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398 lines
16 KiB
C++
398 lines
16 KiB
C++
#include "stats.hpp"
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#include <algorithm>
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#include <memory>
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#include <optional>
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#include <string_view>
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#include <variant>
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#include <components/esm3/loadclas.hpp>
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#include <components/lua/luastate.hpp>
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#include "context.hpp"
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#include "localscripts.hpp"
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#include "luamanagerimp.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "objectvariant.hpp"
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namespace
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{
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using SelfObject = MWLua::SelfObject;
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using ObjectVariant = MWLua::ObjectVariant;
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using Index = const SelfObject::CachedStat::Index&;
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template <class T>
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auto addIndexedAccessor(Index index)
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{
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return [index](const sol::object& o) { return T::create(ObjectVariant(o), index); };
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}
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template <class T, class G>
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void addProp(const MWLua::Context& context, sol::usertype<T>& type, std::string_view prop, G getter)
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{
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type[prop] = sol::property([=](const T& stat) { return stat.get(context, prop, getter); },
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[=](const T& stat, const sol::object& value) { stat.cache(context, prop, value); });
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}
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template <class G>
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sol::object getValue(const MWLua::Context& context, const ObjectVariant& obj, SelfObject::CachedStat::Setter setter,
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Index index, std::string_view prop, G getter)
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{
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if (obj.isSelfObject())
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{
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SelfObject* self = obj.asSelfObject();
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auto it = self->mStatsCache.find({ setter, index, prop });
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if (it != self->mStatsCache.end())
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return it->second;
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}
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return sol::make_object(context.mLua->sol(), getter(obj.ptr()));
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}
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}
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namespace MWLua
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{
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static void addStatUpdateAction(MWLua::LuaManager* manager, const SelfObject& obj)
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{
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if (!obj.mStatsCache.empty())
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return; // was already added before
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manager->addAction(
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[obj = Object(obj)] {
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LocalScripts* scripts = obj.ptr().getRefData().getLuaScripts();
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if (scripts)
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scripts->applyStatsCache();
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},
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"StatUpdateAction");
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}
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class LevelStat
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{
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ObjectVariant mObject;
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LevelStat(ObjectVariant object)
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: mObject(std::move(object))
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{
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}
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public:
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sol::object getCurrent(const Context& context) const
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{
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return getValue(context, mObject, &LevelStat::setValue, 0, "current",
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[](const MWWorld::Ptr& ptr) { return ptr.getClass().getCreatureStats(ptr).getLevel(); });
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}
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void setCurrent(const Context& context, const sol::object& value) const
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{
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SelfObject* obj = mObject.asSelfObject();
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addStatUpdateAction(context.mLuaManager, *obj);
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obj->mStatsCache[SelfObject::CachedStat{ &LevelStat::setValue, 0, "current" }] = value;
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}
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sol::object getProgress(const Context& context) const
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{
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const auto& ptr = mObject.ptr();
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if (!ptr.getClass().isNpc())
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return sol::nil;
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return sol::make_object(context.mLua->sol(), ptr.getClass().getNpcStats(ptr).getLevelProgress());
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}
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static std::optional<LevelStat> create(ObjectVariant object, Index)
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{
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if (!object.ptr().getClass().isActor())
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return {};
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return LevelStat{ std::move(object) };
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}
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static void setValue(Index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
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{
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auto& stats = ptr.getClass().getCreatureStats(ptr);
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if (prop == "current")
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stats.setLevel(LuaUtil::cast<int>(value));
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}
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};
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class DynamicStat
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{
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ObjectVariant mObject;
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int mIndex;
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DynamicStat(ObjectVariant object, int index)
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: mObject(std::move(object))
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, mIndex(index)
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{
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}
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public:
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template <class G>
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sol::object get(const Context& context, std::string_view prop, G getter) const
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{
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return getValue(
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context, mObject, &DynamicStat::setValue, mIndex, prop, [this, getter](const MWWorld::Ptr& ptr) {
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return (ptr.getClass().getCreatureStats(ptr).getDynamic(mIndex).*getter)();
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});
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}
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static std::optional<DynamicStat> create(ObjectVariant object, Index i)
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{
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if (!object.ptr().getClass().isActor())
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return {};
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int index = std::get<int>(i);
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return DynamicStat{ std::move(object), index };
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}
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void cache(const Context& context, std::string_view prop, const sol::object& value) const
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{
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SelfObject* obj = mObject.asSelfObject();
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addStatUpdateAction(context.mLuaManager, *obj);
