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Lua stats

This commit is contained in:
Evil Eye 2022-03-25 20:03:13 +00:00 committed by Petr Mikheev
parent 1542a0392c
commit 93d195646c
13 changed files with 732 additions and 4 deletions

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@ -59,8 +59,8 @@ add_openmw_dir (mwscript
add_openmw_dir (mwlua
luamanagerimp actions object worldview userdataserializer eventqueue
luabindings localscripts playerscripts objectbindings cellbindings asyncbindings settingsbindings
camerabindings uibindings inputbindings nearbybindings
types/types types/door types/actor types/container types/weapon
camerabindings uibindings inputbindings nearbybindings stats
types/types types/door types/actor types/container types/weapon types/npc
)
add_openmw_dir (mwsound

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@ -1,5 +1,7 @@
#include "actions.hpp"
#include "localscripts.hpp"
#include <cstring>
#include <components/debug/debuglog.hpp>
@ -168,4 +170,11 @@ namespace MWLua
std::string(" actor=") + idToString(mActor);
}
void StatUpdateAction::apply(WorldView& worldView) const
{
LObject obj(mId, worldView.getObjectRegistry());
LocalScripts* scripts = obj.ptr().getRefData().getLuaScripts();
if (scripts)
scripts->applyStatsCache();
}
}

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@ -79,6 +79,16 @@ namespace MWLua
ObjectId mActor;
};
class StatUpdateAction final : public Action
{
ObjectId mId;
public:
StatUpdateAction(LuaUtil::LuaState* state, ObjectId id) : Action(state), mId(id) {}
void apply(WorldView& worldView) const override;
std::string toString() const override { return "StatUpdateAction"; }
};
}
#endif // MWLUA_ACTIONS_H

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@ -182,4 +182,11 @@ namespace MWLua
}, event);
}
void LocalScripts::applyStatsCache()
{
const auto& ptr = mData.ptr();
for (auto& [stat, value] : mData.mStatsCache)
stat(ptr, value);
mData.mStatsCache.clear();
}
}

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@ -26,8 +26,31 @@ namespace MWLua
struct SelfObject : public LObject
{
class CachedStat
{
public:
using Setter = void(*)(int, std::string_view, const MWWorld::Ptr&, const sol::object&);
private:
Setter mSetter; // Function that updates a stat's property
int mIndex; // Optional index to disambiguate the stat
std::string_view mProp; // Name of the stat's property
public:
CachedStat(Setter setter, int index, std::string_view prop) : mSetter(setter), mIndex(index), mProp(std::move(prop)) {}
void operator()(const MWWorld::Ptr& ptr, const sol::object& object) const
{
mSetter(mIndex, mProp, ptr, object);
}
bool operator<(const CachedStat& other) const
{
return std::tie(mSetter, mIndex, mProp) < std::tie(other.mSetter, other.mIndex, other.mProp);
}
};
SelfObject(const LObject& obj) : LObject(obj), mIsActive(false) {}
MWBase::LuaManager::ActorControls mControls;
std::map<CachedStat, sol::object> mStatsCache;
bool mIsActive;
};
@ -45,6 +68,7 @@ namespace MWLua
void receiveEngineEvent(const EngineEvent&);
void applyStatsCache();
protected:
SelfObject mData;

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@ -41,7 +41,7 @@ namespace MWLua
{
auto* lua = context.mLua;
sol::table api(lua->sol(), sol::create);
api["API_REVISION"] = 18;
api["API_REVISION"] = 19;
api["quit"] = [lua]()
{
Log(Debug::Warning) << "Quit requested by a Lua script.\n" << lua->debugTraceback();

