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https://gitlab.com/OpenMW/openmw.git
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597 lines
26 KiB
C++
597 lines
26 KiB
C++
#include "magicbindings.hpp"
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#include <components/esm3/activespells.hpp>
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#include <components/esm3/loadmgef.hpp>
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#include <components/esm3/loadspel.hpp>
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#include <components/lua/luastate.hpp>
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#include <components/misc/color.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwmechanics/activespells.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/magiceffects.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/spellutil.hpp"
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#include "../mwworld/action.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "localscripts.hpp"
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#include "luamanagerimp.hpp"
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#include "object.hpp"
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#include "objectvariant.hpp"
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#include "worldview.hpp"
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namespace MWLua
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{
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// class returned via 'types.Actor.spells(obj)' in Lua
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struct ActorSpells
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{
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bool isActor() const { return !mActor.ptr().isEmpty() && mActor.ptr().getClass().isActor(); }
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MWMechanics::Spells* getStore() const
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{
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if (!isActor())
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return nullptr;
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const MWWorld::Ptr& ptr = mActor.ptr();
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return &ptr.getClass().getCreatureStats(ptr).getSpells();
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}
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ObjectVariant mActor;
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};
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template <typename Store>
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struct ActorStore
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{
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using Collection = typename Store::Collection;
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using Iterator = typename Collection::const_iterator;
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ActorStore(ObjectVariant actor)
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: mActor(actor)
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, mIterator()
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, mIndex(0)
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{
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reset();
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}
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bool isActor() const { return !mActor.ptr().isEmpty() && mActor.ptr().getClass().isActor(); }
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void reset()
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{
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mIndex = 0;
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auto* store = getStore();
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if (store)
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mIterator = store->begin();
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}
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bool isEnd() const
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{
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auto* store = getStore();
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if (store)
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return mIterator == store->end();
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return true;
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}
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void advance()
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{
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auto* store = getStore();
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if (store)
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{
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mIterator++;
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mIndex++;
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}
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}
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Store* getStore() const;
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ObjectVariant mActor;
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Iterator mIterator;
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int mIndex;
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};
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template <>
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MWMechanics::MagicEffects* ActorStore<MWMechanics::MagicEffects>::getStore() const
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{
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if (!isActor())
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return nullptr;
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const MWWorld::Ptr& ptr = mActor.ptr();
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return &ptr.getClass().getCreatureStats(ptr).getMagicEffects();
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}
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template <>
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MWMechanics::ActiveSpells* ActorStore<MWMechanics::ActiveSpells>::getStore() const
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{
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if (!isActor())
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return nullptr;
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const MWWorld::Ptr& ptr = mActor.ptr();
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return &ptr.getClass().getCreatureStats(ptr).getActiveSpells();
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}
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struct ActiveEffect
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{
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MWMechanics::EffectKey key;
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MWMechanics::EffectParam param;
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};
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// class returned via 'types.Actor.activeEffects(obj)' in Lua
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using ActorActiveEffects = ActorStore<MWMechanics::MagicEffects>;
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// class returned via 'types.Actor.activeSpells(obj)' in Lua
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using ActorActiveSpells = ActorStore<MWMechanics::ActiveSpells>;
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}
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namespace sol
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{
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template <typename T>
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struct is_automagical<typename MWWorld::Store<T>> : std::false_type
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{
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};
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template <>
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struct is_automagical<ESM::Spell> : std::false_type
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{
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};
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template <>
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struct is_automagical<ESM::ENAMstruct> : std::false_type
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{
