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Maybe an anonymous namespace reduces RAM requirements

This file is the most likely to make the compiler run out of heap space
This commit is contained in:
AnyOldName3 2025-12-22 17:42:50 +00:00
parent 93c3618121
commit f884c26631

View file

@ -62,428 +62,437 @@ namespace
namespace MWLua
{
static void addStatUpdateAction(MWLua::LuaManager* manager, const SelfObject& obj)
namespace
{
if (!obj.mStatsCache.empty())
return; // was already added before
manager->addAction(
[obj = Object(obj)] {
LocalScripts* scripts = obj.ptr().getRefData().getLuaScripts();
if (scripts)
scripts->applyStatsCache();
},
"StatUpdateAction");
}
static void setCreatureValue(Index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
auto& stats = ptr.getClass().getCreatureStats(ptr);
if (prop == "current")
stats.setLevel(LuaUtil::cast<int>(value));
}
static void setNpcValue(Index index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
auto& stats = ptr.getClass().getNpcStats(ptr);
if (prop == "progress")
stats.setLevelProgress(LuaUtil::cast<int>(value));
else if (prop == "skillIncreasesForAttribute")
stats.setSkillIncreasesForAttribute(
*std::get<ESM::RefId>(index).getIf<ESM::StringRefId>(), LuaUtil::cast<int>(value));
else if (prop == "skillIncreasesForSpecialization")
stats.setSkillIncreasesForSpecialization(
static_cast<ESM::Class::Specialization>(std::get<int>(index)), LuaUtil::cast<int>(value));
}
class SkillIncreasesForAttributeStats
{
ObjectVariant mObject;
public:
SkillIncreasesForAttributeStats(ObjectVariant object)
: mObject(std::move(object))
static void addStatUpdateAction(MWLua::LuaManager* manager, const SelfObject& obj)
{
if (!obj.mStatsCache.empty())
return; // was already added before
manager->addAction(
[obj = Object(obj)] {
LocalScripts* scripts = obj.ptr().getRefData().getLuaScripts();
if (scripts)
scripts->applyStatsCache();
},
"StatUpdateAction");
}
sol::object get(const Context& context, ESM::StringRefId attributeId) const
static void setCreatureValue(Index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
if (!mObject.ptr().getClass().isNpc())
return sol::nil;
return getValue(context, mObject, &setNpcValue, attributeId, "skillIncreasesForAttribute",
[attributeId](const MWWorld::Ptr& ptr) {
return ptr.getClass().getNpcStats(ptr).getSkillIncreasesForAttribute(attributeId);
});
}
void set(const Context& context, ESM::StringRefId attributeId, const sol::object& value) const
{
const auto& ptr = mObject.ptr();
if (!ptr.getClass().isNpc())
return;
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &setNpcValue, attributeId, "skillIncreasesForAttribute" }]
= sol::main_object(value);
}
};
class SkillIncreasesForSpecializationStats
{
ObjectVariant mObject;
public:
SkillIncreasesForSpecializationStats(ObjectVariant object)
: mObject(std::move(object))
{
}
sol::object get(const Context& context, int specialization) const
{
if (!mObject.ptr().getClass().isNpc())
return sol::nil;
return getValue(context, mObject, &setNpcValue, specialization, "skillIncreasesForSpecialization",
[specialization](const MWWorld::Ptr& ptr) {
return ptr.getClass().getNpcStats(ptr).getSkillIncreasesForSpecialization(
static_cast<ESM::Class::Specialization>(specialization));
});
}
void set(const Context& context, int specialization, const sol::object& value) const
{
const auto& ptr = mObject.ptr();
if (!ptr.getClass().isNpc())
return;
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &setNpcValue, specialization, "skillIncreasesForSpecialization" }]
= sol::main_object(value);
}
};
class LevelStat
{
ObjectVariant mObject;
LevelStat(ObjectVariant object)