369
apps/openmw/mwlua/stats.cpp Normal file
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@ -0,0 +1,369 @@
#include "stats.hpp"
#include <memory>
#include <optional>
#include <string_view>
#include <variant>
#include <components/lua/luastate.hpp>
#include <components/misc/stringops.hpp>
#include "localscripts.hpp"
#include "luamanagerimp.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
namespace
{
template<class T>
auto addIndexedAccessor(int index)
{
return sol::overload(
[index](MWLua::LocalScripts::SelfObject& o) { return T::create(&o, index); },
[index](const MWLua::LObject& o) { return T::create(o, index); },
[index](const MWLua::GObject& o) { return T::create(o, index); }
);
}
template<class T, class G>
void addProp(const MWLua::Context& context, sol::usertype<T>& type, std::string_view prop, G getter, bool readOnly = false)
{
if(readOnly)
type[prop] = sol::property([=](const T& stat) { return stat.get(context, prop, getter); });
else
type[prop] = sol::property(
[=](const T& stat) { return stat.get(context, prop, getter); },
[=](const T& stat, const sol::object& value) { stat.cache(context, prop, value); });
}
using SelfObject = MWLua::LocalScripts::SelfObject;
using StatObject = std::variant<SelfObject*, MWLua::LObject, MWLua::GObject>;
const MWLua::Object* getObject(const StatObject& obj)
{
return std::visit([] (auto&& variant) -> const MWLua::Object*
{
using T = std::decay_t<decltype(variant)>;
if constexpr(std::is_same_v<T, SelfObject*>)
return variant;
else if constexpr(std::is_same_v<T, MWLua::LObject>)
return &variant;
else if constexpr(std::is_same_v<T, MWLua::GObject>)
return &variant;
}, obj);
}
template<class G>
sol::object getValue(const MWLua::Context& context, const StatObject& obj, SelfObject::CachedStat::Setter setter, int index, std::string_view prop, G getter)
{
return std::visit([&] (auto&& variant)
{
using T = std::decay_t<decltype(variant)>;
if constexpr(std::is_same_v<T, SelfObject*>)
{
auto it = variant->mStatsCache.find({ setter, index, prop });
if(it != variant->mStatsCache.end())
return it->second;
return sol::make_object(context.mLua->sol(), getter(variant));
}
else if constexpr(std::is_same_v<T, MWLua::LObject>)
return sol::make_object(context.mLua->sol(), getter(&variant));
else if constexpr(std::is_same_v<T, MWLua::GObject>)
return sol::make_object(context.mLua->sol(), getter(&variant));
}, obj);
}
}
namespace MWLua
{
class LevelStat
{
StatObject mObject;
LevelStat(StatObject object) : mObject(std::move(object)) {}
public:
sol::object getCurrent(const Context& context) const
{
return getValue(context, mObject, &LevelStat::setValue, 0, "current", [](const MWLua::Object* obj)
{
const auto& ptr = obj->ptr();
return ptr.getClass().getCreatureStats(ptr).getLevel();
});
}
void setCurrent(const Context& context, const sol::object& value) const
{
SelfObject* obj = std::get<SelfObject*>(mObject);
if(obj->mStatsCache.empty())
context.mLuaManager->addAction(std::make_unique<StatUpdateAction>(context.mLua, obj->id()));
obj->mStatsCache[SelfObject::CachedStat{&LevelStat::setValue, 0, "current"}] = value;
}
sol::object getProgress(const Context& context) const
{
const auto& ptr = getObject(mObject)->ptr();
if(!ptr.getClass().isNpc())
return sol::nil;
return sol::make_object(context.mLua->sol(), ptr.getClass().getNpcStats(ptr).getLevelProgress());
}
static std::optional<LevelStat> create(StatObject object, int index)
{
if(!getObject(object)->ptr().getClass().isActor())
return {};
return LevelStat{std::move(object)};
}
static void setValue(int, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
auto& stats = ptr.getClass().getCreatureStats(ptr);
if(prop == "current")
stats.setLevel(value.as<int>());
}
};
class DynamicStat
{
StatObject mObject;
int mIndex;
DynamicStat(StatObject object, int index) : mObject(std::move(object)), mIndex(index) {}
public:
template<class G>
sol::object get(const Context& context, std::string_view prop, G getter) const
{
return getValue(context, mObject, &DynamicStat::setValue, mIndex, prop, [=](const MWLua::Object* obj)
{
const auto& ptr = obj->ptr();
