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OpenMW/apps/openmw/mwlua/luabindings.cpp
psi29a d5f5e53714 Merge branch 'playercontrols' into 'master'
Move some of player controls logic from C++ to Lua

See merge request OpenMW/openmw!2541
2022-12-30 16:57:40 +00:00

121 lines
5.3 KiB
C++

#include "luabindings.hpp"
#include <chrono>
#include <components/lua/l10n.hpp>
#include <components/lua/luastate.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/store.hpp"
#include "eventqueue.hpp"
#include "luamanagerimp.hpp"
#include "worldview.hpp"
namespace MWLua
{
static void addTimeBindings(sol::table& api, const Context& context, bool global)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
api["getSimulationTime"] = [world = context.mWorldView]() { return world->getSimulationTime(); };
api["getSimulationTimeScale"] = [world]() { 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(); };
api["getRealTime"] = []() {
return std::chrono::duration<double>(std::chrono::steady_clock::now().time_since_epoch()).count();
};
if (!global)
return;
api["setGameTimeScale"] = [world = context.mWorldView](double scale) { world->setGameTimeScale(scale); };
api["setSimulationTimeScale"] = [context, world](float scale) {
context.mLuaManager->addAction([scale, world] { world->setSimulationTimeScale(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"] = 31;
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["l10n"] = LuaUtil::initL10nLoader(lua->sol(), MWBase::Environment::get().getL10nManager());
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"] = [](std::string_view name) {
return GCell{ MWBase::Environment::get().getWorldModel()->getCell(ESM::RefId::stringRefId(name)) };
};
api["getExteriorCell"]
= [](int x, int y) { return GCell{ MWBase::Environment::get().getWorldModel()->getExterior(x, y) }; };
api["activeActors"] = GObjectList{ worldView->getActorsInScene() };
// TODO: add world.placeNewObject(recordId, cell, pos, [rot])
return LuaUtil::makeReadOnly(api);
}
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);
}
}