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Add region bindings
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parent
32e463945e
commit
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5 changed files with 138 additions and 1 deletions
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@ -63,7 +63,7 @@ add_openmw_dir (mwlua
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context menuscripts globalscripts localscripts playerscripts luabindings objectbindings cellbindings coremwscriptbindings
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mwscriptbindings camerabindings vfsbindings uibindings soundbindings inputbindings nearbybindings dialoguebindings
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postprocessingbindings stats recordstore debugbindings corebindings worldbindings worker landbindings magicbindings factionbindings
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classbindings itemdata inputprocessor animationbindings birthsignbindings racebindings markupbindings weatherbindings
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classbindings itemdata inputprocessor animationbindings birthsignbindings racebindings markupbindings weatherbindings regionbindings
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types/types types/door types/item types/actor types/container types/lockable types/weapon types/npc
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types/creature types/player types/activator types/book types/lockpick types/probe types/apparatus
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types/potion types/ingredient types/misc types/repair types/armor types/light types/static
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@ -27,6 +27,7 @@
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#include "luaevents.hpp"
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#include "magicbindings.hpp"
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#include "soundbindings.hpp"
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#include "regionbindings.hpp"
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#include "stats.hpp"
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#include "weatherbindings.hpp"
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@ -111,6 +112,8 @@ namespace MWLua
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api["factions"]
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= context.cachePackage("openmw_core_factions", [context]() { return initCoreFactionBindings(context); });
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api["regions"]
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= context.cachePackage("openmw_core_regions", [context]() { return initCoreRegionBindings(context); });
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api["dialogue"]
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= context.cachePackage("openmw_core_dialogue", [context]() { return initCoreDialogueBindings(context); });
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api["l10n"] = context.cachePackage("openmw_core_l10n",
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92
apps/openmw/mwlua/regionbindings.cpp
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92
apps/openmw/mwlua/regionbindings.cpp
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@ -0,0 +1,92 @@
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#include "regionbindings.hpp"
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#include "recordstore.hpp"
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#include <components/esm3/loadregn.hpp>
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#include <components/lua/luastate.hpp>
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#include <components/lua/util.hpp>
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#include <components/misc/color.hpp>
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#include "idcollectionbindings.hpp"
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namespace
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{
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struct RegionSoundRef
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{
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ESM::RefId mSoundId;
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uint8_t mChance;
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RegionSoundRef(const ESM::Region::SoundRef& ref)
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: mSoundId(ref.mSound)
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, mChance(ref.mChance)
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{
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}
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};
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}
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namespace sol
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{
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template <>
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struct is_automagical<ESM::Region> : std::false_type
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{
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};
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template <>
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struct is_automagical<MWWorld::Store<RegionSoundRef>> : 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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sol::table initCoreRegionBindings(const Context& context)
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{
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sol::state_view lua = context.sol();
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sol::table regions(lua, sol::create);
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addRecordFunctionBinding<ESM::Region>(regions, context);
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// Region record
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auto regionT = lua.new_usertype<ESM::Region>("ESM3_Region");
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regionT[sol::meta_function::to_string]
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= [](const ESM::Region& rec) -> std::string { return "ESM3_Region[" + rec.mId.toDebugString() + "]"; };
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regionT["id"] = sol::readonly_property([](const ESM::Region& rec) { return rec.mId.serializeText(); });
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regionT["name"] = sol::readonly_property([](const ESM::Region& rec) -> std::string_view { return rec.mName; });
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regionT["mapColor"] = sol::readonly_property([](const ESM::Region& rec) -> Misc::Color {
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uint32_t c = rec.mMapColor;
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float r = ((c >> 16) & 0xFF) / 255.f;
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float g = ((c >> 8) & 0xFF) / 255.f;
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float b = (c & 0xFF) / 255.f;