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};
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template <>
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struct is_automagical<ESM::MagicEffect> : std::false_type
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{
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};
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template <>
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struct is_automagical<MWLua::ActorSpells> : std::false_type
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{
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};
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template <>
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struct is_automagical<MWLua::ActorActiveSpells> : std::false_type
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{
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};
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}
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namespace MWLua
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{
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static ESM::RefId toSpellId(const sol::object& spellOrId)
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{
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if (spellOrId.is<ESM::Spell>())
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return spellOrId.as<const ESM::Spell*>()->mId;
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else
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return ESM::RefId::deserializeText(LuaUtil::cast<std::string_view>(spellOrId));
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}
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sol::table initCoreMagicBindings(const Context& context)
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{
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sol::state_view& lua = context.mLua->sol();
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sol::table magicApi(lua, sol::create);
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// Constants
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magicApi["RANGE"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, ESM::RangeType>({
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{ "Self", ESM::RT_Self },
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{ "Touch", ESM::RT_Touch },
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{ "Target", ESM::RT_Target },
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}));
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magicApi["SCHOOL"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, int>({
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{ "Alteration", 0 },
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{ "Conjuration", 1 },
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{ "Destruction", 2 },
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{ "Illusion", 3 },
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{ "Mysticism", 4 },
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{ "Restoration", 5 },
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}));
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magicApi["SPELL_TYPE"]
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= LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, ESM::Spell::SpellType>({
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{ "Spell", ESM::Spell::ST_Spell },
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{ "Ability", ESM::Spell::ST_Ability },
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{ "Blight", ESM::Spell::ST_Blight },
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{ "Disease", ESM::Spell::ST_Disease },
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{ "Curse", ESM::Spell::ST_Curse },
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{ "Power", ESM::Spell::ST_Power },
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}));
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sol::table effect(context.mLua->sol(), sol::create);
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magicApi["EFFECT_TYPE"] = LuaUtil::makeStrictReadOnly(effect);
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for (const auto& it : ESM::MagicEffect::sEffectNames)
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{
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effect[it.second] = Misc::StringUtils::lowerCase(it.second);
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}
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// Spell store
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using SpellStore = MWWorld::Store<ESM::Spell>;
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const SpellStore* spellStore = &MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>();
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sol::usertype<SpellStore> spellStoreT = lua.new_usertype<SpellStore>("ESM3_SpellStore");
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spellStoreT[sol::meta_function::to_string]
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= [](const SpellStore& store) { return "ESM3_SpellStore{" + std::to_string(store.getSize()) + " spells}"; };
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spellStoreT[sol::meta_function::length] = [](const SpellStore& store) { return store.getSize(); };
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spellStoreT[sol::meta_function::index] = sol::overload(
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[](const SpellStore& store, size_t index) -> const ESM::Spell* { return store.at(index - 1); },
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[](const SpellStore& store, std::string_view spellId) -> const ESM::Spell* {
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return store.find(ESM::RefId::deserializeText(spellId));
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});
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spellStoreT[sol::meta_function::pairs] = lua["ipairsForArray"].template get<sol::function>();
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spellStoreT[sol::meta_function::ipairs] = lua["ipairsForArray"].template get<sol::function>();
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magicApi["spells"] = spellStore;
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// MagicEffect store
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using MagicEffectStore = MWWorld::Store<ESM::MagicEffect>;
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const MagicEffectStore* magicEffectStore
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= &MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>();
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auto magicEffectStoreT = lua.new_usertype<MagicEffectStore>("ESM3_MagicEffectStore");
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magicEffectStoreT[sol::meta_function::to_string] = [](const MagicEffectStore& store) {
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return "ESM3_MagicEffectStore{" + std::to_string(store.getSize()) + " effects}";
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};
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magicEffectStoreT[sol::meta_function::index]
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= [](const MagicEffectStore& store, int id) -> const ESM::MagicEffect* { return store.find(id); };
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auto magicEffectsIter = [magicEffectStore](sol::this_state lua, const sol::object& /*store*/,
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sol::optional<int> id) -> std::tuple<sol::object, sol::object> {
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MagicEffectStore::iterator iter;
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if (id.has_value())
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{
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iter = magicEffectStore->findIter(*id);
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if (iter != magicEffectStore->end())
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iter++;
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}
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else
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iter = magicEffectStore->begin();
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if (iter != magicEffectStore->end())
