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OpenMW/apps/openmw/mwlua/localscripts.cpp
2021-11-15 01:17:53 +01:00

116 lines
4.8 KiB
C++

#include "localscripts.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/class.hpp"
#include "../mwmechanics/aisequence.hpp"
#include "../mwmechanics/aicombat.hpp"
#include "luamanagerimp.hpp"
namespace sol
{
template <>
struct is_automagical<MWBase::LuaManager::ActorControls> : std::false_type {};
template <>
struct is_automagical<MWLua::LocalScripts::SelfObject> : std::false_type {};
}
namespace MWLua
{
void LocalScripts::initializeSelfPackage(const Context& context)
{
using ActorControls = MWBase::LuaManager::ActorControls;
sol::usertype<ActorControls> controls = context.mLua->sol().new_usertype<ActorControls>("ActorControls");
#define CONTROL(TYPE, FIELD) sol::property([](const ActorControls& c) { return c.FIELD; },\
[](ActorControls& c, const TYPE& v) { c.FIELD = v; c.mChanged = true; })
controls["movement"] = CONTROL(float, mMovement);
controls["sideMovement"] = CONTROL(float, mSideMovement);
controls["turn"] = CONTROL(float, mTurn);
controls["run"] = CONTROL(bool, mRun);
controls["jump"] = CONTROL(bool, mJump);
#undef CONTROL
sol::usertype<SelfObject> selfAPI =
context.mLua->sol().new_usertype<SelfObject>("SelfObject", sol::base_classes, sol::bases<LObject>());
selfAPI[sol::meta_function::to_string] = [](SelfObject& self) { return "openmw.self[" + self.toString() + "]"; };
selfAPI["object"] = sol::readonly_property([](SelfObject& self) -> LObject { return LObject(self); });
selfAPI["controls"] = sol::readonly_property([](SelfObject& self) { return &self.mControls; });
selfAPI["isActive"] = [](SelfObject& self) { return &self.mIsActive; };
selfAPI["enableAI"] = [](SelfObject& self, bool v) { self.mControls.mDisableAI = !v; };
selfAPI["setEquipment"] = [context](const SelfObject& obj, sol::table equipment)
{
if (!obj.ptr().getClass().hasInventoryStore(obj.ptr()))
{
if (!equipment.empty())
throw std::runtime_error(ptrToString(obj.ptr()) + " has no equipment slots");
return;
}
SetEquipmentAction::Equipment eqp;
for (auto& [key, value] : equipment)
{
int slot = key.as<int>();
if (value.is<LObject>())
eqp[slot] = value.as<LObject>().id();
else
eqp[slot] = value.as<std::string>();
}
context.mLuaManager->addAction(std::make_unique<SetEquipmentAction>(context.mLua, obj.id(), std::move(eqp)));
};
selfAPI["getCombatTarget"] = [worldView=context.mWorldView](SelfObject& self) -> sol::optional<LObject>
{
const MWWorld::Ptr& ptr = self.ptr();
MWMechanics::AiSequence& ai = ptr.getClass().getCreatureStats(ptr).getAiSequence();
MWWorld::Ptr target;
if (ai.getCombatTarget(target))
return LObject(getId(target), worldView->getObjectRegistry());
else
return {};
};
selfAPI["stopCombat"] = [](SelfObject& self)
{
const MWWorld::Ptr& ptr = self.ptr();
MWMechanics::AiSequence& ai = ptr.getClass().getCreatureStats(ptr).getAiSequence();
ai.stopCombat();
};
selfAPI["startCombat"] = [](SelfObject& self, const LObject& target)
{
const MWWorld::Ptr& ptr = self.ptr();
MWMechanics::AiSequence& ai = ptr.getClass().getCreatureStats(ptr).getAiSequence();
ai.stack(MWMechanics::AiCombat(target.ptr()), ptr);
};
}
LocalScripts::LocalScripts(LuaUtil::LuaState* lua, const LObject& obj, ESM::LuaScriptCfg::Flags autoStartMode)
: LuaUtil::ScriptsContainer(lua, "L" + idToString(obj.id()), autoStartMode), mData(obj)
{
this->addPackage("openmw.self", sol::make_object(lua->sol(), &mData));
registerEngineHandlers({&mOnActiveHandlers, &mOnInactiveHandlers, &mOnConsumeHandlers});
}
void LocalScripts::receiveEngineEvent(const EngineEvent& event)
{
std::visit([this](auto&& arg)
{
using EventT = std::decay_t<decltype(arg)>;
if constexpr (std::is_same_v<EventT, OnActive>)
{
mData.mIsActive = true;
callEngineHandlers(mOnActiveHandlers);
}
else if constexpr (std::is_same_v<EventT, OnInactive>)
{
mData.mIsActive = false;
callEngineHandlers(mOnInactiveHandlers);
}
else
{
static_assert(std::is_same_v<EventT, OnConsume>);
callEngineHandlers(mOnConsumeHandlers, arg.mRecordId);
}
}, event);
}
}