#include "classbindings.hpp" #include "stats.hpp" #include "types/types.hpp" #include #include #include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "luamanagerimp.hpp" namespace { } namespace sol { template <> struct is_automagical : std::false_type { }; template <> struct is_automagical> : std::false_type { }; } namespace MWLua { sol::table initCoreClassBindings(const Context& context) { sol::state_view& lua = context.mLua->sol(); sol::table classes(context.mLua->sol(), sol::create); addRecordFunctionBinding(classes, context); // class record auto classT = lua.new_usertype("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 { return getSpecialization(rec.mData.mSpecialization); }); classT["isPlayable"] = sol::readonly_property([](const ESM::Class& rec) -> bool { return rec.mData.mIsPlayable; }); return classes; } }