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131 lines
6.4 KiB
C++
131 lines
6.4 KiB
C++
#include "types.hpp"
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#include <components/esm3/loadweap.hpp>
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#include <components/lua/luastate.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <apps/openmw/mwbase/environment.hpp>
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#include <apps/openmw/mwbase/world.hpp>
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#include <apps/openmw/mwworld/esmstore.hpp>
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namespace sol
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{
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template <>
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struct is_automagical<ESM::Weapon> : std::false_type
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{
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};
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}
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#include <components/resource/resourcesystem.hpp>
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namespace
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{
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// Populates a weapon struct from a Lua table.
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ESM::Weapon tableToWeapon(const sol::table& rec)
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{
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ESM::Weapon weapon;
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weapon.mName = rec["name"];
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weapon.mModel = rec["model"];
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weapon.mIcon = rec["icon"];
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std::string_view enchantId = rec["enchant"].get<std::string_view>();
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weapon.mEnchant = ESM::RefId::deserializeText(enchantId);
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std::string_view scriptId = rec["mwscript"].get<std::string_view>();
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weapon.mScript = ESM::RefId::deserializeText(scriptId);
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weapon.mData.mFlags = 0;
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if (rec["isMagical"])
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weapon.mData.mFlags |= ESM::Weapon::Magical;
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if (rec["isSilver"])
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weapon.mData.mFlags |= ESM::Weapon::Silver;
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int weaponType = rec["type"].get<int>();
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if (weaponType >= 0 && weaponType <= ESM::Weapon::MarksmanThrown)
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weapon.mData.mType = weaponType;
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else
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throw std::runtime_error("Invalid Weapon Type provided: " + std::to_string(weaponType));
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weapon.mData.mWeight = rec["weight"];
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weapon.mData.mValue = rec["value"];
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weapon.mData.mHealth = rec["health"];
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weapon.mData.mSpeed = rec["speed"];
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weapon.mData.mReach = rec["reach"];
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weapon.mData.mEnchant = std::round(rec["enchantCapacity"].get<float>() * 10);
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weapon.mData.mChop[0] = rec["chopMinDamage"];
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weapon.mData.mChop[1] = rec["chopMaxDamage"];
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weapon.mData.mSlash[0] = rec["slashMinDamage"];
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weapon.mData.mSlash[1] = rec["slashMaxDamage"];
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weapon.mData.mThrust[0] = rec["thrustMinDamage"];
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weapon.mData.mThrust[1] = rec["thrustMaxDamage"];
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return weapon;
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}
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}
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namespace MWLua
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{
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void addWeaponBindings(sol::table weapon, const Context& context)
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{
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weapon["TYPE"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, int>({
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{ "ShortBladeOneHand", ESM::Weapon::ShortBladeOneHand },
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{ "LongBladeOneHand", ESM::Weapon::LongBladeOneHand },
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{ "LongBladeTwoHand", ESM::Weapon::LongBladeTwoHand },
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{ "BluntOneHand", ESM::Weapon::BluntOneHand },
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{ "BluntTwoClose", ESM::Weapon::BluntTwoClose },
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{ "BluntTwoWide", ESM::Weapon::BluntTwoWide },
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{ "SpearTwoWide", ESM::Weapon::SpearTwoWide },
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{ "AxeOneHand", ESM::Weapon::AxeOneHand },
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{ "AxeTwoHand", ESM::Weapon::AxeTwoHand },
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{ "MarksmanBow", ESM::Weapon::MarksmanBow },
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{ "MarksmanCrossbow", ESM::Weapon::MarksmanCrossbow },
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{ "MarksmanThrown", ESM::Weapon::MarksmanThrown },
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{ "Arrow", ESM::Weapon::Arrow },
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{ "Bolt", ESM::Weapon::Bolt },
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}));
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auto vfs = MWBase::Environment::get().getResourceSystem()->getVFS();
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addRecordFunctionBinding<ESM::Weapon>(weapon, context);
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weapon["createRecordDraft"] = tableToWeapon;
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sol::usertype<ESM::Weapon> record = context.mLua->sol().new_usertype<ESM::Weapon>("ESM3_Weapon");
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record[sol::meta_function::to_string]
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= [](const ESM::Weapon& rec) -> std::string { return "ESM3_Weapon[" + rec.mId.toDebugString() + "]"; };
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record["id"]
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= sol::readonly_property([](const ESM::Weapon& rec) -> std::string { return rec.mId.serializeText(); });
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record["name"] = sol::readonly_property([](const ESM::Weapon& rec) -> std::string { return rec.mName; });
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record["model"] = sol::readonly_property([vfs](const ESM::Weapon& rec) -> std::string {
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return Misc::ResourceHelpers::correctMeshPath(rec.mModel, vfs);
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});
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record["icon"] = sol::readonly_property([vfs](const ESM::Weapon& rec) -> std::string {
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return Misc::ResourceHelpers::correctIconPath(rec.mIcon, vfs);
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});
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record["enchant"] = sol::readonly_property(
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[](const ESM::Weapon& rec) -> std::string { return rec.mEnchant.serializeText(); });
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record["mwscript"]
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= sol::readonly_property([](const ESM::Weapon& rec) -> std::string { return rec.mScript.serializeText(); });
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record["isMagical"] = sol::readonly_property(
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[](const ESM::Weapon& rec) -> bool { return rec.mData.mFlags & ESM::Weapon::Magical; });
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record["isSilver"] = sol::readonly_property(
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[](const ESM::Weapon& rec) -> bool { return rec.mData.mFlags & ESM::Weapon::Silver; });
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record["weight"] = sol::readonly_property([](const ESM::Weapon& rec) -> float { return rec.mData.mWeight; });
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record["value"] = sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mValue; });
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record["type"] = sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mType; });
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record["health"] = sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mHealth; });
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record["speed"] = sol::readonly_property([](const ESM::Weapon& rec) -> float { return rec.mData.mSpeed; });
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record["reach"] = sol::readonly_property([](const ESM::Weapon& rec) -> float { return rec.mData.mReach; });
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record["enchantCapacity"]
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= sol::readonly_property([](const ESM::Weapon& rec) -> float { return rec.mData.mEnchant * 0.1f; });
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record["chopMinDamage"]
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= sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mChop[0]; });
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record["chopMaxDamage"]
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= sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mChop[1]; });
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record["slashMinDamage"]
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= sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mSlash[0]; });
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record["slashMaxDamage"]
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= sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mSlash[1]; });
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record["thrustMinDamage"]
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= sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mThrust[0]; });
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record["thrustMaxDamage"]
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= sol::readonly_property([](const ESM::Weapon& rec) -> int { return rec.mData.mThrust[1]; });
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}
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}
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