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openmw/apps/openmw/mwlua/magicbindings.cpp

856 lines
40 KiB
C++

#include "magicbindings.hpp"
#include <components/esm3/activespells.hpp>
#include <components/esm3/loadalch.hpp>
#include <components/esm3/loadarmo.hpp>
#include <components/esm3/loadbook.hpp>
#include <components/esm3/loadclot.hpp>
#include <components/esm3/loadench.hpp>
#include <components/esm3/loadingr.hpp>
#include <components/esm3/loadmgef.hpp>
#include <components/esm3/loadspel.hpp>
#include <components/esm3/loadweap.hpp>
#include <components/lua/luastate.hpp>
#include <components/misc/color.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/resource/resourcesystem.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwmechanics/activespells.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/magiceffects.hpp"
#include "../mwmechanics/spellutil.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/worldmodel.hpp"
#include "localscripts.hpp"
#include "luamanagerimp.hpp"
#include "object.hpp"
#include "objectvariant.hpp"
#include "recordstore.hpp"
namespace MWLua
{
template <typename Store>
struct ActorStore
{
using Collection = typename Store::Collection;
using Iterator = typename Collection::const_iterator;
ActorStore(const sol::object& actor)
: mActor(actor)
, mIterator()
, mIndex(0)
{
if (!isActor())
throw std::runtime_error("Actor expected");
reset();
}
bool isActor() const { return !mActor.ptr().isEmpty() && mActor.ptr().getClass().isActor(); }
bool isLObject() const { return mActor.isLObject(); }
void reset()
{
mIndex = 0;
auto* store = getStore();
if (store)
mIterator = store->begin();
}
bool isEnd() const
{
auto* store = getStore();
if (store)
return mIterator == store->end();
return true;
}
void advance()
{
auto* store = getStore();
if (store)
{
mIterator++;
mIndex++;
}
}
Store* getStore() const;
ObjectVariant mActor;
Iterator mIterator;
int mIndex;
};
template <>
MWMechanics::Spells* ActorStore<MWMechanics::Spells>::getStore() const
{
if (!isActor())
return nullptr;
const MWWorld::Ptr& ptr = mActor.ptr();
return &ptr.getClass().getCreatureStats(ptr).getSpells();
}
template <>
MWMechanics::MagicEffects* ActorStore<MWMechanics::MagicEffects>::getStore() const
{
if (!isActor())
return nullptr;
const MWWorld::Ptr& ptr = mActor.ptr();
return &ptr.getClass().getCreatureStats(ptr).getMagicEffects();
}
template <>
MWMechanics::ActiveSpells* ActorStore<MWMechanics::ActiveSpells>::getStore() const
{
if (!isActor())
return nullptr;
const MWWorld::Ptr& ptr = mActor.ptr();
return &ptr.getClass().getCreatureStats(ptr).getActiveSpells();
}
struct ActiveEffect
{
MWMechanics::EffectKey key;
MWMechanics::EffectParam param;
};
struct ActiveSpell
{
ObjectVariant mActor;
MWMechanics::ActiveSpells::ActiveSpellParams mParams;
};
// class returned via 'types.Actor.spells(obj)' in Lua
using ActorSpells = ActorStore<MWMechanics::Spells>;
// class returned via 'types.Actor.activeEffects(obj)' in Lua
using ActorActiveEffects = ActorStore<MWMechanics::MagicEffects>;
// class returned via 'types.Actor.activeSpells(obj)' in Lua
using ActorActiveSpells = ActorStore<MWMechanics::ActiveSpells>;
}
namespace sol
{
template <>
struct is_automagical<ESM::Spell> : std::false_type
{
};
template <>
struct is_automagical<ESM::ENAMstruct> : std::false_type
{
};
template <>
struct is_automagical<ESM::MagicEffect> : std::false_type
{
};
template <typename T>
struct is_automagical<MWLua::ActorStore<T>> : std::false_type
{
};
template <>
struct is_automagical<MWLua::ActiveSpell> : std::false_type
{
};
}
namespace MWLua
{
static ESM::RefId toSpellId(const sol::object& spellOrId)
{
if (spellOrId.is<ESM::Spell>())
return spellOrId.as<const ESM::Spell*>()->mId;
else
return ESM::RefId::deserializeText(LuaUtil::cast<std::string_view>(spellOrId));
}
static ESM::RefId toRecordId(const sol::object& recordOrId)
{
if (recordOrId.is<ESM::Spell>())
return recordOrId.as<const ESM::Spell*>()->mId;
else if (recordOrId.is<ESM::Potion>())
return recordOrId.as<const ESM::Potion*>()->mId;
