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235 lines
7.5 KiB
Lua
235 lines
7.5 KiB
Lua
---
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-- `openmw.core` defines functions and types that are available in both local
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-- and global scripts.
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-- @module core
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-- @usage local core = require('openmw.core')
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---
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-- The revision of OpenMW Lua API. It is an integer that is incremented every time the API is changed.
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-- @field [parent=#core] #number API_REVISION
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---
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-- Terminates the game and quits to the OS. Should be used only for testing purposes.
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-- @function [parent=#core] quit
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---
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-- Send an event to global scripts.
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-- @function [parent=#core] sendGlobalEvent
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-- @param #string eventName
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-- @param eventData
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---
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-- Simulation time in seconds.
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-- The number of simulation seconds passed in the game world since starting a new game.
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-- @function [parent=#core] getSimulationTime
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-- @return #number
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---
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-- The scale of simulation time relative to real time.
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-- @function [parent=#core] getSimulationTimeScale
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-- @return #number
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---
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-- Game time in seconds.
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-- @function [parent=#core] getGameTime
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-- @return #number
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---
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-- The scale of game time relative to simulation time.
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-- @function [parent=#core] getGameTimeScale
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-- @return #number
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---
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-- Whether the world is paused (onUpdate doesn't work when the world is paused).
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-- @function [parent=#core] isWorldPaused
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-- @return #boolean
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---
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-- Get a GMST setting from content files.
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-- @function [parent=#core] getGMST
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-- @param #string setting Setting name
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-- @return #any
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---
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-- Return l10n formatting function for the given context.
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-- Localisation files (containing the message names and translations) should be stored in
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-- VFS as files of the form `l10n/<ContextName>/<Locale>.yaml`.
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--
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-- See [Localisation](../modding/localisation.html) for details of the localisation file structure.
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--
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-- When calling the l10n formatting function, if no localisation can be found for any of the requested locales then
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-- the message key will be returned instead (and formatted, if possible).
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-- This makes it possible to use the source strings as message identifiers.
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--
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-- If you do not use the source string as a message identifier you should instead make certain to include
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-- a fallback locale with a complete set of messages.
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--
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-- @function [parent=#core] l10n
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-- @param #string context l10n context; recommended to use the name of the mod.
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-- This must match the <ContextName> directory in the VFS which stores the localisation files.
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-- @param #string fallbackLocale The source locale containing the default messages
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-- If omitted defaults to "en".
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-- @return #function
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-- @usage
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-- # DataFiles/l10n/MyMod/en.yaml
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-- good_morning: 'Good morning.'
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--
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-- you_have_arrows: |-
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-- {count, plural,
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-- one {You have one arrow.}
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-- other {You have {count} arrows.}
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-- }
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-- @usage
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-- # DataFiles/l10n/MyMod/de.yaml
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-- good_morning: "Guten Morgen."
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-- you_have_arrows: |-
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-- {count, plural,
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-- one {Du hast ein Pfeil.}
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-- other {Du hast {count} Pfeile.}
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-- }
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-- "Hello {name}!": "Hallo {name}!"
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-- @usage
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-- -- Usage in Lua
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-- local myMsg = core.l10n('MyMod', 'en')
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-- print( myMsg('good_morning') )
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-- print( myMsg('you_have_arrows', {count=5}) )
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-- print( myMsg('Hello {name}!', {name='World'}) )
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---
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-- Any object that exists in the game world and has a specific location.
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-- Player, actors, items, and statics are game objects.
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-- @type GameObject
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-- @field openmw.util#Vector3 position Object position.
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-- @field openmw.util#Vector3 rotation Object rotation (ZXY order).
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-- @field #Cell cell The cell where the object currently is. During loading a game and for objects in an inventory or a container `cell` is nil.
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-- @field #table type Type of the object (one of the tables from the package @{openmw.types#types}).
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-- @field #number count Count (makes sense if stored in a container).
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-- @field #string recordId Record ID.
