#include "luabindings.hpp" #include #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" namespace MWLua { static sol::table definitionList(LuaUtil::LuaState& lua, std::initializer_list values) { sol::table res(lua.sol(), sol::create); for (const std::string_view& v : values) res[v] = v; return LuaUtil::makeReadOnly(res); } 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"] = 17; 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["OBJECT_TYPE"] = definitionList(*lua, { ObjectTypeName::Activator, ObjectTypeName::Armor, ObjectTypeName::Book, ObjectTypeName::Clothing, ObjectTypeName::Creature, ObjectTypeName::Door, ObjectTypeName::Ingredient, ObjectTypeName::Light, ObjectTypeName::MiscItem, ObjectTypeName::NPC, ObjectTypeName::Player, ObjectTypeName::Potion, ObjectTypeName::Static, ObjectTypeName::Weapon, ObjectTypeName::Activator, ObjectTypeName::Lockpick, ObjectTypeName::Probe, ObjectTypeName::Repair }); api["EQUIPMENT_SLOT"] = LuaUtil::makeReadOnly(context.mLua->tableFromPairs({ {"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} })); 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()}; 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 LuaUtil::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] = LuaUtil::makeReadOnly(context.mLua->newTable()); subgroup = LuaUtil::getMutableFromReadOnly(subgroup[name]); } subgroup[field->path().back()] = field; } return LuaUtil::makeReadOnly(res); } 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); } }