else if (recordOrId.is<ESM::Ingredient>())
return recordOrId.as<const ESM::Ingredient*>()->mId;
else if (recordOrId.is<ESM::Enchantment>())
return recordOrId.as<const ESM::Enchantment*>()->mId;
else if (recordOrId.is<ESM::Armor>())
return recordOrId.as<const ESM::Armor*>()->mId;
else if (recordOrId.is<ESM::Book>())
return recordOrId.as<const ESM::Book*>()->mId;
else if (recordOrId.is<ESM::Clothing>())
return recordOrId.as<const ESM::Clothing*>()->mId;
else if (recordOrId.is<ESM::Weapon>())
return recordOrId.as<const ESM::Weapon*>()->mId;
else
return ESM::RefId::deserializeText(LuaUtil::cast<std::string_view>(recordOrId));
}
sol::table initCoreMagicBindings(const Context& context)
{
sol::state_view& lua = context.mLua->sol();
sol::table magicApi(lua, sol::create);
// Constants
magicApi["RANGE"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, ESM::RangeType>({
{ "Self", ESM::RT_Self },
{ "Touch", ESM::RT_Touch },
{ "Target", ESM::RT_Target },
}));
magicApi["SPELL_TYPE"]
= LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, ESM::Spell::SpellType>({
{ "Spell", ESM::Spell::ST_Spell },
{ "Ability", ESM::Spell::ST_Ability },
{ "Blight", ESM::Spell::ST_Blight },
{ "Disease", ESM::Spell::ST_Disease },
{ "Curse", ESM::Spell::ST_Curse },
{ "Power", ESM::Spell::ST_Power },
}));
magicApi["ENCHANTMENT_TYPE"]
= LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, ESM::Enchantment::Type>({
{ "CastOnce", ESM::Enchantment::Type::CastOnce },
{ "CastOnStrike", ESM::Enchantment::Type::WhenStrikes },
{ "CastOnUse", ESM::Enchantment::Type::WhenUsed },
{ "ConstantEffect", ESM::Enchantment::Type::ConstantEffect },
}));
sol::table effect(context.mLua->sol(), sol::create);
magicApi["EFFECT_TYPE"] = LuaUtil::makeStrictReadOnly(effect);
for (const auto& name : ESM::MagicEffect::sIndexNames)
{
effect[name] = Misc::StringUtils::lowerCase(name);
}
// Spell store
sol::table spells(lua, sol::create);
addRecordFunctionBinding<ESM::Spell>(spells, context);
magicApi["spells"] = LuaUtil::makeReadOnly(spells);
// Enchantment store
sol::table enchantments(lua, sol::create);
addRecordFunctionBinding<ESM::Enchantment>(enchantments, context);
magicApi["enchantments"] = LuaUtil::makeReadOnly(enchantments);
// MagicEffect store
sol::table magicEffects(lua, sol::create);
magicApi["effects"] = LuaUtil::makeReadOnly(magicEffects);
using MagicEffectStore = MWWorld::Store<ESM::MagicEffect>;
const MagicEffectStore* magicEffectStore
= &MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>();
auto magicEffectStoreT = lua.new_usertype<MagicEffectStore>("ESM3_MagicEffectStore");
magicEffectStoreT[sol::meta_function::to_string] = [](const MagicEffectStore& store) {
return "ESM3_MagicEffectStore{" + std::to_string(store.getSize()) + " effects}";
};
magicEffectStoreT[sol::meta_function::index] = sol::overload(
[](const MagicEffectStore& store, int id) -> const ESM::MagicEffect* { return store.search(id); },
[](const MagicEffectStore& store, std::string_view id) -> const ESM::MagicEffect* {
int index = ESM::MagicEffect::indexNameToIndex(id);
return store.search(index);
});
auto magicEffectsIter = [magicEffectStore](sol::this_state lua, const sol::object& /*store*/,
sol::optional<int> id) -> std::tuple<sol::object, sol::object> {
MagicEffectStore::iterator iter;
if (id.has_value())
{
iter = magicEffectStore->findIter(*id);
if (iter != magicEffectStore->end())
iter++;
}
else
iter = magicEffectStore->begin();
if (iter != magicEffectStore->end())
return std::make_tuple(sol::make_object(lua, iter->first), sol::make_object(lua, &iter->second));
else
return std::make_tuple(sol::nil, sol::nil);
};
magicEffectStoreT[sol::meta_function::pairs]
= [iter = sol::make_object(lua, magicEffectsIter)] { return iter; };
magicEffectStoreT[sol::meta_function::ipairs]
= [iter = sol::make_object(lua, magicEffectsIter)] { return iter; };
magicEffects["records"] = magicEffectStore;
// Spell record
auto spellT = lua.new_usertype<ESM::Spell>("ESM3_Spell");
spellT[sol::meta_function::to_string]