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return std::make_tuple(sol::make_object(lua, iter->first), sol::make_object(lua, &iter->second));
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else
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return std::make_tuple(sol::nil, sol::nil);
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};
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magicEffectStoreT[sol::meta_function::pairs]
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= [iter = sol::make_object(lua, magicEffectsIter)] { return iter; };
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magicApi["effects"] = magicEffectStore;
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// Spell record
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auto spellT = lua.new_usertype<ESM::Spell>("ESM3_Spell");
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spellT[sol::meta_function::to_string]
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= [](const ESM::Spell& rec) -> std::string { return "ESM3_Spell[" + rec.mId.toDebugString() + "]"; };
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spellT["id"] = sol::readonly_property([](const ESM::Spell& rec) { return rec.mId.serializeText(); });
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spellT["name"] = sol::readonly_property([](const ESM::Spell& rec) -> std::string_view { return rec.mName; });
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spellT["type"] = sol::readonly_property([](const ESM::Spell& rec) -> int { return rec.mData.mType; });
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spellT["cost"] = sol::readonly_property([](const ESM::Spell& rec) -> int { return rec.mData.mCost; });
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spellT["effects"] = sol::readonly_property([&lua](const ESM::Spell& rec) -> sol::table {
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sol::table res(lua, sol::create);
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for (size_t i = 0; i < rec.mEffects.mList.size(); ++i)
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res[i + 1] = rec.mEffects.mList[i]; // ESM::ENAMstruct (effect params)
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return res;
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});
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// Effect params
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auto effectParamsT = lua.new_usertype<ESM::ENAMstruct>("ESM3_EffectParams");
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effectParamsT[sol::meta_function::to_string] = [magicEffectStore](const ESM::ENAMstruct& params) {
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const ESM::MagicEffect* const rec = magicEffectStore->find(params.mEffectID);
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return "ESM3_EffectParams[" + std::string(ESM::MagicEffect::effectIdToGmstString(rec->mIndex)) + "]";
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};
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effectParamsT["effect"]
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= sol::readonly_property([magicEffectStore](const ESM::ENAMstruct& params) -> const ESM::MagicEffect* {
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return magicEffectStore->find(params.mEffectID);
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});
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effectParamsT["affectedSkill"]
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= sol::readonly_property([](const ESM::ENAMstruct& params) -> sol::optional<std::string> {
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if (params.mSkill >= 0 && params.mSkill < ESM::Skill::Length)
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return Misc::StringUtils::lowerCase(ESM::Skill::sSkillNames[params.mSkill]);
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else
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return sol::nullopt;
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});
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effectParamsT["affectedAttribute"]
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= sol::readonly_property([](const ESM::ENAMstruct& params) -> sol::optional<std::string> {
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if (params.mAttribute >= 0 && params.mAttribute < ESM::Attribute::Length)
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return Misc::StringUtils::lowerCase(ESM::Attribute::sAttributeNames[params.mAttribute]);
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else
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return sol::nullopt;
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});
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effectParamsT["range"]
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= sol::readonly_property([](const ESM::ENAMstruct& params) -> int { return params.mRange; });
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effectParamsT["area"]
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= sol::readonly_property([](const ESM::ENAMstruct& params) -> int { return params.mArea; });
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effectParamsT["magnitudeMin"]
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= sol::readonly_property([](const ESM::ENAMstruct& params) -> int { return params.mMagnMin; });
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effectParamsT["magnitudeMax"]
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= sol::readonly_property([](const ESM::ENAMstruct& params) -> int { return params.mMagnMax; });
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// MagicEffect record
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auto magicEffectT = context.mLua->sol().new_usertype<ESM::MagicEffect>("ESM3_MagicEffect");
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magicEffectT[sol::meta_function::to_string] = [](const ESM::MagicEffect& rec) {
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return "ESM3_MagicEffect[" + std::string(ESM::MagicEffect::effectIdToGmstString(rec.mIndex)) + "]";
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};
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magicEffectT["id"] = sol::readonly_property([](const ESM::MagicEffect& rec) -> std::string {
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auto name = ESM::MagicEffect::effectIdToName(rec.mIndex);
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return Misc::StringUtils::lowerCase(name);
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});
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magicEffectT["name"] = sol::readonly_property([](const ESM::MagicEffect& rec) -> std::string_view {
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return MWBase::Environment::get()
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.getWorld()
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->getStore()
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.get<ESM::GameSetting>()
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.find(ESM::MagicEffect::effectIdToGmstString(rec.mIndex))
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->mValue.getString();
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});
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magicEffectT["school"]
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= sol::readonly_property([](const ESM::MagicEffect& rec) -> int { return rec.mData.mSchool; });
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magicEffectT["baseCost"]
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= sol::readonly_property([](const ESM::MagicEffect& rec) -> float { return rec.mData.mBaseCost; });
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magicEffectT["color"] = sol::readonly_property([](const ESM::MagicEffect& rec) -> Misc::Color {
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return Misc::Color(rec.mData.mRed / 255.f, rec.mData.mGreen / 255.f, rec.mData.mBlue / 255.f, 1.f);
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});
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magicEffectT["harmful"] = sol::readonly_property(
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[](const ESM::MagicEffect& rec) -> bool { return rec.mData.mFlags & ESM::MagicEffect::Harmful; });
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// TODO: Should we expose it? What happens if a spell has several effects with different projectileSpeed?