: mObject(std::move(object))
{
}
public:
sol::object getCurrent(const Context& context) const
{
return getValue(context, mObject, &setCreatureValue, std::monostate{}, "current",
[](const MWWorld::Ptr& ptr) { return ptr.getClass().getCreatureStats(ptr).getLevel(); });
}
void setCurrent(const Context& context, const sol::object& value) const
{
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &setCreatureValue, std::monostate{}, "current" }]
= sol::main_object(value);
}
sol::object getProgress(const Context& context) const
{
if (!mObject.ptr().getClass().isNpc())
return sol::nil;
return getValue(context, mObject, &setNpcValue, std::monostate{}, "progress",
[](const MWWorld::Ptr& ptr) { return ptr.getClass().getNpcStats(ptr).getLevelProgress(); });
}
void setProgress(const Context& context, const sol::object& value) const
{
const auto& ptr = mObject.ptr();
if (!ptr.getClass().isNpc())
return;
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &setNpcValue, std::monostate{}, "progress" }]
= sol::main_object(value);
}
SkillIncreasesForAttributeStats getSkillIncreasesForAttributeStats() const
{
return SkillIncreasesForAttributeStats{ mObject };
}
SkillIncreasesForSpecializationStats getSkillIncreasesForSpecializationStats() const
{
return SkillIncreasesForSpecializationStats{ mObject };
}
static std::optional<LevelStat> create(ObjectVariant object, Index)
{
if (!object.ptr().getClass().isActor())
return {};
return LevelStat{ std::move(object) };
}
};
class DynamicStat
{
ObjectVariant mObject;
int mIndex;
DynamicStat(ObjectVariant 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, [this, getter](const MWWorld::Ptr& ptr) {
return (ptr.getClass().getCreatureStats(ptr).getDynamic(mIndex).*getter)();
});
}
static std::optional<DynamicStat> create(ObjectVariant object, Index i)
{
if (!object.ptr().getClass().isActor())
return {};
int index = std::get<int>(i);
return DynamicStat{ std::move(object), index };
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &DynamicStat::setValue, mIndex, prop }] = sol::main_object(value);
}
static void setValue(Index i, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
int index = std::get<int>(i);
auto& stats = ptr.getClass().getCreatureStats(ptr);
auto stat = stats.getDynamic(index);
float floatValue = LuaUtil::cast<float>(value);
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
{
ObjectVariant mObject;
ESM::RefId mId;
AttributeStat(ObjectVariant object, ESM::RefId id)
: mObject(std::move(object))
, mId(id)
{
if (prop == "current")
stats.setLevel(LuaUtil::cast<int>(value));
}
public:
template <class G>
sol::object get(const Context& context, std::string_view prop, G getter) const
static void setNpcValue(Index index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
return getValue(
context, mObject, &AttributeStat::setValue, mId, prop, [this, getter](const MWWorld::Ptr& ptr) {
return (ptr.getClass().getCreatureStats(ptr).getAttribute(mId).*getter)();
});
}
float getModified(const Context& context) const
{
auto base = LuaUtil::cast<float>(get(context, "base", &MWMechanics::AttributeValue::getBase));
auto damage = LuaUtil::cast<float>(get(context, "damage", &MWMechanics::AttributeValue::getDamage));
auto modifier = LuaUtil::cast<float>(get(context, "modifier", &MWMechanics::AttributeValue::getModifier));
return std::max(0.f, base - damage + modifier); // Should match AttributeValue::getModified
}
static std::optional<AttributeStat> create(ObjectVariant object, Index i)
{
if (!object.ptr().getClass().isActor())
return {};
ESM::RefId id = std::get<ESM::RefId>(i);
return AttributeStat{ std::move(object), id };