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return Misc::Color(r, g, b, 1.f); // assume alpha = 1.0
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});
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regionT["sleepList"]
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= sol::readonly_property([](const ESM::Region& rec) { return rec.mSleepList.serializeText(); });
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regionT["weatherProbabilities"] = sol::readonly_property([lua = lua.lua_state()](const ESM::Region& rec) {
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static const std::array<const char*, 10> WeatherNames
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= { "clear", "cloudy", "foggy", "overcast", "rain", "thunder", "ash", "blight", "snow", "blizzard" };
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sol::table res(lua, sol::create);
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for (size_t i = 0; i < rec.mData.mProbabilities.size(); ++i)
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{
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res[i + 1] = rec.mData.mProbabilities[i]; // Numeric index (Lua-style 1-based)
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res[WeatherNames[i]] = rec.mData.mProbabilities[i]; // Named index
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}
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return res;
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});
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regionT["sounds"] = sol::readonly_property([lua = lua.lua_state()](const ESM::Region& rec) {
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sol::table res(lua, sol::create);
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for (const auto& soundRef : rec.mSoundList)
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res.add(RegionSoundRef(soundRef));
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return res;
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});
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auto soundRefT = lua.new_usertype<RegionSoundRef>("ESM3_RegionSoundRef");
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soundRefT[sol::meta_function::to_string] = [](const RegionSoundRef& ref) -> std::string {
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return "ESM3_RegionSoundRef[" + ref.mSoundId.toDebugString() + "]";
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};
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soundRefT["soundId"]
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= sol::readonly_property([](const RegionSoundRef& ref) { return ref.mSoundId.serializeText(); });
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soundRefT["chance"] = sol::readonly_property([](const RegionSoundRef& ref) { return ref.mChance; });
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return LuaUtil::makeReadOnly(regions);
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}
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}
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13
apps/openmw/mwlua/regionbindings.hpp
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13
apps/openmw/mwlua/regionbindings.hpp
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@ -0,0 +1,13 @@
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#ifndef MWLUA_REGIONBINDINGS_H
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#define MWLUA_REGIONBINDINGS_H
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#include <sol/forward.hpp>
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#include "context.hpp"
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namespace MWLua
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{
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sol::table initCoreRegionBindings(const Context& context);
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}
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#endif // MWLUA_REGIONBINDINGS_H
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@ -1159,6 +1159,35 @@
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-- Always nil for journal records or if there is no value set.
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-- @field [parent=#DialogueRecordInfo] #string resultScript
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--- @{#Regions}: Regions
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-- @field [parent=#core] #Regions regions
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---
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-- A read-only list of all @{#RegionRecord}s in the world database.
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-- @field [parent=#Regions] #list<#RegionRecord> records
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-- @usage local record = core.regions.records['bitter coast region']
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-- @usage local record = core.regions.records[1]
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---
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-- Region data record
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-- @type RegionRecord
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-- @field #string id Region ID
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-- @field #string name Region display name
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-- @field openmw.util#Color mapColor Map color for this region.
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-- @field #string sleepList A list of leveled creature list used when sleeping outdoors in this region
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-- @field #list<#RegionSoundRef> sounds A read-only list of ambient sounds played randomly in this region
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-- @field #table weatherProbabilities A table mapping weather types to their probability (0–100), should sum to 100.
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-- Supports both numeric indices (1–10) and string keys:
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-- `"clear"`, `"cloudy"`, `"foggy"`, `"overcast"`, `"rain"`, `"thunder"`, `"ash"`, `"blight"`, `"snow"`, `"blizzard"`
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-- @usage print(region.weatherProbabilities[1]) -- access by index
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-- @usage print(region.weatherProbabilities["rain"]) -- access by name
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---
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-- Region sound reference
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-- @type RegionSoundRef
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-- @field #string soundId Sound record ID
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-- @field #number chance Probability that this sound plays periodically in the region
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--- @{#Factions}: Factions
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-- @field [parent=#core] #Factions factions
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