mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-25 16:26:18 +00:00
204 lines
6.2 KiB
Lua
204 lines
6.2 KiB
Lua
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-- main tables of environement & general editor functions
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---------------
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-- FUNCTIONS --
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---------------
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------------------------------------------------------------------------------------------------------------
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-- Helper : eval a property in an instance of a class :
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-- if the property is a value, then that value is returned
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-- if the property is a function, then the 'this' parameter is passed to the function and the result is returned
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-- if the property is nil, then the defualt value is returned
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function r2:evalProp(prop, this, defaultValue)
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if type(prop) == "function" then return prop(this) -- could have been this:prop(), too...
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elseif prop ~= nil then return prop
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else return defaultValue
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end
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end
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-------------------------------------------------------------------------------------
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-- get translation id for a property, followed by a boolean (false if not found)
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function r2:getPropertyTranslationId(prop)
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local translationId
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local found = true
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if prop.Translation ~= nil then
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translationId = prop.Translation
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elseif i18n.hasTranslation('uiR2EDProp_' .. prop.Name) then
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translationId = 'uiR2EDProp_' .. prop.Name
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elseif i18n.hasTranslation('uiR2ED' .. prop.Name) then
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translationId = 'uiR2ED' .. prop.Name
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else
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translationId = prop.Name
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found = false
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end
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return translationId, found
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end
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-------------------------------------------------------------------------------------
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-- get translation id for a property, as an ucstring
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function r2:getPropertyTranslation(prop)
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local translationId = r2:getPropertyTranslationId(prop)
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if (i18n.hasTranslation(translationId)) then
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return i18n.get(translationId)
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else
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return ucstring(translationId)
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end
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end
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------------------------------------------------------------------------------------------------------------
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-- return the left quota for the current scenario (called by C++)
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function r2:getLeftQuota()
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return r2.ScenarioWindow:getLeftQuota()
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end
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------------------------------------------------------------------------------------------------------------
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-- retrieve class description of an instance (in the r2.Classes table)
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function r2:getClass(instance)
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if instance == nil or instance.isNil then
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debugInfo("Calling r2:getClass on nil instance")
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debugInfo(debug.traceback())
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return
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end
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if instance.Class == nil then
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debugInfo("Calling r2:getClass on class with no 'Class' field")
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debugInfo(debug.traceback())
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return
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end
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return r2.Classes[instance.Class]
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end
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------------------------------------------------------------------------------------------------------------
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-- get parent instance of an object in the editor (that is an object with an InstanceId)
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function r2:getParentInstance(object)
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debugInfo(debug.traceback())
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assert(nil) -- deprecated : use special member 'ParentInstance' instead
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--if object == nil then return nil end
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--local parent = object.Parent
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--while parent ~= nil do
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-- if parent.InstanceId ~= nil then
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-- return parent
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-- end
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-- parent = parent.Parent
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--end
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--return nil
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end
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------------------------------------------------------------------------------------------------------------
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-- get max number of acts in a scenario
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function r2:getMaxNumberOfAdditionnalActs()
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return getDefine("r2ed_max_num_additionnal_acts")
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end
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------------------------------------------------------------------------------------------------------------
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-- Explore a tree of instance, each instance that has a sheet id is append to the list
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function r2:exploreInstanceTree(obj, destTable)
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if obj.InstanceId ~= nil then
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table.insert(destTable, obj)
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end
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for k, v in specPairs(obj) do
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if type(v) == "userdata" and v.Size ~= nil then
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-- this is a sub array
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r2:exploreInstanceTree(v, destTable)
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end
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end
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end
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-- test from a sheet id if an object is a bot object
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function r2:isBotObject(sheetClient)
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return getCharacterSheetSkel(sheetClient, false) == ""
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or string.match(sheetClient, "object_[%w_]*%.creature") -- patch for bot objects (with skeletons -> wind turbine)
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end
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-- helper function for pasting : relocate the 'Position' field of 'dest' for proper pasting
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function r2:relocatePos(dest)
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local x, y, z = r2:findEmptyPlace(dest.Position.x, dest.Position.y)
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if x ~= nil then
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dest.Position.x = x
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dest.Position.y = y
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dest.Position.z = z
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end
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end
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-- Get a new position were to paste an object
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function r2:getPastePosition()
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local x, y, z = r2:getUserEntityPosition()
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local fx, fy = r2:getUserEntityFront()
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x = x + fx * 4
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y = y + fy * 4
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x = x + 3 * math.random(-100, 100) / 100
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y = y + 3 * math.random(-100, 100) / 100
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local nx, ny = r2:findEmptyPlace(x, y)
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if nx ~= nil then
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return nx, ny, z
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else
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return r2:getUserEntityPosition() -- no empty place found, paste on user
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end
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end
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------------------------------------------------------------------------------------------------------------------
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--------------------
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-- INIT / GLOBALS --
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--------------------
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--debugInfo("Initializing main tables")
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if r2 == nil then
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r2 = {} -- for vianney's tests (is initialized by the caller otherwise)
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end
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------------------
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-- MISC GLOBALS --
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------------------
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r2.ScratchUCStr = ucstring() -- scratch ucstring, useful to do call from utf8 without to create a new object
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---------------------
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-- EDITION GLOBALS --
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---------------------
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r2.maxId = {}
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-- define in r2_features.lua
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r2.Features={}
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-- define in r2_basic_bricks.lua
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r2.BasicBricks = {}
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-- define in r2_palette.lua
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r2.Palette = {}
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-- definition of all R2 classes (contains both basic components and components of features)
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r2.Classes = {}
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-- current content of the clipboard after the selection has been copied
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r2.ClipBoard = nil
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r2.ClipBoardSrcInstanceId = nil
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r2.ClipBoardDisplayName = nil
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-----------------------
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-- ANIMATION GLOBALS --
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-----------------------
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-- contains var related to animation
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r2.AnimGlobals =
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{
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Acts = nil, -- set to nil until received by server, contains
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-- the list of acts accessible at runtime by the animator
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UserTriggers = nil, -- set to nil until received by server, contains
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-- the list of triggers that an animator can fire at runtime
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-------------------------------------------------------------------------------------
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reset = function(this)
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this.Acts = nil
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this.UserTriggers = nil
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end
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}
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