= [](const ESM::Spell& rec) -> std::string { return "ESM3_Spell[" + rec.mId.toDebugString() + "]"; };
spellT["id"] = sol::readonly_property([](const ESM::Spell& rec) { return rec.mId.serializeText(); });
spellT["name"] = sol::readonly_property([](const ESM::Spell& rec) -> std::string_view { return rec.mName; });
spellT["type"] = sol::readonly_property([](const ESM::Spell& rec) -> int { return rec.mData.mType; });
spellT["cost"] = sol::readonly_property([](const ESM::Spell& rec) -> int { return rec.mData.mCost; });
spellT["effects"] = sol::readonly_property([&lua](const ESM::Spell& rec) -> sol::table {
sol::table res(lua, sol::create);
for (size_t i = 0; i < rec.mEffects.mList.size(); ++i)
res[i + 1] = rec.mEffects.mList[i]; // ESM::ENAMstruct (effect params)
return res;
});
// Enchantment record
auto enchantT = lua.new_usertype<ESM::Enchantment>("ESM3_Enchantment");
enchantT[sol::meta_function::to_string] = [](const ESM::Enchantment& rec) -> std::string {
return "ESM3_Enchantment[" + rec.mId.toDebugString() + "]";
};
enchantT["id"] = sol::readonly_property([](const ESM::Enchantment& rec) { return rec.mId.serializeText(); });
enchantT["type"] = sol::readonly_property([](const ESM::Enchantment& rec) -> int { return rec.mData.mType; });
enchantT["autocalcFlag"] = sol::readonly_property(
[](const ESM::Enchantment& rec) -> bool { return !!(rec.mData.mFlags & ESM::Enchantment::Autocalc); });
enchantT["cost"] = sol::readonly_property([](const ESM::Enchantment& rec) -> int { return rec.mData.mCost; });
enchantT["charge"]
= sol::readonly_property([](const ESM::Enchantment& rec) -> int { return rec.mData.mCharge; });
enchantT["effects"] = sol::readonly_property([&lua](const ESM::Enchantment& rec) -> sol::table {
sol::table res(lua, sol::create);
for (size_t i = 0; i < rec.mEffects.mList.size(); ++i)
res[i + 1] = rec.mEffects.mList[i]; // ESM::ENAMstruct (effect params)
return res;
});
// Effect params
auto effectParamsT = lua.new_usertype<ESM::ENAMstruct>("ESM3_EffectParams");
effectParamsT[sol::meta_function::to_string] = [magicEffectStore](const ESM::ENAMstruct& params) {
const ESM::MagicEffect* const rec = magicEffectStore->find(params.mEffectID);
return "ESM3_EffectParams[" + ESM::MagicEffect::indexToGmstString(rec->mIndex) + "]";
};
effectParamsT["effect"]
= sol::readonly_property([magicEffectStore](const ESM::ENAMstruct& params) -> const ESM::MagicEffect* {
return magicEffectStore->find(params.mEffectID);
});
effectParamsT["affectedSkill"]
= sol::readonly_property([](const ESM::ENAMstruct& params) -> sol::optional<std::string> {
ESM::RefId id = ESM::Skill::indexToRefId(params.mSkill);
if (!id.empty())
return id.serializeText();
return sol::nullopt;
});
effectParamsT["affectedAttribute"]
= sol::readonly_property([](const ESM::ENAMstruct& params) -> sol::optional<std::string> {
ESM::RefId id = ESM::Attribute::indexToRefId(params.mAttribute);
if (!id.empty())
return id.serializeText();
return sol::nullopt;
});
effectParamsT["range"]
= sol::readonly_property([](const ESM::ENAMstruct& params) -> int { return params.mRange; });
effectParamsT["area"]
= sol::readonly_property([](const ESM::ENAMstruct& params) -> int { return params.mArea; });
effectParamsT["magnitudeMin"]
= sol::readonly_property([](const ESM::ENAMstruct& params) -> int { return params.mMagnMin; });
effectParamsT["magnitudeMax"]
= sol::readonly_property([](const ESM::ENAMstruct& params) -> int { return params.mMagnMax; });
effectParamsT["duration"]
= sol::readonly_property([](const ESM::ENAMstruct& params) -> int { return params.mDuration; });
// MagicEffect record
auto magicEffectT = context.mLua->sol().new_usertype<ESM::MagicEffect>("ESM3_MagicEffect");
magicEffectT[sol::meta_function::to_string] = [](const ESM::MagicEffect& rec) {
return "ESM3_MagicEffect[" + ESM::MagicEffect::indexToGmstString(rec.mIndex) + "]";
};
magicEffectT["id"] = sol::readonly_property([](const ESM::MagicEffect& rec) -> std::string {
auto name = ESM::MagicEffect::indexToName(rec.mIndex);
return Misc::StringUtils::lowerCase(name);
});
