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openmw/apps/openmw/mwlua/luabindings.cpp

153 lines
6.8 KiB
C++

#include "luabindings.hpp"
#include <chrono>
#include <components/esm3/loadalch.hpp>
#include <components/lua/l10n.hpp>
#include <components/lua/luastate.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwworld/action.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/manualref.hpp"
#include "../mwworld/scene.hpp"
#include "../mwworld/store.hpp"
#include "luaevents.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"] = 35;
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.mLuaEvents->addGlobalEvent(
{ 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(name) }; };
api["getExteriorCell"]
= [](int x, int y) { return GCell{ MWBase::Environment::get().getWorldModel()->getExterior(x, y) }; };
api["activeActors"] = GObjectList{ worldView->getActorsInScene() };
api["createObject"] = [](std::string_view recordId, sol::optional<int> count) -> GObject {
// Doesn't matter which cell to use because the new object will be in disabled state.
MWWorld::CellStore* cell = MWBase::Environment::get().getWorldScene()->getCurrentCell();
MWWorld::ManualRef mref(
MWBase::Environment::get().getWorld()->getStore(), ESM::RefId::deserializeText(recordId));
const MWWorld::Ptr& ptr = mref.getPtr();
ptr.getRefData().disable();
MWWorld::Ptr newPtr = ptr.getClass().copyToCell(ptr, *cell, count.value_or(1));
return GObject(getId(newPtr));
};
// Creates a new record in the world database.
api["createRecord"] = sol::overload([](const ESM::Potion& potion) -> const ESM::Potion* {
return MWBase::Environment::get().getWorld()->createRecord(potion);
}
// TODO: add here overloads for other records
);
api["_runStandardActivationAction"] = [context](const GObject& object, const GObject& actor) {
context.mLuaManager->addAction(
[object, actor] {
const MWWorld::Ptr& objPtr = object.ptr();
const MWWorld::Ptr& actorPtr = actor.ptr();
objPtr.getClass().activate(objPtr, actorPtr)->execute(actorPtr);
},
"_runStandardActivationAction");
};
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);
}
}