mirror of
https://gitlab.com/OpenMW/openmw.git
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208 lines
9.8 KiB
C++
208 lines
9.8 KiB
C++
#include "luabindings.hpp"
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#include <components/lua/luastate.hpp>
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#include <components/lua/i18n.hpp>
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#include <components/queries/luabindings.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/statemanager.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/store.hpp"
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#include "eventqueue.hpp"
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#include "worldview.hpp"
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namespace MWLua
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{
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static sol::table definitionList(LuaUtil::LuaState& lua, std::initializer_list<std::string_view> values)
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{
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sol::table res(lua.sol(), sol::create);
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for (const std::string_view& v : values)
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res[v] = v;
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return LuaUtil::makeReadOnly(res);
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}
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static void addTimeBindings(sol::table& api, const Context& context, bool global)
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{
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api["getSimulationTime"] = [world=context.mWorldView]() { return world->getSimulationTime(); };
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api["getSimulationTimeScale"] = [world=context.mWorldView]() { return world->getSimulationTimeScale(); };
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api["getGameTime"] = [world=context.mWorldView]() { return world->getGameTime(); };
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api["getGameTimeScale"] = [world=context.mWorldView]() { return world->getGameTimeScale(); };
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api["isWorldPaused"] = [world=context.mWorldView]() { return world->isPaused(); };
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if (!global)
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return;
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api["setGameTimeScale"] = [world=context.mWorldView](double scale) { world->setGameTimeScale(scale); };
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// TODO: Ability to make game time slower or faster than real time (needed for example for mechanics like VATS)
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// api["setSimulationTimeScale"] = [](double scale) {};
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// TODO: Ability to pause/resume world from Lua (needed for UI dehardcoding)
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// api["pause"] = []() {};
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// api["resume"] = []() {};
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}
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sol::table initCorePackage(const Context& context)
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{
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auto* lua = context.mLua;
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sol::table api(lua->sol(), sol::create);
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api["API_REVISION"] = 16;
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api["quit"] = [lua]()
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{
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Log(Debug::Warning) << "Quit requested by a Lua script.\n" << lua->debugTraceback();
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MWBase::Environment::get().getStateManager()->requestQuit();
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};
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api["sendGlobalEvent"] = [context](std::string eventName, const sol::object& eventData)
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{
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context.mGlobalEventQueue->push_back({std::move(eventName), LuaUtil::serialize(eventData, context.mSerializer)});
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};
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addTimeBindings(api, context, false);
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api["OBJECT_TYPE"] = definitionList(*lua,
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{
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ObjectTypeName::Activator, ObjectTypeName::Armor, ObjectTypeName::Book, ObjectTypeName::Clothing,
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ObjectTypeName::Creature, ObjectTypeName::Door, ObjectTypeName::Ingredient, ObjectTypeName::Light,
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ObjectTypeName::MiscItem, ObjectTypeName::NPC, ObjectTypeName::Player, ObjectTypeName::Potion,
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ObjectTypeName::Static, ObjectTypeName::Weapon, ObjectTypeName::Activator, ObjectTypeName::Lockpick,
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ObjectTypeName::Probe, ObjectTypeName::Repair
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});
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api["EQUIPMENT_SLOT"] = LuaUtil::makeReadOnly(context.mLua->tableFromPairs<std::string_view, int>({
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{"Helmet", MWWorld::InventoryStore::Slot_Helmet},
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{"Cuirass", MWWorld::InventoryStore::Slot_Cuirass},
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{"Greaves", MWWorld::InventoryStore::Slot_Greaves},
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{"LeftPauldron", MWWorld::InventoryStore::Slot_LeftPauldron},
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{"RightPauldron", MWWorld::InventoryStore::Slot_RightPauldron},
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{"LeftGauntlet", MWWorld::InventoryStore::Slot_LeftGauntlet},
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{"RightGauntlet", MWWorld::InventoryStore::Slot_RightGauntlet},
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{"Boots", MWWorld::InventoryStore::Slot_Boots},
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{"Shirt", MWWorld::InventoryStore::Slot_Shirt},
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{"Pants", MWWorld::InventoryStore::Slot_Pants},
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{"Skirt", MWWorld::InventoryStore::Slot_Skirt},
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{"Robe", MWWorld::InventoryStore::Slot_Robe},
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{"LeftRing", MWWorld::InventoryStore::Slot_LeftRing},
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{"RightRing", MWWorld::InventoryStore::Slot_RightRing},
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{"Amulet", MWWorld::InventoryStore::Slot_Amulet},
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{"Belt", MWWorld::InventoryStore::Slot_Belt},
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{"CarriedRight", MWWorld::InventoryStore::Slot_CarriedRight},
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{"CarriedLeft", MWWorld::InventoryStore::Slot_CarriedLeft},
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{"Ammunition", MWWorld::InventoryStore::Slot_Ammunition}
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}));
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api["i18n"] = [i18n=context.mI18n](const std::string& context) { return i18n->getContext(context); };
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const MWWorld::Store<ESM::GameSetting>* gmst = &MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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api["getGMST"] = [lua=context.mLua, gmst](const std::string& setting) -> sol::object
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{
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const ESM::Variant& value = gmst->find(setting)->mValue;
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if (value.getType() == ESM::VT_String)
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return sol::make_object<std::string>(lua->sol(), value.getString());
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else if (value.getType() == ESM::VT_Int)
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return sol::make_object<int>(lua->sol(), value.getInteger());
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else
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return sol::make_object<float>(lua->sol(), value.getFloat());
