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openmw/apps/openmw/mwlua/stats.cpp

634 lines
26 KiB
C++

#include "stats.hpp"
#include <algorithm>
#include <memory>
#include <optional>
#include <string_view>
#include <variant>
#include <components/esm3/loadclas.hpp>
#include <components/lua/luastate.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/resource/resourcesystem.hpp>
#include "context.hpp"
#include "localscripts.hpp"
#include "luamanagerimp.hpp"
#include "../mwbase/environment.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "objectvariant.hpp"
#include "recordstore.hpp"
namespace
{
using SelfObject = MWLua::SelfObject;
using ObjectVariant = MWLua::ObjectVariant;
using Index = const SelfObject::CachedStat::Index&;
template <class T>
auto addIndexedAccessor(Index index)
{
return [index](const sol::object& o) { return T::create(ObjectVariant(o), index); };
}
template <class T, class G>
void addProp(const MWLua::Context& context, sol::usertype<T>& type, std::string_view prop, G getter)
{
type[prop] = sol::property([=](const T& stat) { return stat.get(context, prop, getter); },
[=](const T& stat, const sol::object& value) { stat.cache(context, prop, value); });
}
template <class G>
sol::object getValue(const MWLua::Context& context, const ObjectVariant& obj, SelfObject::CachedStat::Setter setter,
Index index, std::string_view prop, G getter)
{
if (obj.isSelfObject())
{
SelfObject* self = obj.asSelfObject();
auto it = self->mStatsCache.find({ setter, index, prop });
if (it != self->mStatsCache.end())
return it->second;
}
return sol::make_object(context.mLua->sol(), getter(obj.ptr()));
}
}
namespace MWLua
{
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");
}
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))
{
}
sol::object get(const Context& context, ESM::StringRefId attributeId) const
{
const auto& ptr = mObject.ptr();
if (!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" }] = value;
}
};
class SkillIncreasesForSpecializationStats
{
ObjectVariant mObject;
public:
SkillIncreasesForSpecializationStats(ObjectVariant object)
: mObject(std::move(object))
{
}
sol::object get(const Context& context, int specialization) const
{
const auto& ptr = mObject.ptr();
if (!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" }]
= 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" }] = value;
}
sol::object getProgress(const Context& context) const
{
const auto& ptr = mObject.ptr();
if (!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" }] = 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 }] = 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 }] = 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 }] = 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);
}
};
}
namespace sol
{
template <>
struct is_automagical<MWLua::SkillIncreasesForAttributeStats> : std::false_type
{
};
template <>
struct is_automagical<MWLua::SkillIncreasesForSpecializationStats> : std::false_type
{
};
template <>
struct is_automagical<MWLua::LevelStat> : std::false_type
{
};
template <>
struct is_automagical<MWLua::DynamicStat> : std::false_type
{
};
template <>
struct is_automagical<MWLua::AttributeStat> : std::false_type
{
};
template <>
struct is_automagical<MWLua::SkillStat> : std::false_type
{
};
template <>
struct is_automagical<ESM::Attribute> : std::false_type
{
};
template <>
struct is_automagical<ESM::Skill> : std::false_type
{
};
template <>
struct is_automagical<ESM::MagicSchool> : std::false_type
{
};
}
namespace MWLua
{
void addActorStatsBindings(sol::table& actor, const Context& context)
{
sol::table stats(context.mLua->sol(), sol::create);
actor["stats"] = LuaUtil::makeReadOnly(stats);
auto skillIncreasesForAttributeStatsT
= context.mLua->sol().new_usertype<SkillIncreasesForAttributeStats>("SkillIncreasesForAttributeStats");
for (const auto& attribute : MWBase::Environment::get().getESMStore()->get<ESM::Attribute>())
{
skillIncreasesForAttributeStatsT[ESM::RefId(attribute.mId).serializeText()] = sol::property(
[=](const SkillIncreasesForAttributeStats& stat) { return stat.get(context, attribute.mId); },