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &AttributeStat::setValue, mId, prop }] = sol::main_object(value);
}
static void setValue(Index i, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
ESM::RefId id = std::get<ESM::RefId>(i);
auto& stats = ptr.getClass().getCreatureStats(ptr);
auto stat = stats.getAttribute(id);
float floatValue = LuaUtil::cast<float>(value);
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(id, stat);
}
};
class SkillStat
{
ObjectVariant mObject;
ESM::RefId mId;
SkillStat(ObjectVariant object, ESM::RefId id)
: mObject(std::move(object))
, mId(id)
{
}
static float getProgress(const MWWorld::Ptr& ptr, ESM::RefId id, const MWMechanics::SkillValue& stat)
{
float progress = stat.getProgress();
if (progress != 0.f)
progress /= getMaxProgress(ptr, id, stat);
return progress;
}
static float getMaxProgress(const MWWorld::Ptr& ptr, ESM::RefId id, const MWMechanics::SkillValue& stat)
{
const auto& store = *MWBase::Environment::get().getESMStore();
const auto cl = store.get<ESM::Class>().find(ptr.get<ESM::NPC>()->mBase->mClass);
return ptr.getClass().getNpcStats(ptr).getSkillProgressRequirement(id, *cl);
}
public:
template <class G>
sol::object get(const Context& context, std::string_view prop, G getter) const
{
return getValue(context, mObject, &SkillStat::setValue, mId, prop, [this, getter](const MWWorld::Ptr& ptr) {
return (ptr.getClass().getNpcStats(ptr).getSkill(mId).*getter)();
});
}
float getModified(const Context& context) const
{
auto base = LuaUtil::cast<float>(get(context, "base", &MWMechanics::SkillValue::getBase));
auto damage = LuaUtil::cast<float>(get(context, "damage", &MWMechanics::SkillValue::getDamage));
auto modifier = LuaUtil::cast<float>(get(context, "modifier", &MWMechanics::SkillValue::getModifier));
return std::max(0.f, base - damage + modifier); // Should match SkillValue::getModified
}
sol::object getProgress(const Context& context) const
{
return getValue(context, mObject, &SkillStat::setValue, mId, "progress", [this](const MWWorld::Ptr& ptr) {
return getProgress(ptr, mId, ptr.getClass().getNpcStats(ptr).getSkill(mId));
});
}
static std::optional<SkillStat> create(ObjectVariant object, Index index)
{
if (!object.ptr().getClass().isNpc())
return {};
ESM::RefId id = std::get<ESM::RefId>(index);
return SkillStat{ std::move(object), id };
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &SkillStat::setValue, mId, prop }] = sol::main_object(value);
}
static void setValue(Index index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
ESM::RefId id = std::get<ESM::RefId>(index);
auto& stats = ptr.getClass().getNpcStats(ptr);
auto stat = stats.getSkill(id);
float floatValue = LuaUtil::cast<float>(value);
if (prop == "base")
stat.setBase(floatValue);
else if (prop == "damage")
if (prop == "progress")
stats.setLevelProgress(LuaUtil::cast<int>(value));
else if (prop == "skillIncreasesForAttribute")
stats.setSkillIncreasesForAttribute(
*std::get<ESM::RefId>(index).getIf<ESM::StringRefId>(), LuaUtil::cast<int>(value));
else if (prop == "skillIncreasesForSpecialization")
stats.setSkillIncreasesForSpecialization(
static_cast<ESM::Class::Specialization>(std::get<int>(index)), LuaUtil::cast<int>(value));
}
class SkillIncreasesForAttributeStats
{
ObjectVariant mObject;
public:
SkillIncreasesForAttributeStats(ObjectVariant object)
: mObject(std::move(object))
{
stat.restore(stat.getDamage());
stat.damage(floatValue);
}
else if (prop == "modifier")
stat.setModifier(floatValue);
else if (prop == "progress")
stat.setProgress(floatValue * getMaxProgress(ptr, id, stat));
stats.setSkill(id, stat);
}
};
class AIStat
{