magicEffectT["icon"] = sol::readonly_property([](const ESM::MagicEffect& rec) -> std::string {
auto vfs = MWBase::Environment::get().getResourceSystem()->getVFS();
return Misc::ResourceHelpers::correctIconPath(rec.mIcon, vfs);
});
magicEffectT["particle"]
= sol::readonly_property([](const ESM::MagicEffect& rec) -> std::string_view { return rec.mParticle; });
magicEffectT["continuousVfx"] = sol::readonly_property([](const ESM::MagicEffect& rec) -> bool {
return (rec.mData.mFlags & ESM::MagicEffect::ContinuousVfx) != 0;
});
magicEffectT["castingStatic"] = sol::readonly_property(
[](const ESM::MagicEffect& rec) -> std::string { return rec.mCasting.serializeText(); });
magicEffectT["hitStatic"] = sol::readonly_property(
[](const ESM::MagicEffect& rec) -> std::string { return rec.mHit.serializeText(); });
magicEffectT["areaStatic"] = sol::readonly_property(
[](const ESM::MagicEffect& rec) -> std::string { return rec.mArea.serializeText(); });
magicEffectT["name"] = sol::readonly_property([](const ESM::MagicEffect& rec) -> std::string_view {
return MWBase::Environment::get()
.getWorld()
->getStore()
.get<ESM::GameSetting>()
.find(ESM::MagicEffect::indexToGmstString(rec.mIndex))
->mValue.getString();
});
magicEffectT["school"] = sol::readonly_property(
[](const ESM::MagicEffect& rec) -> std::string { return rec.mData.mSchool.serializeText(); });
magicEffectT["baseCost"]
= sol::readonly_property([](const ESM::MagicEffect& rec) -> float { return rec.mData.mBaseCost; });
magicEffectT["color"] = sol::readonly_property([](const ESM::MagicEffect& rec) -> Misc::Color {
return Misc::Color(rec.mData.mRed / 255.f, rec.mData.mGreen / 255.f, rec.mData.mBlue / 255.f, 1.f);
});
magicEffectT["harmful"] = sol::readonly_property(
[](const ESM::MagicEffect& rec) -> bool { return rec.mData.mFlags & ESM::MagicEffect::Harmful; });
// TODO: Should we expose it? What happens if a spell has several effects with different projectileSpeed?
// magicEffectT["projectileSpeed"]
// = sol::readonly_property([](const ESM::MagicEffect& rec) -> float { return rec.mData.mSpeed; });
auto activeSpellEffectT = context.mLua->sol().new_usertype<ESM::ActiveEffect>("ActiveSpellEffect");
activeSpellEffectT[sol::meta_function::to_string] = [](const ESM::ActiveEffect& effect) {
return "ActiveSpellEffect[" + ESM::MagicEffect::indexToGmstString(effect.mEffectId) + "]";
};
activeSpellEffectT["id"] = sol::readonly_property([](const ESM::ActiveEffect& effect) -> std::string {
auto name = ESM::MagicEffect::indexToName(effect.mEffectId);
return Misc::StringUtils::lowerCase(name);
});
activeSpellEffectT["name"] = sol::readonly_property([](const ESM::ActiveEffect& effect) -> std::string {
return MWMechanics::EffectKey(effect.mEffectId, effect.getSkillOrAttribute()).toString();
});
activeSpellEffectT["affectedSkill"]
= sol::readonly_property([magicEffectStore](const ESM::ActiveEffect& effect) -> sol::optional<std::string> {
auto* rec = magicEffectStore->find(effect.mEffectId);
if (rec->mData.mFlags & ESM::MagicEffect::TargetSkill)
return effect.getSkillOrAttribute().serializeText();
else
return sol::nullopt;
});
activeSpellEffectT["affectedAttribute"]
= sol::readonly_property([magicEffectStore](const ESM::ActiveEffect& effect) -> sol::optional<std::string> {
auto* rec = magicEffectStore->find(effect.mEffectId);
if (rec->mData.mFlags & ESM::MagicEffect::TargetAttribute)
return effect.getSkillOrAttribute().serializeText();
else
return sol::nullopt;
});
activeSpellEffectT["magnitudeThisFrame"]
= sol::readonly_property([magicEffectStore](const ESM::ActiveEffect& effect) -> sol::optional<float> {
auto* rec = magicEffectStore->find(effect.mEffectId);
if (rec->mData.mFlags & ESM::MagicEffect::Flags::NoMagnitude)
return sol::nullopt;
return effect.mMagnitude;
});
activeSpellEffectT["minMagnitude"]
= sol::readonly_property([magicEffectStore](const ESM::ActiveEffect& effect) -> sol::optional<float> {
auto* rec = magicEffectStore->find(effect.mEffectId);
if (rec->mData.mFlags & ESM::MagicEffect::Flags::NoMagnitude)
return sol::nullopt;
return effect.mMinMagnitude;
