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OpenMW/apps/openmw/mwlua/stats.cpp
2022-04-11 22:19:51 +02:00

390 lines
16 KiB
C++

#include "stats.hpp"
#include <memory>
#include <optional>
#include <string_view>
#include <variant>
#include <components/lua/luastate.hpp>
#include <components/misc/stringops.hpp>
#include "localscripts.hpp"
#include "luamanagerimp.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
namespace
{
template<class T>
auto addIndexedAccessor(int index)
{
return sol::overload(
[index](MWLua::LocalScripts::SelfObject& o) { return T::create(&o, index); },
[index](const MWLua::LObject& o) { return T::create(o, index); },
[index](const MWLua::GObject& o) { return T::create(o, index); }
);
}
template<class T, class G>
void addProp(const MWLua::Context& context, sol::usertype<T>& type, std::string_view prop, G getter, bool readOnly = false)
{
if(readOnly)
type[prop] = sol::property([=](const T& stat) { return stat.get(context, prop, getter); });
else
type[prop] = sol::property(
[=](const T& stat) { return stat.get(context, prop, getter); },
[=](const T& stat, const sol::object& value) { stat.cache(context, prop, value); });
}
using SelfObject = MWLua::LocalScripts::SelfObject;
using StatObject = std::variant<SelfObject*, MWLua::LObject, MWLua::GObject>;
const MWLua::Object* getObject(const StatObject& obj)
{
return std::visit([] (auto&& variant) -> const MWLua::Object*
{
using T = std::decay_t<decltype(variant)>;
if constexpr(std::is_same_v<T, SelfObject*>)
return variant;
else if constexpr(std::is_same_v<T, MWLua::LObject>)
return &variant;
else if constexpr(std::is_same_v<T, MWLua::GObject>)
return &variant;
}, obj);
}
template<class G>
sol::object getValue(const MWLua::Context& context, const StatObject& obj, SelfObject::CachedStat::Setter setter, int index, std::string_view prop, G getter)
{
return std::visit([&] (auto&& variant)
{
using T = std::decay_t<decltype(variant)>;
if constexpr(std::is_same_v<T, SelfObject*>)
{
auto it = variant->mStatsCache.find({ setter, index, prop });
if(it != variant->mStatsCache.end())
return it->second;
return sol::make_object(context.mLua->sol(), getter(variant));
}
else if constexpr(std::is_same_v<T, MWLua::LObject>)
return sol::make_object(context.mLua->sol(), getter(&variant));
else if constexpr(std::is_same_v<T, MWLua::GObject>)
return sol::make_object(context.mLua->sol(), getter(&variant));
}, obj);
}
}
namespace MWLua
{
namespace
{
class StatUpdateAction final : public LuaManager::Action
{
ObjectId mId;
public:
StatUpdateAction(LuaUtil::LuaState* state, ObjectId id) : Action(state), mId(id) {}
void apply(WorldView& worldView) const override
{
LObject obj(mId, worldView.getObjectRegistry());
LocalScripts* scripts = obj.ptr().getRefData().getLuaScripts();
if (scripts)
scripts->applyStatsCache();
}
std::string toString() const override { return "StatUpdateAction"; }
};
}
class LevelStat
{
StatObject mObject;
LevelStat(StatObject object) : mObject(std::move(object)) {}
public:
sol::object getCurrent(const Context& context) const
{
return getValue(context, mObject, &LevelStat::setValue, 0, "current", [](const MWLua::Object* obj)
{
const auto& ptr = obj->ptr();
return ptr.getClass().getCreatureStats(ptr).getLevel();
});
}
void setCurrent(const Context& context, const sol::object& value) const
{
SelfObject* obj = std::get<SelfObject*>(mObject);
if(obj->mStatsCache.empty())
context.mLuaManager->addAction(std::make_unique<StatUpdateAction>(context.mLua, obj->id()));
obj->mStatsCache[SelfObject::CachedStat{&LevelStat::setValue, 0, "current"}] = value;
}
sol::object getProgress(const Context& context) const
{
const auto& ptr = getObject(mObject)->ptr();
if(!ptr.getClass().isNpc())
return sol::nil;
return sol::make_object(context.mLua->sol(), ptr.getClass().getNpcStats(ptr).getLevelProgress());
}
static std::optional<LevelStat> create(StatObject object, int index)
{
if(!getObject(object)->ptr().getClass().isActor())
return {};
return LevelStat{std::move(object)};
}
static void setValue(int, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
auto& stats = ptr.getClass().getCreatureStats(ptr);
if(prop == "current")
stats.setLevel(value.as<int>());
}
};
class DynamicStat
{
StatObject mObject;
int mIndex;