ObjectVariant mObject;
MWMechanics::AiSetting mIndex;
sol::object get(const Context& context, ESM::StringRefId attributeId) const
{
if (!mObject.ptr().getClass().isNpc())
return sol::nil;
AIStat(ObjectVariant object, MWMechanics::AiSetting index)
: mObject(std::move(object))
, mIndex(index)
return getValue(context, mObject, &setNpcValue, attributeId, "skillIncreasesForAttribute",
[attributeId](const MWWorld::Ptr& ptr) {
return ptr.getClass().getNpcStats(ptr).getSkillIncreasesForAttribute(attributeId);
});
}
void set(const Context& context, ESM::StringRefId attributeId, const sol::object& value) const
{
const auto& ptr = mObject.ptr();
if (!ptr.getClass().isNpc())
return;
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &setNpcValue, attributeId, "skillIncreasesForAttribute" }]
= sol::main_object(value);
}
};
class SkillIncreasesForSpecializationStats
{
}
ObjectVariant mObject;
public:
template <class G>
sol::object get(const Context& context, std::string_view prop, G getter) const
{
return getValue(context, mObject, &AIStat::setValue, static_cast<int>(mIndex), prop,
[this, getter](const MWWorld::Ptr& ptr) {
return (ptr.getClass().getCreatureStats(ptr).getAiSetting(mIndex).*getter)();
});
}
public:
SkillIncreasesForSpecializationStats(ObjectVariant object)
: mObject(std::move(object))
{
}
int getModified(const Context& context) const
{
auto base = LuaUtil::cast<int>(get(context, "base", &MWMechanics::Stat<int>::getBase));
auto modifier = LuaUtil::cast<int>(get(context, "modifier", &MWMechanics::Stat<int>::getModifier));
return std::max(0, base + modifier);
}
sol::object get(const Context& context, int specialization) const
{
if (!mObject.ptr().getClass().isNpc())
return sol::nil;
static std::optional<AIStat> create(ObjectVariant object, MWMechanics::AiSetting index)
{
if (!object.ptr().getClass().isActor())
return {};
return AIStat{ std::move(object), index };
}
return getValue(context, mObject, &setNpcValue, specialization, "skillIncreasesForSpecialization",
[specialization](const MWWorld::Ptr& ptr) {
return ptr.getClass().getNpcStats(ptr).getSkillIncreasesForSpecialization(
static_cast<ESM::Class::Specialization>(specialization));
});
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &AIStat::setValue, static_cast<int>(mIndex), prop }]
= sol::main_object(value);
}
void set(const Context& context, int specialization, const sol::object& value) const
{
const auto& ptr = mObject.ptr();
if (!ptr.getClass().isNpc())
return;
static void setValue(Index i, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{
&setNpcValue, specialization, "skillIncreasesForSpecialization" }]
= sol::main_object(value);
}
};
class LevelStat
{
auto index = static_cast<MWMechanics::AiSetting>(std::get<int>(i));
auto& stats = ptr.getClass().getCreatureStats(ptr);
auto stat = stats.getAiSetting(index);
int intValue = LuaUtil::cast<int>(value);
if (prop == "base")
stat.setBase(intValue);
else if (prop == "modifier")
stat.setModifier(intValue);
stats.setAiSetting(index, stat);
}
};
ObjectVariant mObject;
LevelStat(ObjectVariant object)
: mObject(std::move(object))
{
}
public:
sol::object getCurrent(const Context& context) const
{
return getValue(context, mObject, &setCreatureValue, std::monostate{}, "current",
[](const MWWorld::Ptr& ptr) { return ptr.getClass().getCreatureStats(ptr).getLevel(); });
}
void setCurrent(const Context& context, const sol::object& value) const
{
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &setCreatureValue, std::monostate{}, "current" }]
= sol::main_object(value);
}
sol::object getProgress(const Context& context) const
{
if (!mObject.ptr().getClass().isNpc())