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};
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return LuaUtil::makeReadOnly(api);
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}
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sol::table initWorldPackage(const Context& context)
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{
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sol::table api(context.mLua->sol(), sol::create);
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WorldView* worldView = context.mWorldView;
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addTimeBindings(api, context, true);
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api["getCellByName"] = [worldView=context.mWorldView](const std::string& name) -> sol::optional<GCell>
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{
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MWWorld::CellStore* cell = worldView->findNamedCell(name);
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if (cell)
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return GCell{cell};
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else
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return sol::nullopt;
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};
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api["getExteriorCell"] = [worldView=context.mWorldView](int x, int y) -> sol::optional<GCell>
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{
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MWWorld::CellStore* cell = worldView->findExteriorCell(x, y);
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if (cell)
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return GCell{cell};
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else
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return sol::nullopt;
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};
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api["activeActors"] = GObjectList{worldView->getActorsInScene()};
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api["selectObjects"] = [context](const Queries::Query& query)
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{
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ObjectIdList list;
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WorldView* worldView = context.mWorldView;
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if (query.mQueryType == "activators")
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list = worldView->getActivatorsInScene();
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else if (query.mQueryType == "actors")
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list = worldView->getActorsInScene();
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else if (query.mQueryType == "containers")
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list = worldView->getContainersInScene();
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else if (query.mQueryType == "doors")
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list = worldView->getDoorsInScene();
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else if (query.mQueryType == "items")
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list = worldView->getItemsInScene();
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return GObjectList{selectObjectsFromList(query, list, context)};
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// TODO: Use sqlite to search objects that are not in the scene
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// return GObjectList{worldView->selectObjects(query, false)};
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};
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// TODO: add world.placeNewObject(recordId, cell, pos, [rot])
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return LuaUtil::makeReadOnly(api);
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}
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sol::table initQueryPackage(const Context& context)
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{
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Queries::registerQueryBindings(context.mLua->sol());
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sol::table query(context.mLua->sol(), sol::create);
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for (std::string_view t : ObjectQueryTypes::types)
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query[t] = Queries::Query(std::string(t));
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for (const QueryFieldGroup& group : getBasicQueryFieldGroups())
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query[group.mName] = initFieldGroup(context, group);
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return query; // makeReadOnly is applied by LuaState::addCommonPackage
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}
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sol::table initFieldGroup(const Context& context, const QueryFieldGroup& group)
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{
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sol::table res(context.mLua->sol(), sol::create);
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for (const Queries::Field* field : group.mFields)
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{
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sol::table subgroup = res;
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if (field->path().empty())
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throw std::logic_error("Empty path in Queries::Field");
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for (size_t i = 0; i < field->path().size() - 1; ++i)
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{
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const std::string& name = field->path()[i];
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if (subgroup[name] == sol::nil)
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subgroup[name] = LuaUtil::makeReadOnly(context.mLua->newTable());
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subgroup = LuaUtil::getMutableFromReadOnly(subgroup[name]);
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}
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subgroup[field->path().back()] = field;
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}
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return LuaUtil::makeReadOnly(res);
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}
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sol::table initGlobalStoragePackage(const Context& context, LuaUtil::LuaStorage* globalStorage)
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{
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sol::table res(context.mLua->sol(), sol::create);
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res["globalSection"] = [globalStorage](std::string_view section) { return globalStorage->getMutableSection(section); };
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res["allGlobalSections"] = [globalStorage]() { return globalStorage->getAllSections(); };
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return LuaUtil::makeReadOnly(res);
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}
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sol::table initLocalStoragePackage(const Context& context, LuaUtil::LuaStorage* globalStorage)
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{
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sol::table res(context.mLua->sol(), sol::create);
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res["globalSection"] = [globalStorage](std::string_view section) { return globalStorage->getReadOnlySection(section); };
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return LuaUtil::makeReadOnly(res);
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}
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sol::table initPlayerStoragePackage(const Context& context, LuaUtil::LuaStorage* globalStorage, LuaUtil::LuaStorage* playerStorage)
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{
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sol::table res(context.mLua->sol(), sol::create);
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res["globalSection"] = [globalStorage](std::string_view section) { return globalStorage->getReadOnlySection(section); };
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res["playerSection"] = [playerStorage](std::string_view section) { return playerStorage->getMutableSection(section); };
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res["allPlayerSections"] = [playerStorage]() { return playerStorage->getAllSections(); };
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return LuaUtil::makeReadOnly(res);
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}
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}
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