});
activeSpellEffectT["maxMagnitude"]
= sol::readonly_property([magicEffectStore](const ESM::ActiveEffect& effect) -> sol::optional<float> {
auto* rec = magicEffectStore->find(effect.mEffectId);
if (rec->mData.mFlags & ESM::MagicEffect::Flags::NoMagnitude)
return sol::nullopt;
return effect.mMaxMagnitude;
});
activeSpellEffectT["durationLeft"]
= sol::readonly_property([magicEffectStore](const ESM::ActiveEffect& effect) -> sol::optional<float> {
// Permanent/constant effects, abilities, etc. will have a negative duration
if (effect.mDuration < 0)
return sol::nullopt;
auto* rec = magicEffectStore->find(effect.mEffectId);
if (rec->mData.mFlags & ESM::MagicEffect::Flags::NoDuration)
return sol::nullopt;
return effect.mTimeLeft;
});
activeSpellEffectT["duration"]
= sol::readonly_property([magicEffectStore](const ESM::ActiveEffect& effect) -> sol::optional<float> {
// Permanent/constant effects, abilities, etc. will have a negative duration
if (effect.mDuration < 0)
return sol::nullopt;
auto* rec = magicEffectStore->find(effect.mEffectId);
if (rec->mData.mFlags & ESM::MagicEffect::Flags::NoDuration)
return sol::nullopt;
return effect.mDuration;
});
auto activeSpellT = context.mLua->sol().new_usertype<ActiveSpell>("ActiveSpellParams");
activeSpellT[sol::meta_function::to_string] = [](const ActiveSpell& activeSpell) {
return "ActiveSpellParams[" + activeSpell.mParams.getId().serializeText() + "]";
};
activeSpellT["name"] = sol::readonly_property(
[](const ActiveSpell& activeSpell) -> std::string_view { return activeSpell.mParams.getDisplayName(); });
activeSpellT["id"] = sol::readonly_property(
[](const ActiveSpell& activeSpell) -> std::string { return activeSpell.mParams.getId().serializeText(); });
activeSpellT["item"] = sol::readonly_property([&lua](const ActiveSpell& activeSpell) -> sol::object {
auto item = activeSpell.mParams.getItem();
if (!item.isSet())
return sol::nil;
auto itemPtr = MWBase::Environment::get().getWorldModel()->getPtr(item);
if (itemPtr.isEmpty())
return sol::nil;
if (activeSpell.mActor.isGObject())
return sol::make_object(lua, GObject(itemPtr));
else
return sol::make_object(lua, LObject(itemPtr));
});
activeSpellT["caster"] = sol::readonly_property([&lua](const ActiveSpell& activeSpell) -> sol::object {
auto caster
= MWBase::Environment::get().getWorld()->searchPtrViaActorId(activeSpell.mParams.getCasterActorId());
if (caster.isEmpty())
return sol::nil;
else
{
if (activeSpell.mActor.isGObject())
return sol::make_object(lua, GObject(getId(caster)));
else
return sol::make_object(lua, LObject(getId(caster)));
}
});
activeSpellT["effects"] = sol::readonly_property([&lua](const ActiveSpell& activeSpell) -> sol::table {
sol::table res(lua, sol::create);
size_t tableIndex = 0;
for (const ESM::ActiveEffect& effect : activeSpell.mParams.getEffects())
{
if (!(effect.mFlags & ESM::ActiveEffect::Flag_Applied))
continue;
res[++tableIndex] = effect; // ESM::ActiveEffect (effect params)
}
return res;
});
auto activeEffectT = context.mLua->sol().new_usertype<ActiveEffect>("ActiveEffect");
activeEffectT[sol::meta_function::to_string] = [](const ActiveEffect& effect) {
return "ActiveEffect[" + ESM::MagicEffect::indexToGmstString(effect.key.mId) + "]";
};
activeEffectT["id"] = sol::readonly_property([](const ActiveEffect& effect) -> std::string {
auto name = ESM::MagicEffect::indexToName(effect.key.mId);
return Misc::StringUtils::lowerCase(name);
});
activeEffectT["name"]
= sol::readonly_property([](const ActiveEffect& effect) -> std::string { return effect.key.toString(); });
activeEffectT["affectedSkill"]
= sol::readonly_property([magicEffectStore](const ActiveEffect& effect) -> sol::optional<std::string> {
auto* rec = magicEffectStore->find(effect.key.mId);
if (rec->mData.mFlags & ESM::MagicEffect::TargetSkill)
return effect.key.mArg.serializeText();
return sol::nullopt;
});
activeEffectT["affectedAttribute"]
= sol::readonly_property([magicEffectStore](const ActiveEffect& effect) -> sol::optional<std::string> {
auto* rec = magicEffectStore->find(effect.key.mId);
