* worldView = context.mWorldView; api["activators"] = LObjectList{worldView->getActivatorsInScene()}; api["actors"] = LObjectList{worldView->getActorsInScene()}; api["containers"] = LObjectList{worldView->getContainersInScene()}; api["doors"] = LObjectList{worldView->getDoorsInScene()}; api["items"] = LObjectList{worldView->getItemsInScene()}; api["selectObjects"] = [context](const Queries::Query& query) { ObjectIdList list; WorldView* worldView = context.mWorldView; if (query.mQueryType == "activators") list = worldView->getActivatorsInScene(); else if (query.mQueryType == "actors") list = worldView->getActorsInScene(); else if (query.mQueryType == "containers") list = worldView->getContainersInScene(); else if (query.mQueryType == "doors") list = worldView->getDoorsInScene(); else if (query.mQueryType == "items") list = worldView->getItemsInScene(); return LObjectList{selectObjectsFromList(query, list, context)}; // TODO: Maybe use sqlite // return LObjectList{worldView->selectObjects(query, true)}; }; return context.mLua->makeReadOnly(api); } sol::table initQueryPackage(const Context& context) { Queries::registerQueryBindings(context.mLua->sol()); sol::table query(context.mLua->sol(), sol::create); for (std::string_view t : ObjectQueryTypes::types) query[t] = Queries::Query(std::string(t)); for (const QueryFieldGroup& group : getBasicQueryFieldGroups()) query[group.mName] = initFieldGroup(context, group); return query; // makeReadonly is applied by LuaState::addCommonPackage } sol::table initFieldGroup(const Context& context, const QueryFieldGroup& group) { sol::table res(context.mLua->sol(), sol::create); for (const Queries::Field* field : group.mFields) { sol::table subgroup = res; if (field->path().empty()) throw std::logic_error("Empty path in Queries::Field"); for (size_t i = 0; i < field->path().size() - 1; ++i) { const std::string& name = field->path()[i]; if (subgroup[name] == sol::nil) subgroup[name] = context.mLua->makeReadOnly(context.mLua->newTable()); subgroup = context.mLua->getMutableFromReadOnly(subgroup[name]); } subgroup[field->path().back()] = field; } return context.mLua->makeReadOnly(res); } void initInputBindings(const Context& context) { sol::usertype keyEvent = context.mLua->sol().new_usertype("KeyEvent"); keyEvent["symbol"] = sol::readonly_property([](const SDL_Keysym& e) { return std::string(1, static_cast(e.sym)); }); keyEvent["code"] = sol::readonly_property([](const SDL_Keysym& e) -> int { return e.sym; }); keyEvent["modifiers"] = sol::readonly_property([](const SDL_Keysym& e) -> int { return e.mod; }); keyEvent["withShift"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_SHIFT; }); keyEvent["withCtrl"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_CTRL; }); keyEvent["withAlt"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_ALT; }); keyEvent["withSuper"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_GUI; }); } }