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obj->mStatsCache[SelfObject::CachedStat{ &DynamicStat::setValue, mIndex, prop }] = value;
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}
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static void setValue(Index i, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
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{
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int index = std::get<int>(i);
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auto& stats = ptr.getClass().getCreatureStats(ptr);
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auto stat = stats.getDynamic(index);
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float floatValue = LuaUtil::cast<float>(value);
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if (prop == "base")
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stat.setBase(floatValue);
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else if (prop == "current")
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stat.setCurrent(floatValue, true, true);
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else if (prop == "modifier")
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stat.setModifier(floatValue);
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stats.setDynamic(index, stat);
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}
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};
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class AttributeStat
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{
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ObjectVariant mObject;
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int mIndex;
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AttributeStat(ObjectVariant object, int index)
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: mObject(std::move(object))
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, mIndex(index)
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{
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}
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public:
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template <class G>
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sol::object get(const Context& context, std::string_view prop, G getter) const
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{
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return getValue(
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context, mObject, &AttributeStat::setValue, mIndex, prop, [this, getter](const MWWorld::Ptr& ptr) {
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return (ptr.getClass().getCreatureStats(ptr).getAttribute(mIndex).*getter)();
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});
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}
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float getModified(const Context& context) const
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{
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auto base = LuaUtil::cast<float>(get(context, "base", &MWMechanics::AttributeValue::getBase));
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auto damage = LuaUtil::cast<float>(get(context, "damage", &MWMechanics::AttributeValue::getDamage));
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auto modifier = LuaUtil::cast<float>(get(context, "modifier", &MWMechanics::AttributeValue::getModifier));
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return std::max(0.f, base - damage + modifier); // Should match AttributeValue::getModified
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}
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static std::optional<AttributeStat> create(ObjectVariant object, Index i)
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{
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if (!object.ptr().getClass().isActor())
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return {};
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int index = std::get<int>(i);
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return AttributeStat{ std::move(object), index };
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}
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void cache(const Context& context, std::string_view prop, const sol::object& value) const
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{
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SelfObject* obj = mObject.asSelfObject();
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addStatUpdateAction(context.mLuaManager, *obj);
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obj->mStatsCache[SelfObject::CachedStat{ &AttributeStat::setValue, mIndex, prop }] = value;
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}
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static void setValue(Index i, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
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{
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int index = std::get<int>(i);
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auto& stats = ptr.getClass().getCreatureStats(ptr);
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auto stat = stats.getAttribute(index);
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float floatValue = LuaUtil::cast<float>(value);
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if (prop == "base")
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stat.setBase(floatValue);
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else if (prop == "damage")
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{
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stat.restore(stat.getDamage());
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stat.damage(floatValue);
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}
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else if (prop == "modifier")
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stat.setModifier(floatValue);
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stats.setAttribute(index, stat);
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}
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};
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class SkillStat
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{
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ObjectVariant mObject;
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ESM::RefId mId;
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SkillStat(ObjectVariant object, ESM::RefId id)
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: mObject(std::move(object))
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, mId(id)
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{
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}
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static float getProgress(const MWWorld::Ptr& ptr, ESM::RefId id, const MWMechanics::SkillValue& stat)
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{
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float progress = stat.getProgress();
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if (progress != 0.f)
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progress /= getMaxProgress(ptr, id, stat);
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return progress;
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}
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static float getMaxProgress(const MWWorld::Ptr& ptr, ESM::RefId id, const MWMechanics::SkillValue& stat)
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{
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const auto& store = *MWBase::Environment::get().getESMStore();
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const auto cl = store.get<ESM::Class>().find(ptr.get<ESM::NPC>()->mBase->mClass);
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return ptr.getClass().getNpcStats(ptr).getSkillProgressRequirement(id, *cl);
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}
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public:
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template <class G>
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sol::object get(const Context& context, std::string_view prop, G getter) const
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{
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return getValue(context, mObject, &SkillStat::setValue, mId, prop, [this, getter](const MWWorld::Ptr& ptr) {
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return (ptr.getClass().getNpcStats(ptr).getSkill(mId).*getter)();
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});
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}
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float getModified(const Context& context) const
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{
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auto base = LuaUtil::cast<float>(get(context, "base", &MWMechanics::SkillValue::getBase));
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auto damage = LuaUtil::cast<float>(get(context, "damage", &MWMechanics::SkillValue::getDamage));
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auto modifier = LuaUtil::cast<float>(get(context, "modifier", &MWMechanics::SkillValue::getModifier));
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return std::max(0.f, base - damage + modifier); // Should match SkillValue::getModified
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}
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sol::object getProgress(const Context& context) const
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{
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return getValue(context, mObject, &SkillStat::setValue, mId, "progress", [this](const MWWorld::Ptr& ptr) {
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return getProgress(ptr, mId, ptr.getClass().getNpcStats(ptr).getSkill(mId));
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});
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}
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static std::optional<SkillStat> create(ObjectVariant object, Index index)