DynamicStat(StatObject object, int index) : mObject(std::move(object)), mIndex(index) {}
public:
template<class G>
sol::object get(const Context& context, std::string_view prop, G getter) const
{
return getValue(context, mObject, &DynamicStat::setValue, mIndex, prop, [=](const MWLua::Object* obj)
{
const auto& ptr = obj->ptr();
return (ptr.getClass().getCreatureStats(ptr).getDynamic(mIndex).*getter)();
});
}
static std::optional<DynamicStat> create(StatObject object, int index)
{
if(!getObject(object)->ptr().getClass().isActor())
return {};
return DynamicStat{std::move(object), index};
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = std::get<SelfObject*>(mObject);
if(obj->mStatsCache.empty())
context.mLuaManager->addAction(std::make_unique<StatUpdateAction>(context.mLua, obj->id()));
obj->mStatsCache[SelfObject::CachedStat{&DynamicStat::setValue, mIndex, prop}] = value;
}
static void setValue(int index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
auto& stats = ptr.getClass().getCreatureStats(ptr);
auto stat = stats.getDynamic(index);
float floatValue = value.as<float>();
if(prop == "base")
stat.setBase(floatValue);
else if(prop == "current")
stat.setCurrent(floatValue, true, true);
else if(prop == "modifier")
stat.setModifier(floatValue);
stats.setDynamic(index, stat);
}
};
class AttributeStat
{
StatObject mObject;
int mIndex;
AttributeStat(StatObject object, int index) : mObject(std::move(object)), mIndex(index) {}
public:
template<class G>
sol::object get(const Context& context, std::string_view prop, G getter) const
{
return getValue(context, mObject, &AttributeStat::setValue, mIndex, prop, [=](const MWLua::Object* obj)
{
const auto& ptr = obj->ptr();
return (ptr.getClass().getCreatureStats(ptr).getAttribute(mIndex).*getter)();
});
}
static std::optional<AttributeStat> create(StatObject object, int index)
{
if(!getObject(object)->ptr().getClass().isActor())
return {};
return AttributeStat{std::move(object), index};
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = std::get<SelfObject*>(mObject);
if(obj->mStatsCache.empty())
context.mLuaManager->addAction(std::make_unique<StatUpdateAction>(context.mLua, obj->id()));
obj->mStatsCache[SelfObject::CachedStat{&AttributeStat::setValue, mIndex, prop}] = value;
}
static void setValue(int index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
auto& stats = ptr.getClass().getCreatureStats(ptr);
auto stat = stats.getAttribute(index);
float floatValue = value.as<float>();
if(prop == "base")
stat.setBase(floatValue);
else if(prop == "damage")
{
stat.restore(stat.getDamage());
stat.damage(floatValue);
}
else if(prop == "modifier")
stat.setModifier(floatValue);
stats.setAttribute(index, stat);
}
};
class SkillStat
{
StatObject mObject;
int mIndex;
SkillStat(StatObject object, int index) : mObject(std::move(object)), mIndex(index) {}
static float getProgress(const MWWorld::Ptr& ptr, int index, const MWMechanics::SkillValue& stat)
{
float progress = stat.getProgress();
if(progress != 0.f)
progress /= getMaxProgress(ptr, index, stat);
return progress;
}
static float getMaxProgress(const MWWorld::Ptr& ptr, int index, const MWMechanics::SkillValue& stat) {
const auto& store = MWBase::Environment::get().getWorld()->getStore();
const auto cl = store.get<ESM::Class>().find(ptr.get<ESM::NPC>()->mBase->mClass);
return ptr.getClass().getNpcStats(ptr).getSkillProgressRequirement(index, *cl);
}
public:
template<class G>
sol::object get(const Context& context, std::string_view prop, G getter) const
{
return getValue(context, mObject, &SkillStat::setValue, mIndex, prop, [=](const MWLua::Object* obj)
{
const auto& ptr = obj->ptr();
return (ptr.getClass().getNpcStats(ptr).getSkill(mIndex).*getter)();
});
}
sol::object getProgress(const Context& context) const
{
return getValue(context, mObject, &SkillStat::setValue, mIndex, "progress", [=](const MWLua::Object* obj)
{
const auto& ptr = obj->ptr();
return getProgress(ptr, mIndex, ptr.getClass().getNpcStats(ptr).getSkill(mIndex));
});
}
static std::optional<SkillStat> create(StatObject object, int index)
{
if(!getObject(object)->ptr().getClass().isNpc())
return {};
return SkillStat{std::move(object), index};
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = std::get<SelfObject*>(mObject);
if(obj->mStatsCache.empty())