if (rec->mData.mFlags & ESM::MagicEffect::TargetAttribute)
return effect.key.mArg.serializeText();
return sol::nullopt;
});
activeEffectT["magnitude"]
= sol::readonly_property([](const ActiveEffect& effect) { return effect.param.getMagnitude(); });
activeEffectT["magnitudeBase"]
= sol::readonly_property([](const ActiveEffect& effect) { return effect.param.getBase(); });
activeEffectT["magnitudeModifier"]
= sol::readonly_property([](const ActiveEffect& effect) { return effect.param.getModifier(); });
return LuaUtil::makeReadOnly(magicApi);
}
void addActorMagicBindings(sol::table& actor, const Context& context)
{
const MWWorld::Store<ESM::Spell>* spellStore
= &MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>();
// types.Actor.spells(o)
actor["spells"] = [](const sol::object& actor) { return ActorSpells{ actor }; };
auto spellsT = context.mLua->sol().new_usertype<ActorSpells>("ActorSpells");
spellsT[sol::meta_function::to_string]
= [](const ActorSpells& spells) { return "ActorSpells[" + spells.mActor.object().toString() + "]"; };
actor["activeSpells"] = [](const sol::object& actor) { return ActorActiveSpells{ actor }; };
auto activeSpellsT = context.mLua->sol().new_usertype<ActorActiveSpells>("ActorActiveSpells");
activeSpellsT[sol::meta_function::to_string] = [](const ActorActiveSpells& spells) {
return "ActorActiveSpells[" + spells.mActor.object().toString() + "]";
};
actor["activeEffects"] = [](const sol::object& actor) { return ActorActiveEffects{ actor }; };
auto activeEffectsT = context.mLua->sol().new_usertype<ActorActiveEffects>("ActorActiveEffects");
activeEffectsT[sol::meta_function::to_string] = [](const ActorActiveEffects& effects) {
return "ActorActiveEffects[" + effects.mActor.object().toString() + "]";
};
actor["getSelectedSpell"] = [spellStore](const Object& o) -> sol::optional<const ESM::Spell*> {
const MWWorld::Ptr& ptr = o.ptr();
const MWWorld::Class& cls = ptr.getClass();
if (!cls.isActor())
throw std::runtime_error("Actor expected");
ESM::RefId spellId;
if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
spellId = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
else
spellId = cls.getCreatureStats(ptr).getSpells().getSelectedSpell();
if (spellId.empty())
return sol::nullopt;
else
return spellStore->find(spellId);
};
actor["setSelectedSpell"] = [context, spellStore](const SelfObject& o, const sol::object& spellOrId) {
const MWWorld::Ptr& ptr = o.ptr();
const MWWorld::Class& cls = ptr.getClass();
if (!cls.isActor())
throw std::runtime_error("Actor expected");
ESM::RefId spellId;
if (spellOrId != sol::nil)
{
spellId = toSpellId(spellOrId);
const ESM::Spell* spell = spellStore->find(spellId);
if (spell->mData.mType != ESM::Spell::ST_Spell && spell->mData.mType != ESM::Spell::ST_Power)
throw std::runtime_error("Ability or disease can not be casted: " + spellId.toDebugString());
}
context.mLuaManager->addAction([obj = Object(ptr), spellId]() {
const MWWorld::Ptr& ptr = obj.ptr();
auto& stats = ptr.getClass().getCreatureStats(ptr);
if (spellId.empty())
{
if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
MWBase::Environment::get().getWindowManager()->unsetSelectedSpell();
else
stats.getSpells().setSelectedSpell(ESM::RefId());
return;
}
if (!stats.getSpells().hasSpell(spellId))
throw std::runtime_error("Actor doesn't know spell " + spellId.toDebugString());
if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
int chance = MWMechanics::getSpellSuccessChance(spellId, ptr);
MWBase::Environment::get().getWindowManager()->setSelectedSpell(spellId, chance);
}
else
stats.getSpells().setSelectedSpell(spellId);
});
};
actor["clearSelectedCastable"] = [context](const SelfObject& o) {
if (!o.ptr().getClass().isActor())
throw std::runtime_error("Actor expected");
context.mLuaManager->addAction([obj = Object(o.ptr())]() {
const MWWorld::Ptr& ptr = obj.ptr();
auto& stats = ptr.getClass().getCreatureStats(ptr);
if (ptr.getClass().hasInventoryStore(ptr))
{
MWWorld::InventoryStore& inventory = ptr.getClass().getInventoryStore(ptr);
