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openmw/apps/openmw/mwlua/types/weapon.cpp

131 lines
6.4 KiB
C++

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