return (ptr.getClass().getCreatureStats(ptr).getDynamic(mIndex).*getter)();
});
}
static std::optional<DynamicStat> create(StatObject object, int index)
{
if(!getObject(object)->ptr().getClass().isActor())
return {};
return DynamicStat{std::move(object), index};
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = std::get<SelfObject*>(mObject);
if(obj->mStatsCache.empty())
context.mLuaManager->addAction(std::make_unique<StatUpdateAction>(context.mLua, obj->id()));
obj->mStatsCache[SelfObject::CachedStat{&DynamicStat::setValue, mIndex, prop}] = value;
}
static void setValue(int index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
auto& stats = ptr.getClass().getCreatureStats(ptr);
auto stat = stats.getDynamic(index);
float floatValue = value.as<float>();
if(prop == "base")
stat.setBase(floatValue);
else if(prop == "current")
stat.setCurrent(floatValue, true, true);
else if(prop == "modifier")
stat.setModifier(floatValue);
stats.setDynamic(index, stat);
}
};
class AttributeStat
{
StatObject mObject;
int mIndex;
AttributeStat(StatObject object, int index) : mObject(std::move(object)), mIndex(index) {}
public:
template<class G>
sol::object get(const Context& context, std::string_view prop, G getter) const
{
return getValue(context, mObject, &AttributeStat::setValue, mIndex, prop, [=](const MWLua::Object* obj)
{
const auto& ptr = obj->ptr();
return (ptr.getClass().getCreatureStats(ptr).getAttribute(mIndex).*getter)();
});
}
static std::optional<AttributeStat> create(StatObject object, int index)
{
if(!getObject(object)->ptr().getClass().isActor())
return {};
return AttributeStat{std::move(object), index};
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = std::get<SelfObject*>(mObject);
if(obj->mStatsCache.empty())
context.mLuaManager->addAction(std::make_unique<StatUpdateAction>(context.mLua, obj->id()));
obj->mStatsCache[SelfObject::CachedStat{&AttributeStat::setValue, mIndex, prop}] = value;
}
static void setValue(int index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
auto& stats = ptr.getClass().getCreatureStats(ptr);
auto stat = stats.getAttribute(index);
float floatValue = value.as<float>();
if(prop == "base")
stat.setBase(floatValue);
else if(prop == "damage")
{
stat.restore(stat.getDamage());
stat.damage(floatValue);
}
else if(prop == "modifier")
stat.setModifier(floatValue);
stats.setAttribute(index, stat);
}
};
class SkillStat
{
StatObject mObject;
int mIndex;
SkillStat(StatObject object, int index) : mObject(std::move(object)), mIndex(index) {}
static float getProgress(const MWWorld::Ptr& ptr, int index, const MWMechanics::SkillValue& stat)
{
float progress = stat.getProgress();
if(progress != 0.f)
progress /= getMaxProgress(ptr, index, stat);
return progress;
}
static float getMaxProgress(const MWWorld::Ptr& ptr, int index, const MWMechanics::SkillValue& stat) {
const auto& store = MWBase::Environment::get().getWorld()->getStore();
const auto cl = store.get<ESM::Class>().find(ptr.get<ESM::NPC>()->mBase->mClass);
return ptr.getClass().getNpcStats(ptr).getSkillProgressRequirement(index, *cl);
}
public:
template<class G>
sol::object get(const Context& context, std::string_view prop, G getter) const
{
return getValue(context, mObject, &SkillStat::setValue, mIndex, prop, [=](const MWLua::Object* obj)
{
const auto& ptr = obj->ptr();
return (ptr.getClass().getNpcStats(ptr).getSkill(mIndex).*getter)();
});
}
sol::object getProgress(const Context& context) const
{
return getValue(context, mObject, &SkillStat::setValue, mIndex, "progress", [=](const MWLua::Object* obj)
{
const auto& ptr = obj->ptr();
return getProgress(ptr, mIndex, ptr.getClass().getNpcStats(ptr).getSkill(mIndex));
});
}
static std::optional<SkillStat> create(StatObject object, int index)
{
if(!getObject(object)->ptr().getClass().isNpc())
return {};
return SkillStat{std::move(object), index};
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = std::get<SelfObject*>(mObject);
if(obj->mStatsCache.empty())
context.mLuaManager->addAction(std::make_unique<StatUpdateAction>(context.mLua, obj->id()));
obj->mStatsCache[SelfObject::CachedStat{&SkillStat::setValue, mIndex, prop}] = value;
