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OpenMW/apps/openmw/mwlua/luabindings.cpp

208 lines
9.8 KiB
C++

#include "luabindings.hpp"
#include <components/lua/luastate.hpp>
#include <components/lua/i18n.hpp>
#include <components/queries/luabindings.hpp>
#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<std::string_view> 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"] = 16;
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<std::string_view, int>({
{"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<ESM::GameSetting>* gmst = &MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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<std::string>(lua->sol(), value.getString());
else if (value.getType() == ESM::VT_Int)
return sol::make_object<int>(lua->sol(), value.getInteger());
else
return sol::make_object<float>(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<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 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);
}
}