return sol::nil;
return getValue(context, mObject, &setNpcValue, std::monostate{}, "progress",
[](const MWWorld::Ptr& ptr) { return ptr.getClass().getNpcStats(ptr).getLevelProgress(); });
}
void setProgress(const Context& context, const sol::object& value) const
{
const auto& ptr = mObject.ptr();
if (!ptr.getClass().isNpc())
return;
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &setNpcValue, std::monostate{}, "progress" }]
= sol::main_object(value);
}
SkillIncreasesForAttributeStats getSkillIncreasesForAttributeStats() const
{
return SkillIncreasesForAttributeStats{ mObject };
}
SkillIncreasesForSpecializationStats getSkillIncreasesForSpecializationStats() const
{
return SkillIncreasesForSpecializationStats{ mObject };
}
static std::optional<LevelStat> create(ObjectVariant object, Index)
{
if (!object.ptr().getClass().isActor())
return {};
return LevelStat{ std::move(object) };
}
};
class DynamicStat
{
ObjectVariant mObject;
int mIndex;
DynamicStat(ObjectVariant 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, [this, getter](const MWWorld::Ptr& ptr) {
return (ptr.getClass().getCreatureStats(ptr).getDynamic(mIndex).*getter)();
});
}
static std::optional<DynamicStat> create(ObjectVariant object, Index i)
{
if (!object.ptr().getClass().isActor())
return {};
int index = std::get<int>(i);
return DynamicStat{ std::move(object), index };
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &DynamicStat::setValue, mIndex, prop }]
= sol::main_object(value);
}
static void setValue(Index i, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
int index = std::get<int>(i);
auto& stats = ptr.getClass().getCreatureStats(ptr);
auto stat = stats.getDynamic(index);
float floatValue = LuaUtil::cast<float>(value);
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
{
ObjectVariant mObject;
ESM::RefId mId;
AttributeStat(ObjectVariant object, ESM::RefId id)
: mObject(std::move(object))
, mId(id)
{
}
public:
template <class G>
sol::object get(const Context& context, std::string_view prop, G getter) const
{
return getValue(
context, mObject, &AttributeStat::setValue, mId, prop, [this, getter](const MWWorld::Ptr& ptr) {
return (ptr.getClass().getCreatureStats(ptr).getAttribute(mId).*getter)();
});
}
float getModified(const Context& context) const
{
auto base = LuaUtil::cast<float>(get(context, "base", &MWMechanics::AttributeValue::getBase));
auto damage = LuaUtil::cast<float>(get(context, "damage", &MWMechanics::AttributeValue::getDamage));
auto modifier
= LuaUtil::cast<float>(get(context, "modifier", &MWMechanics::AttributeValue::getModifier));
return std::max(0.f, base - damage + modifier); // Should match AttributeValue::getModified
}
static std::optional<AttributeStat> create(ObjectVariant object, Index i)
{
if (!object.ptr().getClass().isActor())
return {};
ESM::RefId id = std::get<ESM::RefId>(i);
return AttributeStat{ std::move(object), id };
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &AttributeStat::setValue, mId, prop }]
= sol::main_object(value);
}
static void setValue(Index i, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
ESM::RefId id = std::get<ESM::RefId>(i);
auto& stats = ptr.getClass().getCreatureStats(ptr);
auto stat = stats.getAttribute(id);
float floatValue = LuaUtil::cast<float>(value);
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(id, stat);
}
};
class SkillStat
{
ObjectVariant mObject;
ESM::RefId mId;
SkillStat(ObjectVariant object, ESM::RefId id)
: mObject(std::move(object))
, mId(id)
{
}
static float getProgress(const MWWorld::Ptr& ptr, ESM::RefId id, const MWMechanics::SkillValue& stat)
{
float progress = stat.getProgress();
