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openmw/apps/openmw/mwlua/factionbindings.cpp

100 lines
3.9 KiB
C++

#include "factionbindings.hpp"
#include "recordstore.hpp"
#include <components/esm3/loadfact.hpp>
#include <components/lua/luastate.hpp>
#include "../mwworld/store.hpp"
#include "idcollectionbindings.hpp"
namespace
{
struct FactionRank : ESM::RankData
{
std::string mRankName;
ESM::RefId mFactionId;
size_t mRankIndex;
FactionRank(const ESM::RefId& factionId, const ESM::RankData& data, std::string_view rankName, size_t rankIndex)
: ESM::RankData(data)
, mRankName(rankName)
, mFactionId(factionId)
, mRankIndex(rankIndex)
{
}
};
}
namespace sol
{
template <>
struct is_automagical<ESM::Faction> : std::false_type
{
};
template <>
struct is_automagical<MWWorld::Store<FactionRank>> : std::false_type
{
};
}
namespace MWLua
{
sol::table initCoreFactionBindings(const Context& context)
{
sol::state_view& lua = context.mLua->sol();
sol::table factions(lua, sol::create);
addRecordFunctionBinding<ESM::Faction>(factions, context);
// Faction record
auto factionT = lua.new_usertype<ESM::Faction>("ESM3_Faction");
factionT[sol::meta_function::to_string]
= [](const ESM::Faction& rec) -> std::string { return "ESM3_Faction[" + rec.mId.toDebugString() + "]"; };
factionT["id"] = sol::readonly_property([](const ESM::Faction& rec) { return rec.mId.serializeText(); });
factionT["name"]
= sol::readonly_property([](const ESM::Faction& rec) -> std::string_view { return rec.mName; });
factionT["hidden"]
= sol::readonly_property([](const ESM::Faction& rec) -> bool { return rec.mData.mIsHidden; });
factionT["ranks"] = sol::readonly_property([&lua](const ESM::Faction& rec) {
sol::table res(lua, sol::create);
for (size_t i = 0; i < rec.mRanks.size() && i < rec.mData.mRankData.size(); i++)
{
if (rec.mRanks[i].empty())
break;
res.add(FactionRank(rec.mId, rec.mData.mRankData[i], rec.mRanks[i], i));
}
return res;
});
factionT["reactions"] = sol::readonly_property([&lua](const ESM::Faction& rec) {
sol::table res(lua, sol::create);
for (const auto& [factionId, reaction] : rec.mReactions)
res[factionId.serializeText()] = reaction;
return res;
});
factionT["attributes"] = sol::readonly_property([&lua](const ESM::Faction& rec) {
return createReadOnlyRefIdTable(lua, rec.mData.mAttribute, ESM::Attribute::indexToRefId);
});
factionT["skills"] = sol::readonly_property([&lua](const ESM::Faction& rec) {
return createReadOnlyRefIdTable(lua, rec.mData.mSkills, ESM::Skill::indexToRefId);
});
auto rankT = lua.new_usertype<FactionRank>("ESM3_FactionRank");
rankT[sol::meta_function::to_string] = [](const FactionRank& rec) -> std::string {
return "ESM3_FactionRank[" + rec.mFactionId.toDebugString() + ", " + std::to_string(rec.mRankIndex + 1)
+ "]";
};
rankT["name"]
= sol::readonly_property([](const FactionRank& rec) -> std::string_view { return rec.mRankName; });
rankT["primarySkillValue"] = sol::readonly_property([](const FactionRank& rec) { return rec.mPrimarySkill; });
rankT["favouredSkillValue"] = sol::readonly_property([](const FactionRank& rec) { return rec.mFavouredSkill; });
rankT["factionReaction"] = sol::readonly_property([](const FactionRank& rec) { return rec.mFactReaction; });
rankT["attributeValues"] = sol::readonly_property([&lua](const FactionRank& rec) {
sol::table res(lua, sol::create);
res.add(rec.mAttribute1);
res.add(rec.mAttribute2);
return res;
});
return LuaUtil::makeReadOnly(factions);
}
}