inventory.setSelectedEnchantItem(inventory.end());
}
if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
MWBase::Environment::get().getWindowManager()->unsetSelectedSpell();
else
stats.getSpells().setSelectedSpell(ESM::RefId());
});
};
// #(types.Actor.spells(o))
spellsT[sol::meta_function::length] = [](const ActorSpells& spells) -> size_t {
if (auto* store = spells.getStore())
return store->count();
return 0;
};
// types.Actor.spells(o)[i]
spellsT[sol::meta_function::index] = sol::overload(
[](const ActorSpells& spells, size_t index) -> const ESM::Spell* {
if (auto* store = spells.getStore())
if (index <= store->count() && index > 0)
return store->at(index - 1);
return nullptr;
},
[spellStore](const ActorSpells& spells, std::string_view spellId) -> const ESM::Spell* {
if (auto* store = spells.getStore())
{
const ESM::Spell* spell = spellStore->search(ESM::RefId::deserializeText(spellId));
if (spell && store->hasSpell(spell))
return spell;
}
return nullptr;
});
// pairs(types.Actor.spells(o))
spellsT[sol::meta_function::pairs] = context.mLua->sol()["ipairsForArray"].template get<sol::function>();
// ipairs(types.Actor.spells(o))
spellsT[sol::meta_function::ipairs] = context.mLua->sol()["ipairsForArray"].template get<sol::function>();
// types.Actor.spells(o):add(id)
spellsT["add"] = [context](const ActorSpells& spells, const sol::object& spellOrId) {
if (spells.mActor.isLObject())
throw std::runtime_error("Local scripts can modify only spells of the actor they are attached to.");
context.mLuaManager->addAction([obj = spells.mActor.object(), id = toSpellId(spellOrId)]() {
const MWWorld::Ptr& ptr = obj.ptr();
if (ptr.getClass().isActor())
ptr.getClass().getCreatureStats(ptr).getSpells().add(id);
});
};
// types.Actor.spells(o):remove(id)
spellsT["remove"] = [context](const ActorSpells& spells, const sol::object& spellOrId) {
if (spells.mActor.isLObject())
throw std::runtime_error("Local scripts can modify only spells of the actor they are attached to.");
context.mLuaManager->addAction([obj = spells.mActor.object(), id = toSpellId(spellOrId)]() {
const MWWorld::Ptr& ptr = obj.ptr();
if (ptr.getClass().isActor())
ptr.getClass().getCreatureStats(ptr).getSpells().remove(id);
});
};
// types.Actor.spells(o):clear()
spellsT["clear"] = [context](const ActorSpells& spells) {
if (spells.mActor.isLObject())
throw std::runtime_error("Local scripts can modify only spells of the actor they are attached to.");
context.mLuaManager->addAction([obj = spells.mActor.object()]() {
const MWWorld::Ptr& ptr = obj.ptr();
if (ptr.getClass().isActor())
ptr.getClass().getCreatureStats(ptr).getSpells().clear();
});
};
// pairs(types.Actor.activeSpells(o))
activeSpellsT["__pairs"] = [](sol::this_state ts, ActorActiveSpells& self) {
sol::state_view lua(ts);
self.reset();
return sol::as_function([lua, self]() mutable -> std::pair<sol::object, sol::object> {
if (!self.isEnd())
{
auto id = sol::make_object(lua, self.mIterator->getId().serializeText());
auto params = sol::make_object(lua, ActiveSpell{ self.mActor, *self.mIterator });
self.advance();
return { id, params };
}
else
{
return { sol::lua_nil, sol::lua_nil };
}
});
};
// types.Actor.activeSpells(o):isSpellActive(id)
activeSpellsT["isSpellActive"]
= [](const ActorActiveSpells& activeSpells, const sol::object& recordOrId) -> bool {
if (auto* store = activeSpells.getStore())
{
auto id = toRecordId(recordOrId);
return store->isSpellActive(id) || store->isEnchantmentActive(id);
}
return false;
};
// types.Actor.activeSpells(o):remove(id)
activeSpellsT["remove"] = [](const ActorActiveSpells& spells, const sol::object& spellOrId) {
if (spells.isLObject())
throw std::runtime_error("Local scripts can modify effect only on the actor they are attached to.");
auto id = toSpellId(spellOrId);
if (auto* store = spells.getStore())
{
store->removeEffects(spells.mActor.ptr(), id);
}
};
// pairs(types.Actor.activeEffects(o))
// Note that the indexes are fake, and only for consistency with other lua pairs interfaces. You can't use them
// for anything.
