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OpenMW/apps/openmw/mwlua/luabindings.cpp
2021-08-03 14:36:51 +03:00

188 lines
8.4 KiB
C++

#include "luabindings.hpp"
#include <SDL_events.h>
#include <components/lua/luastate.hpp>
#include <components/queries/luabindings.hpp>
#include "../mwworld/inventorystore.hpp"
#include "eventqueue.hpp"
#include "worldview.hpp"
namespace sol
{
template <>
struct is_automagical<SDL_Keysym> : std::false_type {};
}
namespace MWLua
{
static sol::table definitionList(LuaUtil::LuaState& lua, std::initializer_list<std::string> 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<GCell>
{
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<GCell>
{
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<SDL_Keysym> keyEvent = context.mLua->sol().new_usertype<SDL_Keysym>("KeyEvent");
keyEvent["symbol"] = sol::readonly_property([](const SDL_Keysym& e) { return std::string(1, static_cast<char>(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; });
}
}