[=](const SkillIncreasesForAttributeStats& stat, const sol::object& value) {
stat.set(context, attribute.mId, value);
});
}
// ESM::Class::specializationIndexToLuaId.at(rec.mData.mSpecialization)
auto skillIncreasesForSpecializationStatsT
= context.mLua->sol().new_usertype<SkillIncreasesForSpecializationStats>(
"skillIncreasesForSpecializationStats");
for (int i = 0; i < 3; i++)
{
std::string_view index = ESM::Class::specializationIndexToLuaId.at(i);
skillIncreasesForSpecializationStatsT[index]
= sol::property([=](const SkillIncreasesForSpecializationStats& stat) { return stat.get(context, i); },
[=](const SkillIncreasesForSpecializationStats& stat, const sol::object& value) {
stat.set(context, i, value);
});
}
auto levelStatT = context.mLua->sol().new_usertype<LevelStat>("LevelStat");
levelStatT["current"] = sol::property([context](const LevelStat& stat) { return stat.getCurrent(context); },
[context](const LevelStat& stat, const sol::object& value) { stat.setCurrent(context, value); });
levelStatT["progress"] = sol::property([context](const LevelStat& stat) { return stat.getProgress(context); },
[context](const LevelStat& stat, const sol::object& value) { stat.setProgress(context, value); });
levelStatT["skillIncreasesForAttribute"]
= sol::readonly_property([](const LevelStat& stat) { return stat.getSkillIncreasesForAttributeStats(); });
levelStatT["skillIncreasesForSpecialization"] = sol::readonly_property(
[](const LevelStat& stat) { return stat.getSkillIncreasesForSpecializationStats(); });
stats["level"] = addIndexedAccessor<LevelStat>(0);
auto dynamicStatT = context.mLua->sol().new_usertype<DynamicStat>("DynamicStat");
addProp(context, dynamicStatT, "base", &MWMechanics::DynamicStat<float>::getBase);
addProp(context, dynamicStatT, "current", &MWMechanics::DynamicStat<float>::getCurrent);
addProp(context, dynamicStatT, "modifier", &MWMechanics::DynamicStat<float>::getModifier);
sol::table dynamic(context.mLua->sol(), sol::create);
stats["dynamic"] = LuaUtil::makeReadOnly(dynamic);
dynamic["health"] = addIndexedAccessor<DynamicStat>(0);
dynamic["magicka"] = addIndexedAccessor<DynamicStat>(1);
dynamic["fatigue"] = addIndexedAccessor<DynamicStat>(2);
auto attributeStatT = context.mLua->sol().new_usertype<AttributeStat>("AttributeStat");
addProp(context, attributeStatT, "base", &MWMechanics::AttributeValue::getBase);
addProp(context, attributeStatT, "damage", &MWMechanics::AttributeValue::getDamage);
attributeStatT["modified"]
= sol::readonly_property([=](const AttributeStat& stat) { return stat.getModified(context); });
addProp(context, attributeStatT, "modifier", &MWMechanics::AttributeValue::getModifier);
sol::table attributes(context.mLua->sol(), sol::create);
stats["attributes"] = LuaUtil::makeReadOnly(attributes);
for (const ESM::Attribute& attribute : MWBase::Environment::get().getESMStore()->get<ESM::Attribute>())
attributes[ESM::RefId(attribute.mId).serializeText()] = addIndexedAccessor<AttributeStat>(attribute.mId);
}
void addNpcStatsBindings(sol::table& npc, const Context& context)
{
sol::table npcStats(context.mLua->sol(), sol::create);
sol::table baseMeta(context.mLua->sol(), sol::create);
baseMeta[sol::meta_function::index] = LuaUtil::getMutableFromReadOnly(npc["baseType"]["stats"]);
npcStats[sol::metatable_key] = baseMeta;
npc["stats"] = LuaUtil::makeReadOnly(npcStats);
auto skillStatT = context.mLua->sol().new_usertype<SkillStat>("SkillStat");
addProp(context, skillStatT, "base", &MWMechanics::SkillValue::getBase);
addProp(context, skillStatT, "damage", &MWMechanics::SkillValue::getDamage);
skillStatT["modified"]
= sol::readonly_property([=](const SkillStat& stat) { return stat.getModified(context); });
addProp(context, skillStatT, "modifier", &MWMechanics::SkillValue::getModifier);
skillStatT["progress"] = sol::property([context](const SkillStat& stat) { return stat.getProgress(context); },
[context](const SkillStat& stat, const sol::object& value) { stat.cache(context, "progress", value); });
sol::table skills(context.mLua->sol(), sol::create);
npcStats["skills"] = LuaUtil::makeReadOnly(skills);
for (const ESM::Skill& skill : MWBase::Environment::get().getESMStore()->get<ESM::Skill>())
