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172 lines
6.4 KiB
Lua
172 lines
6.4 KiB
Lua
---
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-- `openmw.world` is an interface to the game world for global scripts.
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-- Can not be used from local scripts.
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-- @module world
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-- @usage local world = require('openmw.world')
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---
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-- List of currently active actors.
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-- @field [parent=#world] openmw.core#ObjectList activeActors
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---
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-- List of players. Currently (since multiplayer is not yet implemented) always has one element.
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-- @field [parent=#world] openmw.core#ObjectList players
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---
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-- Functions related to MWScript (see @{#MWScriptFunctions}).
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-- @field [parent=#world] #MWScriptFunctions mwscript
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---
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-- Functions related to MWScript.
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-- @type MWScriptFunctions
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---
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-- Returns local mwscript on ``object``. Returns `nil` if the script doesn't exist or is not started.
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-- @function [parent=#MWScriptFunctions] getLocalScript
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-- @param openmw.core#GameObject object
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-- @param openmw.core#GameObject player (optional) Will be used in multiplayer mode to get the script if there is a separate instance for each player. Currently has no effect.
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-- @return #MWScript, #nil
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---
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-- Returns mutable global variables. In multiplayer, these may be specific to the provided player.
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-- @function [parent=#MWScriptFunctions] getGlobalVariables
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-- @param openmw.core#GameObject player (optional) Will be used in multiplayer mode to get the globals if there is a separate instance for each player. Currently has no effect.
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-- @return #list<#number>
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---
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-- Returns global mwscript with given recordId. Returns `nil` if the script doesn't exist or is not started.
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-- Currently there can be only one instance of each mwscript, but in multiplayer it will be possible to have a separate instance per player.
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-- @function [parent=#MWScriptFunctions] getGlobalScript
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-- @param #string recordId
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-- @param openmw.core#GameObject player (optional) Will be used in multiplayer mode to get the script if there is a separate instance for each player. Currently has no effect.
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-- @return #MWScript, #nil
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---
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-- @type MWScript
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-- @field #string recordId Id of the script
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-- @field openmw.core#GameObject object The object the script is attached to.
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-- @field openmw.core#GameObject player The player the script refers to.
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-- @field #MWScriptVariables variables Local variables of the script (mutable)
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-- @usage
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-- for _, script in ipairs(world.mwscript.getLocalScripts(object)) do
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-- -- print the value of local variable 'something' (0 if there is no such variable)
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-- print(script.variables.something)
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-- -- set the variable 'something' (raises an error if there is no such variable)
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-- script.variables.something = 5
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-- end
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---
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-- Loads a named cell
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-- @function [parent=#world] getCellByName
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-- @param #string cellName
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-- @return openmw.core#Cell
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---
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-- Loads an exterior cell by grid indices
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-- @function [parent=#world] getExteriorCell
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-- @param #number gridX
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-- @param #number gridY
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-- @param #any cellOrName (optional) other cell or cell name in the same exterior world space
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-- @return openmw.core#Cell
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---
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-- List of all cells
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-- @field [parent=#world] #list<openmw.core#Cell> cells
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-- @usage for i, cell in ipairs(world.cells) do print(cell) end
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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=#world] 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=#world] getSimulationTimeScale
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-- @return #number
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---
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-- Set the simulation time scale.
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-- @function [parent=#world] setSimulationTimeScale
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-- @param #number scale
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---
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-- Game time in seconds.
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-- @function [parent=#world] 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=#world] getGameTimeScale
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-- @return #number
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---
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-- Set the ratio of game time speed to simulation time speed.
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-- @function [parent=#world] setGameTimeScale
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-- @param #number ratio
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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=#world] isWorldPaused
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-- @return #boolean
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---
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-- Pause the game starting from the next frame.
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-- @function [parent=#world] pause
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-- @param #string tag (optional, empty string by default) The game will be paused until `unpause` is called with the same tag.
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---
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-- Remove given tag from the list of pause tags. Resume the game starting from the next frame if the list became empty.
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-- @function [parent=#world] unpause
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-- @param #string tag (optional, empty string by default) Needed to undo `pause` called with this tag.
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---
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-- The tags that are currently pausing the game.
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-- @function [parent=#world] getPausedTags
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-- @return #table
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---
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-- Return an object by RefNum/FormId.
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-- Note: the function always returns @{openmw.core#GameObject} and doesn't validate that
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-- the object exists in the game world. If it doesn't exist or not yet loaded to memory),
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-- then `obj:isValid()` will be `false`.
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-- @function [parent=#world] getObjectByFormId
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-- @param #string formId String returned by `core.getFormId`
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-- @return openmw.core#GameObject
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-- @usage local obj = world.getObjectByFormId(core.getFormId('Morrowind.esm', 128964))
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---
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-- Create a new instance of the given record.
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-- After creation the object is in the disabled state. Use :teleport to place to the world or :moveInto to put it into a container or an inventory.
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-- Note that dynamically created creatures, NPCs, and container inventories will not respawn.
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-- @function [parent=#world] createObject
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-- @param #string recordId Record ID in lowercase
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-- @param #number count (optional, 1 by default) The number of objects in stack
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-- @return openmw.core#GameObject
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-- @usage -- put 100 gold on the ground at the position of `actor`
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-- money = world.createObject('gold_001', 100)
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-- money:teleport(actor.cell.name, actor.position)
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-- @usage -- put 50 gold into the actor's inventory
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-- money = world.createObject('gold_001', 50)
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-- money:moveInto(types.Actor.inventory(actor))
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---
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-- Creates a custom record in the world database.
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-- Eventually meant to support all records, but the current
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-- set of supported types is limited to:
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--
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-- * @{openmw.types#PotionRecord},
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-- * @{openmw.types#ArmorRecord},
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-- * @{openmw.types#BookRecord},
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-- * @{openmw.types#MiscellaneousRecord},
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-- * @{openmw.types#ClothingRecord},
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-- * @{openmw.types#WeaponRecord},
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-- * @{openmw.types#ActivatorRecord}
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-- @function [parent=#world] createRecord
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-- @param #any record A record to be registered in the database. Must be one of the supported types.
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-- @return #any A new record added to the database. The type is the same as the input's.
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return nil
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