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// magicEffectT["projectileSpeed"]
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// = sol::readonly_property([](const ESM::MagicEffect& rec) -> float { return rec.mData.mSpeed; });
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auto activeEffectT = context.mLua->sol().new_usertype<ActiveEffect>("ActiveEffect");
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activeEffectT[sol::meta_function::to_string] = [](const ActiveEffect& effect) {
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return "ActiveEffect[" + std::string(ESM::MagicEffect::effectIdToGmstString(effect.key.mId)) + "]";
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};
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activeEffectT["id"] = sol::readonly_property([](const ActiveEffect& effect) -> std::string {
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auto name = ESM::MagicEffect::effectIdToName(effect.key.mId);
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return Misc::StringUtils::lowerCase(name);
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});
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activeEffectT["name"]
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= sol::readonly_property([](const ActiveEffect& effect) -> std::string { return effect.key.toString(); });
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activeEffectT["affectedSkill"]
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= sol::readonly_property([magicEffectStore](const ActiveEffect& effect) -> sol::optional<std::string> {
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auto* rec = magicEffectStore->find(effect.key.mId);
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if ((rec->mData.mFlags & ESM::MagicEffect::TargetSkill) && effect.key.mArg >= 0
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&& effect.key.mArg < ESM::Skill::Length)
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return Misc::StringUtils::lowerCase(ESM::Skill::sSkillNames[effect.key.mArg]);
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else
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return sol::nullopt;
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});
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activeEffectT["affectedAttribute"]
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= sol::readonly_property([magicEffectStore](const ActiveEffect& effect) -> sol::optional<std::string> {
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auto* rec = magicEffectStore->find(effect.key.mId);
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if ((rec->mData.mFlags & ESM::MagicEffect::TargetAttribute) && effect.key.mArg >= 0
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&& effect.key.mArg < ESM::Attribute::Length)
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return Misc::StringUtils::lowerCase(ESM::Attribute::sAttributeNames[effect.key.mArg]);
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else
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return sol::nullopt;
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});
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activeEffectT["magnitude"]
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= sol::readonly_property([](const ActiveEffect& effect) { return effect.param.getMagnitude(); });
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activeEffectT["magnitudeBase"]
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= sol::readonly_property([](const ActiveEffect& effect) { return effect.param.getBase(); });
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activeEffectT["magnitudeModifier"]
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= sol::readonly_property([](const ActiveEffect& effect) { return effect.param.getModifier(); });
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return LuaUtil::makeReadOnly(magicApi);
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}
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void addActorMagicBindings(sol::table& actor, const Context& context)
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{
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const MWWorld::Store<ESM::Spell>* spellStore
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= &MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>();
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// types.Actor.spells(o)
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actor["spells"] = [](const sol::object actor) {
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auto spells = ActorSpells{ ObjectVariant(actor) };
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if (!spells.isActor())
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throw std::runtime_error("Actor expected");
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return spells;
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};
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auto spellsT = context.mLua->sol().new_usertype<ActorSpells>("ActorSpells");
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spellsT[sol::meta_function::to_string]
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= [](const ActorSpells& spells) { return "ActorSpells[" + spells.mActor.object().toString() + "]"; };
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actor["activeSpells"] = [](const sol::object actor) {
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auto spells = ActorActiveSpells{ ObjectVariant(actor) };
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if (!spells.isActor())
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throw std::runtime_error("Actor expected");
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return spells;
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};
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auto activeSpellsT = context.mLua->sol().new_usertype<ActorActiveSpells>("ActorActiveSpells");
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activeSpellsT[sol::meta_function::to_string] = [](const ActorActiveSpells& spells) {
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return "ActorActiveSpells[" + spells.mActor.object().toString() + "]";
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};
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actor["activeEffects"] = [](const sol::object actor) {
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auto effects = ActorActiveEffects{ ObjectVariant(actor) };
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if (!effects.isActor())