skills[ESM::RefId(skill.mId).serializeText()] = addIndexedAccessor<SkillStat>(skill.mId);
}
sol::table initCoreStatsBindings(const Context& context)
{
sol::state_view& lua = context.mLua->sol();
sol::table statsApi(lua, sol::create);
auto* vfs = MWBase::Environment::get().getResourceSystem()->getVFS();
sol::table attributes(lua, sol::create);
addRecordFunctionBinding<ESM::Attribute>(attributes, context);
statsApi["Attribute"] = LuaUtil::makeReadOnly(attributes);
statsApi["Attribute"][sol::metatable_key][sol::meta_function::to_string] = ESM::Attribute::getRecordType;
auto attributeT = context.mLua->sol().new_usertype<ESM::Attribute>("Attribute");
attributeT[sol::meta_function::to_string]
= [](const ESM::Attribute& rec) { return "ESM3_Attribute[" + rec.mId.toDebugString() + "]"; };
attributeT["id"] = sol::readonly_property(
[](const ESM::Attribute& rec) -> std::string { return ESM::RefId{ rec.mId }.serializeText(); });
attributeT["name"]
= sol::readonly_property([](const ESM::Attribute& rec) -> std::string_view { return rec.mName; });
attributeT["description"]
= sol::readonly_property([](const ESM::Attribute& rec) -> std::string_view { return rec.mDescription; });
attributeT["icon"] = sol::readonly_property([vfs](const ESM::Attribute& rec) -> std::string {
return Misc::ResourceHelpers::correctIconPath(rec.mIcon, vfs);
});
sol::table skills(lua, sol::create);
addRecordFunctionBinding<ESM::Skill>(skills, context);
statsApi["Skill"] = LuaUtil::makeReadOnly(skills);
statsApi["Skill"][sol::metatable_key][sol::meta_function::to_string] = ESM::Skill::getRecordType;
auto skillT = context.mLua->sol().new_usertype<ESM::Skill>("Skill");
skillT[sol::meta_function::to_string]
= [](const ESM::Skill& rec) { return "ESM3_Skill[" + rec.mId.toDebugString() + "]"; };
skillT["id"] = sol::readonly_property(
[](const ESM::Skill& rec) -> std::string { return ESM::RefId{ rec.mId }.serializeText(); });
skillT["name"] = sol::readonly_property([](const ESM::Skill& rec) -> std::string_view { return rec.mName; });
skillT["description"]
= sol::readonly_property([](const ESM::Skill& rec) -> std::string_view { return rec.mDescription; });
skillT["specialization"] = sol::readonly_property([](const ESM::Skill& rec) -> std::string_view {
return ESM::Class::specializationIndexToLuaId.at(rec.mData.mSpecialization);
});
skillT["icon"] = sol::readonly_property([vfs](const ESM::Skill& rec) -> std::string {
return Misc::ResourceHelpers::correctIconPath(rec.mIcon, vfs);
});
skillT["school"] = sol::readonly_property([](const ESM::Skill& rec) -> const ESM::MagicSchool* {
if (!rec.mSchool)
return nullptr;
return &*rec.mSchool;
});
skillT["attribute"] = sol::readonly_property([](const ESM::Skill& rec) -> std::string {
return ESM::Attribute::indexToRefId(rec.mData.mAttribute).serializeText();
});
skillT["skillGain"] = sol::readonly_property([lua](const ESM::Skill& rec) -> sol::table {
sol::table res(lua, sol::create);
int index = 1;
for (auto skillGain : rec.mData.mUseValue)
res[index++] = skillGain;
return res;
});
auto schoolT = context.mLua->sol().new_usertype<ESM::MagicSchool>("MagicSchool");
schoolT[sol::meta_function::to_string]
= [](const ESM::MagicSchool& rec) { return "ESM3_MagicSchool[" + rec.mName + "]"; };
schoolT["name"]
= sol::readonly_property([](const ESM::MagicSchool& rec) -> std::string_view { return rec.mName; });
schoolT["areaSound"] = sol::readonly_property(
[](const ESM::MagicSchool& rec) -> std::string { return rec.mAreaSound.serializeText(); });
schoolT["boltSound"] = sol::readonly_property(
[](const ESM::MagicSchool& rec) -> std::string { return rec.mBoltSound.serializeText(); });
schoolT["castSound"] = sol::readonly_property(
[](const ESM::MagicSchool& rec) -> std::string { return rec.mCastSound.serializeText(); });
schoolT["failureSound"] = sol::readonly_property(
[](const ESM::MagicSchool& rec) -> std::string { return rec.mFailureSound.serializeText(); });
schoolT["hitSound"] = sol::readonly_property(
[](const ESM::MagicSchool& rec) -> std::string { return rec.mHitSound.serializeText(); });
return LuaUtil::makeReadOnly(statsApi);
}
}