}
static void setValue(int index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
auto& stats = ptr.getClass().getNpcStats(ptr);
auto stat = stats.getSkill(index);
float floatValue = value.as<float>();
if(prop == "base")
stat.setBase(floatValue);
else if(prop == "damage")
{
stat.restore(stat.getDamage());
stat.damage(floatValue);
}
else if(prop == "modifier")
stat.setModifier(floatValue);
else if(prop == "progress")
stat.setProgress(floatValue * getMaxProgress(ptr, index, stat));
stats.setSkill(index, stat);
}
};
}
namespace sol
{
template <>
struct is_automagical<MWLua::LevelStat> : std::false_type {};
template <>
struct is_automagical<MWLua::DynamicStat> : std::false_type {};
template <>
struct is_automagical<MWLua::AttributeStat> : std::false_type {};
template <>
struct is_automagical<MWLua::SkillStat> : std::false_type {};
}
namespace MWLua
{
void addActorStatsBindings(sol::table& actor, const Context& context)
{
sol::table stats(context.mLua->sol(), sol::create);
actor["stats"] = LuaUtil::makeReadOnly(stats);
auto levelStatT = context.mLua->sol().new_usertype<LevelStat>("LevelStat");
levelStatT["current"] = sol::property(
[context](const LevelStat& stat) { return stat.getCurrent(context); },
[context](const LevelStat& stat, const sol::object& value) { stat.setCurrent(context, value); });
levelStatT["progress"] = sol::property([context](const LevelStat& stat) { return stat.getProgress(context); });
stats["level"] = addIndexedAccessor<LevelStat>(0);
auto dynamicStatT = context.mLua->sol().new_usertype<DynamicStat>("DynamicStat");
addProp(context, dynamicStatT, "base", &MWMechanics::DynamicStat<float>::getBase);
addProp(context, dynamicStatT, "current", &MWMechanics::DynamicStat<float>::getCurrent);
addProp(context, dynamicStatT, "modifier", &MWMechanics::DynamicStat<float>::getModifier);
sol::table dynamic(context.mLua->sol(), sol::create);
stats["dynamic"] = LuaUtil::makeReadOnly(dynamic);
dynamic["health"] = addIndexedAccessor<DynamicStat>(0);
dynamic["magicka"] = addIndexedAccessor<DynamicStat>(1);
dynamic["fatigue"] = addIndexedAccessor<DynamicStat>(2);
auto attributeStatT = context.mLua->sol().new_usertype<AttributeStat>("AttributeStat");
addProp(context, attributeStatT, "base", &MWMechanics::AttributeValue::getBase);
addProp(context, attributeStatT, "damage", &MWMechanics::AttributeValue::getDamage);
addProp(context, attributeStatT, "modified", &MWMechanics::AttributeValue::getModified, true);
addProp(context, attributeStatT, "modifier", &MWMechanics::AttributeValue::getModifier);
sol::table attributes(context.mLua->sol(), sol::create);
stats["attributes"] = LuaUtil::makeReadOnly(attributes);
for(int id = ESM::Attribute::Strength; id < ESM::Attribute::Length; ++id)
attributes[Misc::StringUtils::lowerCase(ESM::Attribute::sAttributeNames[id])] = addIndexedAccessor<AttributeStat>(id);
}
void addNpcStatsBindings(sol::table& npc, const Context& context)
{
sol::table npcStats(context.mLua->sol(), sol::create);
sol::table baseMeta(context.mLua->sol(), sol::create);
baseMeta[sol::meta_function::index] = LuaUtil::getMutableFromReadOnly(npc["baseType"]["stats"]);
npcStats[sol::metatable_key] = baseMeta;
npc["stats"] = LuaUtil::makeReadOnly(npcStats);
auto skillStatT = context.mLua->sol().new_usertype<SkillStat>("SkillStat");
addProp(context, skillStatT, "base", &MWMechanics::SkillValue::getBase);
addProp(context, skillStatT, "damage", &MWMechanics::SkillValue::getDamage);
addProp(context, skillStatT, "modified", &MWMechanics::SkillValue::getModified, true);
addProp(context, skillStatT, "modifier", &MWMechanics::SkillValue::getModifier);
skillStatT["progress"] = sol::property(
[context](const SkillStat& stat) { return stat.getProgress(context); },
[context](const SkillStat& stat, const sol::object& value) { stat.cache(context, "progress", value); });
sol::table skills(context.mLua->sol(), sol::create);
npcStats["skills"] = LuaUtil::makeReadOnly(skills);
for(int id = ESM::Skill::Block; id < ESM::Skill::Length; ++id)
skills[Misc::StringUtils::lowerCase(ESM::Skill::sSkillNames[id])] = addIndexedAccessor<SkillStat>(id);
}
}