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throw std::runtime_error("Actor expected");
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return effects;
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};
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auto activeEffectsT = context.mLua->sol().new_usertype<ActorActiveEffects>("ActorActiveEffects");
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activeEffectsT[sol::meta_function::to_string] = [](const ActorActiveEffects& effects) {
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return "ActorActiveEffects[" + effects.mActor.object().toString() + "]";
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};
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actor["getSelectedSpell"] = [spellStore](const Object& o) -> sol::optional<const ESM::Spell*> {
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const MWWorld::Ptr& ptr = o.ptr();
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const MWWorld::Class& cls = ptr.getClass();
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if (!cls.isActor())
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throw std::runtime_error("Actor expected");
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ESM::RefId spellId;
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if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
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spellId = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
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else
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spellId = cls.getCreatureStats(ptr).getSpells().getSelectedSpell();
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if (spellId.empty())
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return sol::nullopt;
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else
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return spellStore->find(spellId);
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};
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actor["setSelectedSpell"] = [context, spellStore](const SelfObject& o, const sol::object& spellOrId) {
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const MWWorld::Ptr& ptr = o.ptr();
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const MWWorld::Class& cls = ptr.getClass();
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if (!cls.isActor())
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throw std::runtime_error("Actor expected");
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ESM::RefId spellId;
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if (spellOrId != sol::nil)
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{
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spellId = toSpellId(spellOrId);
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const ESM::Spell* spell = spellStore->find(spellId);
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if (spell->mData.mType != ESM::Spell::ST_Spell && spell->mData.mType != ESM::Spell::ST_Power)
|
|
throw std::runtime_error("Ability or disease can not be casted: " + spellId.toDebugString());
|
|
}
|
|
context.mLuaManager->addAction([obj = Object(ptr), spellId]() {
|
|
const MWWorld::Ptr& ptr = obj.ptr();
|
|
auto& stats = ptr.getClass().getCreatureStats(ptr);
|
|
if (!stats.getSpells().hasSpell(spellId))
|
|
throw std::runtime_error("Actor doesn't know spell " + spellId.toDebugString());
|
|
if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
|
|
{
|
|
int chance = 0;
|
|
if (!spellId.empty())
|
|
chance = MWMechanics::getSpellSuccessChance(spellId, ptr);
|
|
MWBase::Environment::get().getWindowManager()->setSelectedSpell(spellId, chance);
|
|
}
|
|
else
|
|
ptr.getClass().getCreatureStats(ptr).getSpells().setSelectedSpell(spellId);
|
|
});
|
|
};
|
|
|
|
// #(types.Actor.spells(o))
|
|
spellsT[sol::meta_function::length] = [](const ActorSpells& spells) -> size_t {
|
|
if (auto* store = spells.getStore())
|
|
return store->count();
|
|
return 0;
|
|
};
|
|
|
|
// types.Actor.spells(o)[i]
|
|
spellsT[sol::meta_function::index] = sol::overload(
|
|
[](const ActorSpells& spells, size_t index) -> sol::optional<const ESM::Spell*> {
|
|
if (auto* store = spells.getStore())
|
|
if (index <= store->count())
|
|
return store->at(index - 1);
|
|
return sol::nullopt;
|
|
},
|
|
[spellStore](const ActorSpells& spells, std::string_view spellId) -> sol::optional<const ESM::Spell*> {
|
|
if (auto* store = spells.getStore())
|
|
{
|
|
const ESM::Spell* spell = spellStore->find(ESM::RefId::deserializeText(spellId));
|
|
if (store->hasSpell(spell))
|
|
return spell;
|
|
}
|
|
return sol::nullopt;
|
|
});
|
|
|
|
// pairs(types.Actor.spells(o))
|
|
spellsT[sol::meta_function::pairs] = context.mLua->sol()["ipairsForArray"].template get<sol::function>();
|
|
|
|
// ipairs(types.Actor.spells(o))
|
|
spellsT[sol::meta_function::ipairs] = context.mLua->sol()["ipairsForArray"].template get<sol::function>();
|
|
|
|
// types.Actor.spells(o):add(id)
|
|
spellsT["add"] = [context](const ActorSpells& spells, const sol::object& spellOrId) {
|
|
if (spells.mActor.isLObject())
|
|
throw std::runtime_error("Local scripts can modify only spells of the actor they are attached to.");
|
|
context.mLuaManager->addAction([obj = spells.mActor.object(), id = toSpellId(spellOrId)]() {
|
|
const MWWorld::Ptr& ptr = obj.ptr();
|
|
if (ptr.getClass().isActor())
|
|
ptr.getClass().getCreatureStats(ptr).getSpells().add(id);
|
|
});
|
|
};
|
|
|
|
// types.Actor.spells(o):remove(id)
|
|
spellsT["remove"] = [context](const ActorSpells& spells, const sol::object& spellOrId) {
|
|
if (spells.mActor.isLObject())
|
|
throw std::runtime_error("Local scripts can modify only spells of the actor they are attached to.");
|
|
context.mLuaManager->addAction([obj = spells.mActor.object(), id = toSpellId(spellOrId)]() {
|
|
const MWWorld::Ptr& ptr = obj.ptr();
|
|
if (ptr.getClass().isActor())
|
|
ptr.getClass().getCreatureStats(ptr).getSpells().remove(id);
|
|
});
|
|
};
|
|
|
|
// types.Actor.spells(o):clear()
|
|
spellsT["clear"] = [context](const ActorSpells& spells) {
|
|
if (spells.mActor.isLObject())
|
|
throw std::runtime_error("Local scripts can modify only spells of the actor they are attached to.");
|
|
context.mLuaManager->addAction([obj = spells.mActor.object()]() {
|
|
const MWWorld::Ptr& ptr = obj.ptr();
|
|
if (ptr.getClass().isActor())
|
|
ptr.getClass().getCreatureStats(ptr).getSpells().clear();
|
|
});
|
|
};
|
|
|
|
// pairs(types.Actor.activeSpells(o))
|
|
// Note that the indexes are fake, and only for consistency with other lua pairs interfaces. You can't use them
|
|
// for anything.