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{
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if (!object.ptr().getClass().isNpc())
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return {};
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ESM::RefId id = std::get<ESM::RefId>(index);
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return SkillStat{ std::move(object), id };
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}
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void cache(const Context& context, std::string_view prop, const sol::object& value) const
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{
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SelfObject* obj = mObject.asSelfObject();
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addStatUpdateAction(context.mLuaManager, *obj);
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obj->mStatsCache[SelfObject::CachedStat{ &SkillStat::setValue, mId, prop }] = value;
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}
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static void setValue(Index index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
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{
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ESM::RefId id = std::get<ESM::RefId>(index);
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auto& stats = ptr.getClass().getNpcStats(ptr);
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auto stat = stats.getSkill(id);
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float floatValue = LuaUtil::cast<float>(value);
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if (prop == "base")
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stat.setBase(floatValue);
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else if (prop == "damage")
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{
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stat.restore(stat.getDamage());
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stat.damage(floatValue);
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}
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else if (prop == "modifier")
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stat.setModifier(floatValue);
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else if (prop == "progress")
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stat.setProgress(floatValue * getMaxProgress(ptr, id, stat));
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stats.setSkill(id, stat);
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}
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};
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}
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namespace sol
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{
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template <>
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struct is_automagical<MWLua::LevelStat> : std::false_type
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{
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};
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template <>
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struct is_automagical<MWLua::DynamicStat> : std::false_type
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{
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};
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template <>
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struct is_automagical<MWLua::AttributeStat> : std::false_type
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{
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};
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template <>
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struct is_automagical<MWLua::SkillStat> : std::false_type
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{
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};
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}
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namespace MWLua
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{
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void addActorStatsBindings(sol::table& actor, const Context& context)
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{
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sol::table stats(context.mLua->sol(), sol::create);
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actor["stats"] = LuaUtil::makeReadOnly(stats);
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auto levelStatT = context.mLua->sol().new_usertype<LevelStat>("LevelStat");
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levelStatT["current"] = sol::property([context](const LevelStat& stat) { return stat.getCurrent(context); },
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[context](const LevelStat& stat, const sol::object& value) { stat.setCurrent(context, value); });
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levelStatT["progress"] = sol::property([context](const LevelStat& stat) { return stat.getProgress(context); });
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stats["level"] = addIndexedAccessor<LevelStat>(0);
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auto dynamicStatT = context.mLua->sol().new_usertype<DynamicStat>("DynamicStat");
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addProp(context, dynamicStatT, "base", &MWMechanics::DynamicStat<float>::getBase);
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addProp(context, dynamicStatT, "current", &MWMechanics::DynamicStat<float>::getCurrent);
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addProp(context, dynamicStatT, "modifier", &MWMechanics::DynamicStat<float>::getModifier);
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sol::table dynamic(context.mLua->sol(), sol::create);
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stats["dynamic"] = LuaUtil::makeReadOnly(dynamic);
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dynamic["health"] = addIndexedAccessor<DynamicStat>(0);
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dynamic["magicka"] = addIndexedAccessor<DynamicStat>(1);
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dynamic["fatigue"] = addIndexedAccessor<DynamicStat>(2);
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auto attributeStatT = context.mLua->sol().new_usertype<AttributeStat>("AttributeStat");
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addProp(context, attributeStatT, "base", &MWMechanics::AttributeValue::getBase);
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addProp(context, attributeStatT, "damage", &MWMechanics::AttributeValue::getDamage);
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attributeStatT["modified"]
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= sol::property([=](const AttributeStat& stat) { return stat.getModified(context); });
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addProp(context, attributeStatT, "modifier", &MWMechanics::AttributeValue::getModifier);
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sol::table attributes(context.mLua->sol(), sol::create);
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stats["attributes"] = LuaUtil::makeReadOnly(attributes);
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for (int id = ESM::Attribute::Strength; id < ESM::Attribute::Length; ++id)
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attributes[Misc::StringUtils::lowerCase(ESM::Attribute::sAttributeNames[id])]
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= addIndexedAccessor<AttributeStat>(id);
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}
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void addNpcStatsBindings(sol::table& npc, const Context& context)
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{
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sol::table npcStats(context.mLua->sol(), sol::create);
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sol::table baseMeta(context.mLua->sol(), sol::create);
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baseMeta[sol::meta_function::index] = LuaUtil::getMutableFromReadOnly(npc["baseType"]["stats"]);
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npcStats[sol::metatable_key] = baseMeta;
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npc["stats"] = LuaUtil::makeReadOnly(npcStats);
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auto skillStatT = context.mLua->sol().new_usertype<SkillStat>("SkillStat");
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addProp(context, skillStatT, "base", &MWMechanics::SkillValue::getBase);
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addProp(context, skillStatT, "damage", &MWMechanics::SkillValue::getDamage);
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skillStatT["modified"] = sol::property([=](const SkillStat& stat) { return stat.getModified(context); });
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addProp(context, skillStatT, "modifier", &MWMechanics::SkillValue::getModifier);
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skillStatT["progress"] = sol::property([context](const SkillStat& stat) { return stat.getProgress(context); },
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[context](const SkillStat& stat, const sol::object& value) { stat.cache(context, "progress", value); });
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sol::table skills(context.mLua->sol(), sol::create);
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npcStats["skills"] = LuaUtil::makeReadOnly(skills);
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for (const ESM::Skill& skill : MWBase::Environment::get().getESMStore()->get<ESM::Skill>())
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skills[Misc::StringUtils::lowerCase(ESM::Skill::sSkillNames[skill.mIndex])]
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= addIndexedAccessor<SkillStat>(skill.mId);
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}
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}
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