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openmw/apps/openmw/mwlua/magicbindings.cpp

574 lines
26 KiB
C++

#include "magicbindings.hpp"
#include <components/esm3/activespells.hpp>
#include <components/esm3/loadmgef.hpp>
#include <components/esm3/loadspel.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/npcstats.hpp"
#include "../mwmechanics/spellutil.hpp"
#include "../mwworld/action.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "localscripts.hpp"
#include "luamanagerimp.hpp"
#include "object.hpp"
#include "objectvariant.hpp"
#include "worldview.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(); }
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;
};
// 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 <typename T>
struct is_automagical<typename MWWorld::Store<T>> : std::false_type
{
};
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
{
};
}
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));
}
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["SCHOOL"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, int>({
{ "Alteration", 0 },
{ "Conjuration", 1 },
{ "Destruction", 2 },
{ "Illusion", 3 },
{ "Mysticism", 4 },
{ "Restoration", 5 },
}));
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 },
}));
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
using SpellStore = MWWorld::Store<ESM::Spell>;
const SpellStore* spellStore = &MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>();
sol::usertype<SpellStore> spellStoreT = lua.new_usertype<SpellStore>("ESM3_SpellStore");
spellStoreT[sol::meta_function::to_string]
= [](const SpellStore& store) { return "ESM3_SpellStore{" + std::to_string(store.getSize()) + " spells}"; };
spellStoreT[sol::meta_function::length] = [](const SpellStore& store) { return store.getSize(); };
spellStoreT[sol::meta_function::index] = sol::overload(
[](const SpellStore& store, size_t index) -> const ESM::Spell* { return store.at(index - 1); },
[](const SpellStore& store, std::string_view spellId) -> const ESM::Spell* {
return store.find(ESM::RefId::deserializeText(spellId));
});
spellStoreT[sol::meta_function::pairs] = lua["ipairsForArray"].template get<sol::function>();
spellStoreT[sol::meta_function::ipairs] = lua["ipairsForArray"].template get<sol::function>();
magicApi["spells"] = spellStore;
// MagicEffect store
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]
= [](const MagicEffectStore& store, int id) -> const ESM::MagicEffect* { return store.find(id); };
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; };
magicApi["effects"] = 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;
});
// 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> {
if (params.mSkill >= 0 && params.mSkill < ESM::Skill::Length)
return Misc::StringUtils::lowerCase(ESM::Skill::sSkillNames[params.mSkill]);
else
return sol::nullopt;
});
effectParamsT["affectedAttribute"]
= sol::readonly_property([](const ESM::ENAMstruct& params) -> sol::optional<std::string> {
if (params.mAttribute >= 0 && params.mAttribute < ESM::Attribute::Length)
return Misc::StringUtils::lowerCase(ESM::Attribute::sAttributeNames[params.mAttribute]);
else
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; });
// 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["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) -> int { return rec.mData.mSchool; });
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 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) && effect.key.mArg >= 0
&& effect.key.mArg < ESM::Skill::Length)
return Misc::StringUtils::lowerCase(ESM::Skill::sSkillNames[effect.key.mArg]);
else
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) && effect.key.mArg >= 0
&& effect.key.mArg < ESM::Attribute::Length)
return Misc::StringUtils::lowerCase(ESM::Attribute::sAttributeNames[effect.key.mArg]);
else
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 (!stats.getSpells().hasSpell(spellId))
throw std::runtime_error("Actor doesn't know spell " + spellId.toDebugString());
if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
int chance = 0;
if (!spellId.empty())
chance = MWMechanics::getSpellSuccessChance(spellId, ptr);
MWBase::Environment::get().getWindowManager()->setSelectedSpell(spellId, chance);
}
else
ptr.getClass().getCreatureStats(ptr).getSpells().setSelectedSpell(spellId);
});
};
// #(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) -> sol::optional<const ESM::Spell*> {
if (auto* store = spells.getStore())
if (index <= store->count())
return store->at(index - 1);
return sol::nullopt;
},
[spellStore](const ActorSpells& spells, std::string_view spellId) -> sol::optional<const ESM::Spell*> {
if (auto* store = spells.getStore())
{
const ESM::Spell* spell = spellStore->find(ESM::RefId::deserializeText(spellId));
if (store->hasSpell(spell))
return spell;
}
return sol::nullopt;
});
// 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))
// Note that the indexes are fake, and only for consistency with other lua pairs interfaces. You can't use them
// for anything.
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 result = sol::make_object(lua, self.mIterator->getId());
auto index = sol::make_object(lua, self.mIndex + 1);
self.advance();
return { index, result };
}
else
{
return { sol::lua_nil, sol::lua_nil };
}
});
};
// types.Actor.activeSpells(o):isSpellActive(id)
activeSpellsT["isSpellActive"] = [](const ActorActiveSpells& spells, const sol::object& spellOrId) -> bool {
auto id = toSpellId(spellOrId);
if (auto* store = spells.getStore())
return store->isSpellActive(id);
return false;
};
// 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> {
if (!self.isEnd())
{
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 };
}
else
{
return { sol::lua_nil, sol::lua_nil };
}
});
};
// types.Actor.activeEffects(o):getEffect(id, ?arg)
activeEffectsT["getEffect"] = [](const ActorActiveEffects& effects, std::string_view idStr,
sol::optional<std::string_view> argStr) -> sol::optional<ActiveEffect> {
if (!effects.isActor())
return sol::nullopt;
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)
key = MWMechanics::EffectKey(id, ESM::Attribute::stringToAttributeId(argStr.value()));
if (rec->mData.mFlags & ESM::MagicEffect::TargetSkill)
key = MWMechanics::EffectKey(id, ESM::Skill::stringToSkillId(argStr.value()));
}
if (auto* store = effects.getStore())
if (auto effect = store->get(key))
return ActiveEffect{ key, effect.value() };
return sol::nullopt;
};
}
}