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openmw/apps/openmw/mwlua/types/armor.cpp

96 lines
4.3 KiB
C++

#include "types.hpp"
#include <components/esm3/loadarmo.hpp>
#include <components/lua/luastate.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/resource/resourcesystem.hpp>
#include <apps/openmw/mwbase/environment.hpp>
#include <apps/openmw/mwbase/world.hpp>
#include <apps/openmw/mwworld/esmstore.hpp>
namespace sol
{
template <>
struct is_automagical<ESM::Armor> : std::false_type
{
};
}
namespace
{
// Populates an armor struct from a Lua table.
ESM::Armor tableToArmor(const sol::table& rec)
{
ESM::Armor armor;
armor.mName = rec["name"];
armor.mModel = rec["model"];
armor.mIcon = rec["icon"];
std::string_view enchantId = rec["enchant"].get<std::string_view>();
armor.mEnchant = ESM::RefId::deserializeText(enchantId);
std::string_view scriptId = rec["mwscript"].get<std::string_view>();
armor.mScript = ESM::RefId::deserializeText(scriptId);
armor.mData.mWeight = rec["weight"];
armor.mData.mValue = rec["value"];
int armorType = rec["type"].get<int>();
if (armorType >= 0 && armorType <= ESM::Armor::RBracer)
armor.mData.mType = armorType;
else
throw std::runtime_error("Invalid Armor Type provided: " + std::to_string(armorType));
armor.mData.mHealth = rec["health"];
armor.mData.mArmor = rec["baseArmor"];
armor.mData.mEnchant = std::round(rec["enchantCapacity"].get<float>() * 10);
return armor;
}
}
namespace MWLua
{
void addArmorBindings(sol::table armor, const Context& context)
{
armor["TYPE"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, int>({
{ "Helmet", ESM::Armor::Helmet },
{ "Cuirass", ESM::Armor::Cuirass },
{ "LPauldron", ESM::Armor::LPauldron },
{ "RPauldron", ESM::Armor::RPauldron },
{ "Greaves", ESM::Armor::Greaves },
{ "Boots", ESM::Armor::Boots },
{ "LGauntlet", ESM::Armor::LGauntlet },
{ "RGauntlet", ESM::Armor::RGauntlet },
{ "Shield", ESM::Armor::Shield },
{ "LBracer", ESM::Armor::LBracer },
{ "RBracer", ESM::Armor::RBracer },
}));
auto vfs = MWBase::Environment::get().getResourceSystem()->getVFS();
addRecordFunctionBinding<ESM::Armor>(armor, context);
armor["createRecordDraft"] = tableToArmor;
sol::usertype<ESM::Armor> record = context.mLua->sol().new_usertype<ESM::Armor>("ESM3_Armor");
record[sol::meta_function::to_string]
= [](const ESM::Armor& rec) -> std::string { return "ESM3_Armor[" + rec.mId.toDebugString() + "]"; };
record["id"]
= sol::readonly_property([](const ESM::Armor& rec) -> std::string { return rec.mId.serializeText(); });
record["name"] = sol::readonly_property([](const ESM::Armor& rec) -> std::string { return rec.mName; });
record["model"] = sol::readonly_property([vfs](const ESM::Armor& rec) -> std::string {
return Misc::ResourceHelpers::correctMeshPath(rec.mModel, vfs);
});
record["icon"] = sol::readonly_property([vfs](const ESM::Armor& rec) -> std::string {
return Misc::ResourceHelpers::correctIconPath(rec.mIcon, vfs);
});
record["enchant"]
= sol::readonly_property([](const ESM::Armor& rec) -> std::string { return rec.mEnchant.serializeText(); });
record["mwscript"]
= sol::readonly_property([](const ESM::Armor& rec) -> std::string { return rec.mScript.serializeText(); });
record["weight"] = sol::readonly_property([](const ESM::Armor& rec) -> float { return rec.mData.mWeight; });
record["value"] = sol::readonly_property([](const ESM::Armor& rec) -> int { return rec.mData.mValue; });
record["type"] = sol::readonly_property([](const ESM::Armor& rec) -> int { return rec.mData.mType; });
record["health"] = sol::readonly_property([](const ESM::Armor& rec) -> int { return rec.mData.mHealth; });
record["baseArmor"] = sol::readonly_property([](const ESM::Armor& rec) -> int { return rec.mData.mArmor; });
record["enchantCapacity"]
= sol::readonly_property([](const ESM::Armor& rec) -> float { return rec.mData.mEnchant * 0.1f; });
}
}