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@ -0,0 +1,12 @@
#ifndef MWLUA_STATS_H
#define MWLUA_STATS_H
#include "context.hpp"
namespace MWLua
{
void addActorStatsBindings(sol::table& actor, const Context& context);
void addNpcStatsBindings(sol::table& npc, const Context& context);
}
#endif

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@ -10,6 +10,7 @@
#include "../luabindings.hpp"
#include "../localscripts.hpp"
#include "../luamanagerimp.hpp"
#include "../stats.hpp"
namespace MWLua
{
@ -132,6 +133,8 @@ namespace MWLua
}
context.mLuaManager->addAction(std::make_unique<SetEquipmentAction>(context.mLua, obj.id(), std::move(eqp)));
};
addActorStatsBindings(actor, context);
}
}

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@ -0,0 +1,11 @@
#include "types.hpp"
#include "../stats.hpp"
namespace MWLua
{
void addNpcBindings(sol::table npc, const Context& context)
{
addNpcStatsBindings(npc, context);
}
}

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@ -156,7 +156,7 @@ namespace MWLua
ESM::REC_APPA, ESM::REC_LOCK, ESM::REC_PROB, ESM::REC_REPA});
addType(ObjectTypeName::Creature, {ESM::REC_CREA}, ObjectTypeName::Actor);
addType(ObjectTypeName::NPC, {ESM::REC_INTERNAL_PLAYER, ESM::REC_NPC_}, ObjectTypeName::Actor);
addNpcBindings(addType(ObjectTypeName::NPC, {ESM::REC_INTERNAL_PLAYER, ESM::REC_NPC_}, ObjectTypeName::Actor), context);
addType(ObjectTypeName::Player, {ESM::REC_INTERNAL_PLAYER}, ObjectTypeName::NPC);
addType(ObjectTypeName::Armor, {ESM::REC_ARMO}, ObjectTypeName::Item);

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@ -28,6 +28,7 @@ namespace MWLua
void addDoorBindings(sol::table door, const Context& context);
void addActorBindings(sol::table actor, const Context& context);
void addWeaponBindings(sol::table weapon, const Context& context);
void addNpcBindings(sol::table npc, const Context& context);
}
#endif // MWLUA_TYPES_H