|
|
activeSpellsT["__pairs"] = [](sol::this_state ts, ActorActiveSpells& self) {
|
|
sol::state_view lua(ts);
|
|
self.reset();
|
|
return sol::as_function([lua, &self]() mutable -> std::pair<sol::object, sol::object> {
|
|
if (!self.isEnd())
|
|
{
|
|
auto result = sol::make_object(lua, self.mIterator->getId());
|
|
auto index = sol::make_object(lua, self.mIndex + 1);
|
|
self.advance();
|
|
return { index, result };
|
|
}
|
|
else
|
|
{
|
|
return { sol::lua_nil, sol::lua_nil };
|
|
}
|
|
});
|
|
};
|
|
|
|
// types.Actor.activeSpells(o):isSpellActive(id)
|
|
activeSpellsT["isSpellActive"] = [](const ActorActiveSpells& spells, const sol::object& spellOrId) -> bool {
|
|
auto id = toSpellId(spellOrId);
|
|
if (auto* store = spells.getStore())
|
|
return store->isSpellActive(id);
|
|
return false;
|
|
};
|
|
|
|
// pairs(types.Actor.activeEffects(o))
|
|
// Note that the indexes are fake, and only for consistency with other lua pairs interfaces. You can't use them
|
|
// for anything.
|
|
activeEffectsT["__pairs"] = [](sol::this_state ts, ActorActiveEffects& self) {
|
|
sol::state_view lua(ts);
|
|
self.reset();
|
|
return sol::as_function([lua, &self]() mutable -> std::pair<sol::object, sol::object> {
|
|
if (!self.isEnd())
|
|
{
|
|
ActiveEffect effect = ActiveEffect{ self.mIterator->first, self.mIterator->second };
|
|
auto result = sol::make_object(lua, effect);
|
|
|
|
auto key = sol::make_object(lua, self.mIterator->first.toString());
|
|
self.advance();
|
|
return { key, result };
|
|
}
|
|
else
|
|
{
|
|
return { sol::lua_nil, sol::lua_nil };
|
|
}
|
|
});
|
|
};
|
|
|
|
// types.Actor.activeEffects(o):getEffect(id, ?arg)
|
|
activeEffectsT["getEffect"] = [](const ActorActiveEffects& effects, std::string_view idStr,
|
|
sol::optional<std::string_view> argStr) -> sol::optional<ActiveEffect> {
|
|
if (!effects.isActor())
|
|
return sol::nullopt;
|
|
|
|
auto id = ESM::MagicEffect::effectNameToId(idStr);
|
|
auto* rec = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(id);
|
|
|
|
MWMechanics::EffectKey key = MWMechanics::EffectKey(id);
|
|
|
|
if (argStr.has_value()
|
|
&& (rec->mData.mFlags & (ESM::MagicEffect::TargetAttribute | ESM::MagicEffect::TargetSkill)))
|
|
{
|
|
// MWLua exposes attributes and skills as strings, so we have to convert them back to IDs here
|
|
if (rec->mData.mFlags & ESM::MagicEffect::TargetAttribute)
|
|
key = MWMechanics::EffectKey(id, ESM::Attribute::stringToAttributeId(argStr.value()));
|
|
|
|
if (rec->mData.mFlags & ESM::MagicEffect::TargetSkill)
|
|
key = MWMechanics::EffectKey(id, ESM::Skill::stringToSkillId(argStr.value()));
|
|
}
|
|
|
|
MWMechanics::EffectParam param;
|
|
if (auto* store = effects.getStore())
|
|
if (store->get(key, param))
|
|
return ActiveEffect{ key, param };
|
|
return sol::nullopt;
|
|
};
|
|
}
|
|
}
|