Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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166
OpenRA.Mods.Common/Scripting/Global/MapGlobal.cs
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166
OpenRA.Mods.Common/Scripting/Global/MapGlobal.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using Eluant;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ScriptGlobal("Map")]
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public class MapGlobal : ScriptGlobal
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{
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readonly SpawnMapActors sma;
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readonly World world;
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readonly GameSettings gameSettings;
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public MapGlobal(ScriptContext context)
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: base(context)
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{
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sma = context.World.WorldActor.Trait<SpawnMapActors>();
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world = context.World;
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gameSettings = Game.Settings.Game;
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// Register map actors as globals (yuck!)
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foreach (var kv in sma.Actors)
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context.RegisterMapActor(kv.Key, kv.Value);
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}
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[Desc("Returns a table of all actors within the requested region, filtered using the specified function.")]
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public Actor[] ActorsInCircle(WPos location, WDist radius, [ScriptEmmyTypeOverride("fun(a: actor):boolean")] LuaFunction filter = null)
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{
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var actors = Context.World.FindActorsInCircle(location, radius);
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return FilteredObjects(actors, filter).ToArray();
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}
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[Desc("Returns a table of all actors within the requested rectangle, filtered using the specified function.")]
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public Actor[] ActorsInBox(WPos topLeft, WPos bottomRight, [ScriptEmmyTypeOverride("fun(a: actor):boolean")] LuaFunction filter = null)
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{
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var actors = Context.World.ActorMap.ActorsInBox(topLeft, bottomRight);
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return FilteredObjects(actors, filter).ToArray();
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}
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// HACK: This API method abuses the coordinate system, and should be removed
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// in favour of proper actor queries. See #8549.
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[Obsolete("This function will be removed in future versions. Use Map.ActorsInWorld instead.")]
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[Desc("Returns the location of the top-left corner of the map (assuming zero terrain height).")]
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public WPos TopLeft => Context.World.Map.ProjectedTopLeft;
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// HACK: This API method abuses the coordinate system, and should be removed
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// in favour of proper actor queries. See #8549.
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[Obsolete("This function will be removed in future versions. Use Map.ActorsInWorld instead.")]
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[Desc("Returns the location of the bottom-right corner of the map (assuming zero terrain height).")]
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public WPos BottomRight => Context.World.Map.ProjectedBottomRight;
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[Desc("Returns a random cell inside the visible region of the map.")]
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public CPos RandomCell()
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{
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return Context.World.Map.ChooseRandomCell(Context.World.SharedRandom);
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}
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[Desc("Returns a random cell on the visible border of the map.")]
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public CPos RandomEdgeCell()
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{
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return Context.World.Map.ChooseRandomEdgeCell(Context.World.SharedRandom);
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}
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[Desc("Returns the closest cell on the visible border of the map from the given cell.")]
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public CPos ClosestEdgeCell(CPos givenCell)
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{
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return Context.World.Map.ChooseClosestEdgeCell(givenCell);
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}
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[Desc("Returns the first cell on the visible border of the map from the given cell,",
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"matching the filter function called as function(cell: cpos):boolean.")]
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public CPos ClosestMatchingEdgeCell(CPos givenCell, [ScriptEmmyTypeOverride("fun(cell: cpos):boolean")] LuaFunction filter)
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{
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return FilteredObjects(Context.World.Map.AllEdgeCells.OrderBy(c => (givenCell - c).Length), filter).FirstOrDefault();
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}
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[Desc("Returns the center of a cell in world coordinates.")]
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public WPos CenterOfCell(CPos cell)
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{
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return Context.World.Map.CenterOfCell(cell);
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}
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[Desc("Returns the type of the terrain at the target cell.")]
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public string TerrainType(CPos cell)
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{
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return Context.World.Map.GetTerrainInfo(cell).Type;
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}
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[Desc("Returns true if there is only one human player.")]
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public bool IsSinglePlayer => Context.World.LobbyInfo.NonBotPlayers.Count() == 1;
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[Desc("Returns true if this is a shellmap and the player has paused animations.")]
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public bool IsPausedShellmap => Context.World.Type == WorldType.Shellmap && gameSettings.PauseShellmap;
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[Desc("Returns the value of a `" + nameof(ScriptLobbyDropdown) + "` selected in the game lobby.")]
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public string LobbyOption(string id)
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{
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var option = Context.World.WorldActor.TraitsImplementing<ScriptLobbyDropdown>()
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.FirstOrDefault(sld => sld.Info.ID == id);
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if (option == null)
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{
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Log.Write("lua", $"A {nameof(ScriptLobbyDropdown)} with ID `{id}` was not found.");
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return null;
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}
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return option.Value;
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}
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[Desc("Returns the value of a `" + nameof(ScriptLobbyDropdown) + "` selected in the game lobby or fallback to a default value.")]
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public string LobbyOptionOrDefault(string id, string fallback)
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{
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var option = Context.World.WorldActor.TraitsImplementing<ScriptLobbyDropdown>()
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.FirstOrDefault(sld => sld.Info.ID == id);
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if (option == null)
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return fallback;
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return option.Value;
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}
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[Desc("Returns a table of all the actors that were specified in the map file.")]
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public Actor[] NamedActors => sma.Actors.Values.ToArray();
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[Desc("Returns the actor that was specified with a given name in " +
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"the map file (or nil, if the actor is dead or not found).")]
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public Actor NamedActor(string actorName)
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{
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if (!sma.Actors.TryGetValue(actorName, out var ret))
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return null;
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if (ret.Disposed)
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return null;
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return ret;
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}
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[Desc("Returns true if actor was originally specified in the map file.")]
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public bool IsNamedActor(Actor actor)
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{
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return actor.ActorID <= sma.LastMapActorID && actor.ActorID > sma.LastMapActorID - sma.Actors.Count;
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}
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[Desc("Returns a table of all actors tagged with the given string.")]
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public Actor[] ActorsWithTag(string tag)
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{
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return Context.World.ActorsHavingTrait<ScriptTags>(t => t.HasTag(tag)).ToArray();
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}
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[Desc("Returns a table of all the actors that are currently on the map/in the world.")]
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public Actor[] ActorsInWorld => world.Actors.ToArray();
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}
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}
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