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---
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-- Does the object still exist and is available.
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-- Returns true if the object exists and loaded, and false otherwise. If false, then every
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-- access to the object will raise an error.
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-- @function [parent=#GameObject] isValid
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-- @param self
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-- @return #boolean
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---
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-- Send local event to the object.
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-- @function [parent=#GameObject] sendEvent
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-- @param self
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-- @param #string eventName
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-- @param eventData
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---
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-- Activate the object.
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-- @function [parent=#GameObject] activateBy
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-- @param self
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-- @param #GameObject actor The actor who activates the object
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-- @usage local self = require('openmw.self')
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-- object:activateBy(self)
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---
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-- Add new local script to the object.
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-- Can be called only from a global script. Script should be specified in a content
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-- file (omwgame/omwaddon/omwscripts) with a CUSTOM flag. Scripts can not be attached to Statics.
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-- @function [parent=#GameObject] addScript
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-- @param self
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-- @param #string scriptPath Path to the script in OpenMW virtual filesystem.
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---
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-- Whether a script with given path is attached to this object.
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-- Can be called only from a global script.
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-- @function [parent=#GameObject] hasScript
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-- @param self
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-- @param #string scriptPath Path to the script in OpenMW virtual filesystem.
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-- @return #boolean
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---
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-- Removes script that was attached by `addScript`
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-- Can be called only from a global script.
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-- @function [parent=#GameObject] removeScript
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-- @param self
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-- @param #string scriptPath Path to the script in OpenMW virtual filesystem.
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---
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-- Moves object to given cell and position.
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-- The effect is not immediate: the position will be updated only in the next
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-- frame. Can be called only from a global script.
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-- @function [parent=#GameObject] teleport
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-- @param self
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-- @param #string cellName Name of the cell to teleport into. For exteriors can be empty.
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-- @param openmw.util#Vector3 position New position
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-- @param openmw.util#Vector3 rotation New rotation. Optional argument. If missed, then the current rotation is used.
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---
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-- List of GameObjects. Implements [iterables#List](iterables.html#List) of #GameObject
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-- @type ObjectList
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-- @list <#GameObject>
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---
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-- A cell of the game world.
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-- @type Cell
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-- @field #string name Name of the cell (can be empty string).
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-- @field #string region Region of the cell.
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-- @field #boolean isExterior Is it exterior or interior.
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-- @field #number gridX Index of the cell by X (only for exteriors).
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-- @field #number gridY Index of the cell by Y (only for exteriors).
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-- @field #boolean hasWater True if the cell contains water.
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---
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-- Returns true either if the cell contains the object or if the cell is an exterior and the object is also in an exterior.
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-- @function [parent=#Cell] isInSameSpace
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-- @param self
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-- @param #GameObject object
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-- @return #boolean
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-- @usage
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-- if obj1.cell:isInSameSpace(obj2) then
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-- dist = (obj1.position - obj2.position):length()
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-- else
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-- -- the distance can't be calculated because the coordinates are in different spaces
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-- end
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---
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-- Get all objects of given type from the cell.
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-- @function [parent=#Cell] getAll
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-- @param self
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-- @param type (optional) object type (see @{openmw.types#types})
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-- @return #ObjectList
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-- @usage
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-- local type = require('openmw.types')
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-- local all = cell:getAll()
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-- local weapons = cell:getAll(types.Weapon)
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---
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-- Inventory of a player/NPC or a content of a container.
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-- @type Inventory
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---
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-- The number of items with given recordId.
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-- @function [parent=#Inventory] countOf
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-- @param self
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-- @param #string recordId
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-- @return #number
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---
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-- Get all items of given type from the inventory.
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-- @function [parent=#Inventory] getAll
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-- @param self
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-- @param type (optional) items type (see @{openmw.types#types})
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-- @return #ObjectList
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-- @usage
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-- local type = require('openmw.types')
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-- local all = inventory:getAll()
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-- local weapons = inventory:getAll(types.Weapon)
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return nil
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