if (progress != 0.f)
progress /= getMaxProgress(ptr, id, stat);
return progress;
}
static float getMaxProgress(const MWWorld::Ptr& ptr, ESM::RefId id, const MWMechanics::SkillValue& stat)
{
const auto& store = *MWBase::Environment::get().getESMStore();
const auto cl = store.get<ESM::Class>().find(ptr.get<ESM::NPC>()->mBase->mClass);
return ptr.getClass().getNpcStats(ptr).getSkillProgressRequirement(id, *cl);
}
public:
template <class G>
sol::object get(const Context& context, std::string_view prop, G getter) const
{
return getValue(
context, mObject, &SkillStat::setValue, mId, prop, [this, getter](const MWWorld::Ptr& ptr) {
return (ptr.getClass().getNpcStats(ptr).getSkill(mId).*getter)();
});
}
float getModified(const Context& context) const
{
auto base = LuaUtil::cast<float>(get(context, "base", &MWMechanics::SkillValue::getBase));
auto damage = LuaUtil::cast<float>(get(context, "damage", &MWMechanics::SkillValue::getDamage));
auto modifier = LuaUtil::cast<float>(get(context, "modifier", &MWMechanics::SkillValue::getModifier));
return std::max(0.f, base - damage + modifier); // Should match SkillValue::getModified
}
sol::object getProgress(const Context& context) const
{
return getValue(
context, mObject, &SkillStat::setValue, mId, "progress", [this](const MWWorld::Ptr& ptr) {
return getProgress(ptr, mId, ptr.getClass().getNpcStats(ptr).getSkill(mId));
});
}
static std::optional<SkillStat> create(ObjectVariant object, Index index)
{
if (!object.ptr().getClass().isNpc())
return {};
ESM::RefId id = std::get<ESM::RefId>(index);
return SkillStat{ std::move(object), id };
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &SkillStat::setValue, mId, prop }] = sol::main_object(value);
}
static void setValue(Index index, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
ESM::RefId id = std::get<ESM::RefId>(index);
auto& stats = ptr.getClass().getNpcStats(ptr);
auto stat = stats.getSkill(id);
float floatValue = LuaUtil::cast<float>(value);
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, id, stat));
stats.setSkill(id, stat);
}
};
class AIStat
{
ObjectVariant mObject;
MWMechanics::AiSetting mIndex;
AIStat(ObjectVariant object, MWMechanics::AiSetting 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, &AIStat::setValue, static_cast<int>(mIndex), prop,
[this, getter](const MWWorld::Ptr& ptr) {
return (ptr.getClass().getCreatureStats(ptr).getAiSetting(mIndex).*getter)();
});
}
int getModified(const Context& context) const
{
auto base = LuaUtil::cast<int>(get(context, "base", &MWMechanics::Stat<int>::getBase));
auto modifier = LuaUtil::cast<int>(get(context, "modifier", &MWMechanics::Stat<int>::getModifier));
return std::max(0, base + modifier);
}
static std::optional<AIStat> create(ObjectVariant object, MWMechanics::AiSetting index)
{
if (!object.ptr().getClass().isActor())
return {};
return AIStat{ std::move(object), index };
}
void cache(const Context& context, std::string_view prop, const sol::object& value) const
{
SelfObject* obj = mObject.asSelfObject();
addStatUpdateAction(context.mLuaManager, *obj);
obj->mStatsCache[SelfObject::CachedStat{ &AIStat::setValue, static_cast<int>(mIndex), prop }]
= sol::main_object(value);
}
static void setValue(Index i, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
auto index = static_cast<MWMechanics::AiSetting>(std::get<int>(i));
auto& stats = ptr.getClass().getCreatureStats(ptr);
auto stat = stats.getAiSetting(index);
int intValue = LuaUtil::cast<int>(value);
if (prop == "base")
stat.setBase(intValue);
else if (prop == "modifier")
stat.setModifier(intValue);
stats.setAiSetting(index, stat);
}
};
}
}
namespace sol