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@ -128,6 +128,287 @@
-- local Actor = require('openmw.types').Actor
-- Actor.setEquipment(self, {}) -- unequip all
---
-- @type LevelStat
-- @field #number current The actor's current level.
-- @field #number progress The NPC's level progress (read-only.)
---
-- @type DynamicStat
-- @field #number base
-- @field #number current
-- @field #number modifier
---
-- @type AttributeStat
-- @field #number base The actor's base attribute value.
-- @field #number damage The amount the attribute has been damaged.
-- @field #number modified The actor's current attribute value (read-only.)
-- @field #number modifier The attribute's modifier.
---
-- @type SkillStat
-- @field #number base The NPC's base skill value.
-- @field #number damage The amount the skill has been damaged.
-- @field #number modified The NPC's current skill value (read-only.)
-- @field #number modifier The skill's modifier.
-- @field #number progress [0-1] The NPC's skill progress.
---
-- @type DynamicStats
---
-- Health (returns @{#DynamicStat})
-- @function [parent=#DynamicStats] health
-- @param openmw.core#GameObject actor
-- @return #DynamicStat
---
-- Magicka (returns @{#DynamicStat})
-- @function [parent=#DynamicStats] magicka
-- @param openmw.core#GameObject actor
-- @return #DynamicStat
---
-- Fatigue (returns @{#DynamicStat})
-- @function [parent=#DynamicStats] fatigue
-- @param openmw.core#GameObject actor
-- @return #DynamicStat
---
-- @type AttributeStats
---
-- Strength (returns @{#AttributeStat})
-- @function [parent=#AttributeStats] strength
-- @param openmw.core#GameObject actor
-- @return #AttributeStat
---
-- Intelligence (returns @{#AttributeStat})
-- @function [parent=#AttributeStats] intelligence
-- @param openmw.core#GameObject actor
-- @return #AttributeStat
---
-- Willpower (returns @{#AttributeStat})
-- @function [parent=#AttributeStats] willpower
-- @param openmw.core#GameObject actor
-- @return #AttributeStat
---
-- Agility (returns @{#AttributeStat})
-- @function [parent=#AttributeStats] agility
-- @param openmw.core#GameObject actor
-- @return #AttributeStat
---
-- Speed (returns @{#AttributeStat})
-- @function [parent=#AttributeStats] speed
-- @param openmw.core#GameObject actor
-- @return #AttributeStat
---
-- Endurance (returns @{#AttributeStat})
-- @function [parent=#AttributeStats] endurance
-- @param openmw.core#GameObject actor
-- @return #AttributeStat
---
-- Personality (returns @{#AttributeStat})
-- @function [parent=#AttributeStats] personality
-- @param openmw.core#GameObject actor
-- @return #AttributeStat
---
-- Luck (returns @{#AttributeStat})
-- @function [parent=#AttributeStats] luck
-- @param openmw.core#GameObject actor
-- @return #AttributeStat
---
-- @type SkillStats
---
-- Block (returns @{#SkillStat})
-- @function [parent=#SkillStats] block
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Armorer (returns @{#SkillStat})
-- @function [parent=#SkillStats] armorer
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Medium Armor (returns @{#SkillStat})
-- @function [parent=#SkillStats] mediumarmor
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Heavy Armor (returns @{#SkillStat})
-- @function [parent=#SkillStats] heavyarmor
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Blunt Weapon (returns @{#SkillStat})
-- @function [parent=#SkillStats] bluntweapon
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Long Blade (returns @{#SkillStat})
-- @function [parent=#SkillStats] longblade
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Axe (returns @{#SkillStat})
-- @function [parent=#SkillStats] axe
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Spear (returns @{#SkillStat})
-- @function [parent=#SkillStats] spear
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Athletics (returns @{#SkillStat})
-- @function [parent=#SkillStats] athletics
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Enchant (returns @{#SkillStat})
-- @function [parent=#SkillStats] enchant
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Destruction (returns @{#SkillStat})
-- @function [parent=#SkillStats] destruction
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Alteration (returns @{#SkillStat})
-- @function [parent=#SkillStats] alteration
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Illusion (returns @{#SkillStat})
-- @function [parent=#SkillStats] illusion
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Conjuration (returns @{#SkillStat})
-- @function [parent=#SkillStats] conjuration
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Mysticism (returns @{#SkillStat})
-- @function [parent=#SkillStats] mysticism
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Restoration (returns @{#SkillStat})
-- @function [parent=#SkillStats] restoration
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Alchemy (returns @{#SkillStat})
-- @function [parent=#SkillStats] alchemy
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Unarmored (returns @{#SkillStat})
-- @function [parent=#SkillStats] unarmored
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Security (returns @{#SkillStat})
-- @function [parent=#SkillStats] security
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Sneak (returns @{#SkillStat})
-- @function [parent=#SkillStats] sneak
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Acrobatics (returns @{#SkillStat})
-- @function [parent=#SkillStats] acrobatics
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Light Armor (returns @{#SkillStat})
-- @function [parent=#SkillStats] lightarmor
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Short Blade (returns @{#SkillStat})
-- @function [parent=#SkillStats] shortblade
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Marksman (returns @{#SkillStat})
-- @function [parent=#SkillStats] marksman
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Mercantile (returns @{#SkillStat})
-- @function [parent=#SkillStats] mercantile
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Speechcraft (returns @{#SkillStat})
-- @function [parent=#SkillStats] speechcraft
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- Hand To Hand (returns @{#SkillStat})
-- @function [parent=#SkillStats] handtohand
-- @param openmw.core#GameObject actor
-- @return #SkillStat
---
-- @type ActorStats
-- @field #DynamicStats dynamic
-- @field #AttributeStats attributes
---
-- Level (returns @{#LevelStat})
-- @function [parent=#ActorStats] level
-- @param openmw.core#GameObject actor
-- @return #LevelStat
--- The actor's stats.
-- @field [parent=#Actor] #ActorStats stats
---
-- @type NpcStats
-- @extends ActorStats
-- @field #SkillStats skills
--- @{#Item} functions (all pickable items that can be placed to an inventory or container)
@ -167,6 +448,7 @@
-- @type NPC
-- @extends #Actor
-- @field #Actor baseType @{#Actor}
-- @field [parent=#NPC] #NpcStats stats
---
-- Whether the object is an NPC or a Player.