activeEffectsT["__pairs"] = [](sol::this_state ts, ActorActiveEffects& self) {
sol::state_view lua(ts);
self.reset();
return sol::as_function([lua, self]() mutable -> std::pair<sol::object, sol::object> {
while (!self.isEnd())
{
if (self.mIterator->second.getBase() == 0 && self.mIterator->second.getModifier() == 0.f)
{
self.advance();
continue;
}
ActiveEffect effect = ActiveEffect{ self.mIterator->first, self.mIterator->second };
auto result = sol::make_object(lua, effect);
auto key = sol::make_object(lua, self.mIterator->first.toString());
self.advance();
return { key, result };
}
return { sol::lua_nil, sol::lua_nil };
});
};
auto getEffectKey
= [](std::string_view idStr, sol::optional<std::string_view> argStr) -> MWMechanics::EffectKey {
auto id = ESM::MagicEffect::indexNameToIndex(idStr);
auto* rec = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(id);
MWMechanics::EffectKey key = MWMechanics::EffectKey(id);
if (argStr.has_value()
&& (rec->mData.mFlags & (ESM::MagicEffect::TargetAttribute | ESM::MagicEffect::TargetSkill)))
{
// MWLua exposes attributes and skills as strings, so we have to convert them back to IDs here
if (rec->mData.mFlags & ESM::MagicEffect::TargetAttribute)
{
ESM::RefId attribute = ESM::RefId::deserializeText(argStr.value());
key = MWMechanics::EffectKey(id, attribute);
}
if (rec->mData.mFlags & ESM::MagicEffect::TargetSkill)
{
ESM::RefId skill = ESM::RefId::deserializeText(argStr.value());
key = MWMechanics::EffectKey(id, skill);
}
}
return key;
};
// types.Actor.activeEffects(o):getEffect(id, ?arg)
activeEffectsT["getEffect"] = [getEffectKey](const ActorActiveEffects& effects, std::string_view idStr,
sol::optional<std::string_view> argStr) -> sol::optional<ActiveEffect> {
if (!effects.isActor())
return sol::nullopt;
MWMechanics::EffectKey key = getEffectKey(idStr, argStr);
if (auto* store = effects.getStore())
if (auto effect = store->get(key))
return ActiveEffect{ key, effect.value() };
return ActiveEffect{ key, MWMechanics::EffectParam() };
};
// types.Actor.activeEffects(o):removeEffect(id, ?arg)
activeEffectsT["remove"] = [getEffectKey](const ActorActiveEffects& effects, std::string_view idStr,
sol::optional<std::string_view> argStr) {
if (!effects.isActor())
return;
if (effects.isLObject())
throw std::runtime_error("Local scripts can modify effect only on the actor they are attached to.");
MWMechanics::EffectKey key = getEffectKey(idStr, argStr);
// Note that, although this is member method of ActorActiveEffects and we are removing an effect (not a
// spell), we still need to use the active spells store to purge this effect from active spells.
const auto& ptr = effects.mActor.ptr();
auto& activeSpells = ptr.getClass().getCreatureStats(ptr).getActiveSpells();
activeSpells.purgeEffect(ptr, key.mId, key.mArg);
};
// types.Actor.activeEffects(o):set(value, id, ?arg)
activeEffectsT["set"] = [getEffectKey](const ActorActiveEffects& effects, int value, std::string_view idStr,
sol::optional<std::string_view> argStr) {
if (!effects.isActor())
return;
if (effects.isLObject())
throw std::runtime_error("Local scripts can modify effect only on the actor they are attached to.");
MWMechanics::EffectKey key = getEffectKey(idStr, argStr);
int currentValue = effects.getStore()->getOrDefault(key).getMagnitude();
effects.getStore()->modifyBase(key, value - currentValue);
};
// types.Actor.activeEffects(o):modify(value, id, ?arg)
activeEffectsT["modify"] = [getEffectKey](const ActorActiveEffects& effects, int value, std::string_view idStr,
sol::optional<std::string_view> argStr) {
if (!effects.isActor())
return;
if (effects.isLObject())
throw std::runtime_error("Local scripts can modify effect only on the actor they are attached to.");
MWMechanics::EffectKey key = getEffectKey(idStr, argStr);
effects.getStore()->modifyBase(key, value);
};
}
}