context.mLuaManager->addAction(std::make_unique<StatUpdateAction>(context.mLua, obj->id()));
obj->mStatsCache[SelfObject::CachedStat{&SkillStat::setValue, mIndex, prop}] = value;
}
static void setValue(int index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
auto& stats = ptr.getClass().getNpcStats(ptr);
auto stat = stats.getSkill(index);
float floatValue = value.as<float>();
if(prop == "base")
stat.setBase(floatValue);
else if(prop == "damage")
{
stat.restore(stat.getDamage());
stat.damage(floatValue);
}
else if(prop == "modifier")
stat.setModifier(floatValue);
else if(prop == "progress")
stat.setProgress(floatValue * getMaxProgress(ptr, index, stat));
stats.setSkill(index, stat);
}
};
}
namespace sol
{
template <>
struct is_automagical<MWLua::LevelStat> : std::false_type {};
template <>
struct is_automagical<MWLua::DynamicStat> : std::false_type {};
template <>
struct is_automagical<MWLua::AttributeStat> : std::false_type {};
template <>
struct is_automagical<MWLua::SkillStat> : std::false_type {};
}
namespace MWLua
{
void addActorStatsBindings(sol::table& actor, const Context& context)
{
sol::table stats(context.mLua->sol(), sol::create);
actor["stats"] = LuaUtil::makeReadOnly(stats);
auto levelStatT = context.mLua->sol().new_usertype<LevelStat>("LevelStat");
levelStatT["current"] = sol::property(
[context](const LevelStat& stat) { return stat.getCurrent(context); },
[context](const LevelStat& stat, const sol::object& value) { stat.setCurrent(context, value); });
levelStatT["progress"] = sol::property([context](const LevelStat& stat) { return stat.getProgress(context); });
stats["level"] = addIndexedAccessor<LevelStat>(0);
auto dynamicStatT = context.mLua->sol().new_usertype<DynamicStat>("DynamicStat");
addProp(context, dynamicStatT, "base", &MWMechanics::DynamicStat<float>::getBase);
addProp(context, dynamicStatT, "current", &MWMechanics::DynamicStat<float>::getCurrent);
addProp(context, dynamicStatT, "modifier", &MWMechanics::DynamicStat<float>::getModifier);
sol::table dynamic(context.mLua->sol(), sol::create);
stats["dynamic"] = LuaUtil::makeReadOnly(dynamic);
dynamic["health"] = addIndexedAccessor<DynamicStat>(0);
dynamic["magicka"] = addIndexedAccessor<DynamicStat>(1);
dynamic["fatigue"] = addIndexedAccessor<DynamicStat>(2);
auto attributeStatT = context.mLua->sol().new_usertype<AttributeStat>("AttributeStat");
addProp(context, attributeStatT, "base", &MWMechanics::AttributeValue::getBase);
addProp(context, attributeStatT, "damage", &MWMechanics::AttributeValue::getDamage);
addProp(context, attributeStatT, "modified", &MWMechanics::AttributeValue::getModified, true);
addProp(context, attributeStatT, "modifier", &MWMechanics::AttributeValue::getModifier);
sol::table attributes(context.mLua->sol(), sol::create);
stats["attributes"] = LuaUtil::makeReadOnly(attributes);
for(int id = ESM::Attribute::Strength; id < ESM::Attribute::Length; ++id)
attributes[Misc::StringUtils::lowerCase(ESM::Attribute::sAttributeNames[id])] = addIndexedAccessor<AttributeStat>(id);
}
void addNpcStatsBindings(sol::table& npc, const Context& context)
{
sol::table npcStats(context.mLua->sol(), sol::create);
sol::table baseMeta(context.mLua->sol(), sol::create);
baseMeta[sol::meta_function::index] = LuaUtil::getMutableFromReadOnly(npc["baseType"]["stats"]);
npcStats[sol::metatable_key] = baseMeta;
npc["stats"] = LuaUtil::makeReadOnly(npcStats);
auto skillStatT = context.mLua->sol().new_usertype<SkillStat>("SkillStat");
addProp(context, skillStatT, "base", &MWMechanics::SkillValue::getBase);
addProp(context, skillStatT, "damage", &MWMechanics::SkillValue::getDamage);
addProp(context, skillStatT, "modified", &MWMechanics::SkillValue::getModified, true);
addProp(context, skillStatT, "modifier", &MWMechanics::SkillValue::getModifier);
skillStatT["progress"] = sol::property(
[context](const SkillStat& stat) { return stat.getProgress(context); },
[context](const SkillStat& stat, const sol::object& value) { stat.cache(context, "progress", value); });
sol::table skills(context.mLua->sol(), sol::create);
npcStats["skills"] = LuaUtil::makeReadOnly(skills);
for(int id = ESM::Skill::Block; id < ESM::Skill::Length; ++id)
skills[Misc::StringUtils::lowerCase(ESM::Skill::sSkillNames[id])] = addIndexedAccessor<SkillStat>(id);
}
}