#include "luabindings.hpp" #include #include #include "../mwbase/environment.hpp" #include "../mwbase/statemanager.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/store.hpp" #include "eventqueue.hpp" #include "worldview.hpp" #include "types/types.hpp" namespace MWLua { static void addTimeBindings(sol::table& api, const Context& context, bool global) { api["getSimulationTime"] = [world=context.mWorldView]() { return world->getSimulationTime(); }; api["getSimulationTimeScale"] = [world=context.mWorldView]() { return world->getSimulationTimeScale(); }; api["getGameTime"] = [world=context.mWorldView]() { return world->getGameTime(); }; api["getGameTimeScale"] = [world=context.mWorldView]() { return world->getGameTimeScale(); }; api["isWorldPaused"] = [world=context.mWorldView]() { return world->isPaused(); }; if (!global) return; api["setGameTimeScale"] = [world=context.mWorldView](double scale) { world->setGameTimeScale(scale); }; // TODO: Ability to make game time slower or faster than real time (needed for example for mechanics like VATS) // api["setSimulationTimeScale"] = [](double scale) {}; // TODO: Ability to pause/resume world from Lua (needed for UI dehardcoding) // api["pause"] = []() {}; // api["resume"] = []() {}; } sol::table initCorePackage(const Context& context) { auto* lua = context.mLua; sol::table api(lua->sol(), sol::create); api["API_REVISION"] = 18; api["quit"] = [lua]() { Log(Debug::Warning) << "Quit requested by a Lua script.\n" << lua->debugTraceback(); MWBase::Environment::get().getStateManager()->requestQuit(); }; api["sendGlobalEvent"] = [context](std::string eventName, const sol::object& eventData) { context.mGlobalEventQueue->push_back({std::move(eventName), LuaUtil::serialize(eventData, context.mSerializer)}); }; addTimeBindings(api, context, false); api["i18n"] = [i18n=context.mI18n](const std::string& context) { return i18n->getContext(context); }; const MWWorld::Store* gmst = &MWBase::Environment::get().getWorld()->getStore().get(); api["getGMST"] = [lua=context.mLua, gmst](const std::string& setting) -> sol::object { const ESM::Variant& value = gmst->find(setting)->mValue; if (value.getType() == ESM::VT_String) return sol::make_object(lua->sol(), value.getString()); else if (value.getType() == ESM::VT_Int) return sol::make_object(lua->sol(), value.getInteger()); else return sol::make_object(lua->sol(), value.getFloat()); }; return LuaUtil::makeReadOnly(api); } sol::table initWorldPackage(const Context& context) { sol::table api(context.mLua->sol(), sol::create); WorldView* worldView = context.mWorldView; addTimeBindings(api, context, true); 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()}; // TODO: add world.placeNewObject(recordId, cell, pos, [rot]) return LuaUtil::makeReadOnly(api); } sol::table initGlobalStoragePackage(const Context& context, LuaUtil::LuaStorage* globalStorage) { sol::table res(context.mLua->sol(), sol::create); res["globalSection"] = [globalStorage](std::string_view section) { return globalStorage->getMutableSection(section); }; res["allGlobalSections"] = [globalStorage]() { return globalStorage->getAllSections(); }; return LuaUtil::makeReadOnly(res); } sol::table initLocalStoragePackage(const Context& context, LuaUtil::LuaStorage* globalStorage) { sol::table res(context.mLua->sol(), sol::create); res["globalSection"] = [globalStorage](std::string_view section) { return globalStorage->getReadOnlySection(section); }; return LuaUtil::makeReadOnly(res); } sol::table initPlayerStoragePackage(const Context& context, LuaUtil::LuaStorage* globalStorage, LuaUtil::LuaStorage* playerStorage) { sol::table res(context.mLua->sol(), sol::create); res["globalSection"] = [globalStorage](std::string_view section) { return globalStorage->getReadOnlySection(section); }; res["playerSection"] = [playerStorage](std::string_view section) { return playerStorage->getMutableSection(section); }; res["allPlayerSections"] = [playerStorage]() { return playerStorage->getAllSections(); }; return LuaUtil::makeReadOnly(res); } }