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Merge pull request #27 from fortressforever/collection-impl-lua
Move Collection implementation to Lua
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commit
230f52bd87
3 changed files with 299 additions and 0 deletions
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@ -7,7 +7,9 @@
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-- Do not change this file.
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-----------------------------------------------------------------------------
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require "util.utils"
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Class = require "util.class"
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Collection = require "util.collection"
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-----------------------------------------------------------------------------
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-- defines
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@ -48,6 +50,47 @@ function baseclass:new (o)
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end
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-----------------------------------------------------------------------------
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-- set up pairs and ipairs for iterating the global entity list
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--
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-- Example usage:
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--
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-- for ent_id, ent in pairs(GlobalEntityList) do
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-- print(ent_id, ent)
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-- end
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--
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-- Note: The order of iteration is always arbitrary
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-----------------------------------------------------------------------------
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local GlobalEntityListIterator = function()
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local entity = GlobalEntityList:FirstEntity()
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return function()
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local cur_ent = entity
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entity = GlobalEntityList:NextEntity(cur_ent)
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if cur_ent then
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return cur_ent:GetId(), cur_ent
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else
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return nil
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end
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end
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end
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local ipairs_base = ipairs
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ipairs = function(t)
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if t == GlobalEntityList then
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return GlobalEntityListIterator()
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end
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return ipairs_base(t)
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end
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local pairs_base = pairs
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pairs = function(t)
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if t == GlobalEntityList then
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return GlobalEntityListIterator()
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end
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return pairs_base(t)
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end
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-----------------------------------------------------------------------------
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-- make luabind's class_info function safer
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-- (don't crash if class_info() is called on non-luabind objects)
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228
maps/includes/util/collection.lua
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228
maps/includes/util/collection.lua
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@ -0,0 +1,228 @@
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-- backwards compatibility for the Collection class
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local Class = require "util.class"
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require "util.utils"
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local function setup_items_key(self)
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-- keep a usable reference to the base metatable
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local real_obj = setmetatable({}, getmetatable(self))
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-- add special handling of the items key
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setmetatable(self, {
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-- the items key returns an iterator
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__index = function(t, k)
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if k == "items" then
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local i = 0
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local n = self:Count()
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return function()
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i = i + 1
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if i <= n then return self.entities[i] end
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end
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end
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return real_obj[k]
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end,
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-- protect the items key from being assigned
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__newindex = function(t, k, v)
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if k == "items" then
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return
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end
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real_obj[k] = v
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end
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})
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end
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local function get_param_as_table(param)
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if param == nil then return {} end
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if type(param) == "table" then return param end
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return {param}
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end
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-- lua tables start at index 1
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local function to_lua_index(collection_index)
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return collection_index+1
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end
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-- Collection started at index 0
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local function to_collection_index(lua_index)
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return lua_index-1
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end
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local Collection = Class(function(self, entity_or_entities)
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setup_items_key(self)
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self.entities = get_param_as_table(entity_or_entities)
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end)
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Collection.filters = {
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[CF.kNone] = function(entity) return true end,
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[CF.kPlayers] = function(entity) return IsPlayer(entity) end,
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[CF.kHumanPlayers] = function(entity) return IsPlayer(entity) and not CastToPlayer(entity):IsBot() end,
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[CF.kBotPlayers] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):IsBot() end,
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[CF.kPlayerScout] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kScout end,
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[CF.kPlayerSniper] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kSniper end,
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[CF.kPlayerSoldier] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kSoldier end,
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[CF.kPlayerDemoman] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kDemoman end,
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[CF.kPlayerMedic] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kMedic end,
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[CF.kPlayerHWGuy] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kHwguy end,
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[CF.kPlayerPyro] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kPyro end,
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[CF.kPlayerSpy] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kSpy end,
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[CF.kPlayerEngineer] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kEngineer end,
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[CF.kPlayerCivilian] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kCivilian end,
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[CF.kPlayerScout] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kScout end,
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[CF.kTeams] = function(entity) return IsEntity(entity) and entity:GetTeamId() >= Team.kSpectator and entity:GetTeamId() <= Team.kGreen end,
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[CF.kTeamSpec] = function(entity) return IsEntity(entity) and entity:GetTeamId() == Team.kSpectator end,
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[CF.kTeamBlue] = function(entity) return IsEntity(entity) and entity:GetTeamId() == Team.kBlue end,
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[CF.kTeamRed] = function(entity) return IsEntity(entity) and entity:GetTeamId() == Team.kRed end,
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[CF.kTeamYellow] = function(entity) return IsEntity(entity) and entity:GetTeamId() == Team.kYellow end,
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[CF.kTeamGreen] = function(entity) return IsEntity(entity) and entity:GetTeamId() == Team.kGreen end,
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[CF.kProjectiles] = function(entity) return IsProjectile(entity) end,
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[CF.kGrenades] = function(entity) return IsGrenade(entity) end,
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[CF.kInfoScipts] = function(entity) return IsInfoScript(entity) end,
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[CF.kInfoScript_Carried] = function(entity) return IsInfoScript(entity) and CastToInfoScript(entity):IsCarried() end,
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[CF.kInfoScript_Dropped] = function(entity) return IsInfoScript(entity) and CastToInfoScript(entity):IsDropped() end,
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[CF.kInfoScript_Returned] = function(entity) return IsInfoScript(entity) and CastToInfoScript(entity):IsReturned() end,
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[CF.kInfoScript_Active] = function(entity) return IsInfoScript(entity) and CastToInfoScript(entity):IsActive() end,
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[CF.kInfoScript_Inactive] = function(entity) return IsInfoScript(entity) and CastToInfoScript(entity):IsInactive() end,
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[CF.kInfoScript_Removed] = function(entity) return IsInfoScript(entity) and CastToInfoScript(entity):IsRemoved() end,
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[CF.kTraceBlockWalls] = function(entity) return true end, -- not applicable for this type of filtering
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[CF.kBuildables] = function(entity) return IsBuildable(entity) end,
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[CF.kDispenser] = function(entity) return IsDispenser(entity) end,
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[CF.kSentrygun] = function(entity) return IsSentrygun(entity) end,
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[CF.kDetpack] = function(entity) return IsDetpack(entity) end,
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[CF.kJumpPad] = function(entity) return IsJumpPad(entity) end,
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}
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function Collection.PassesFilter(entity, filter)
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if not filter then filter = CF.kNone end
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assert(Collection.filters[filter], "Unknown filter: "..tostring(filter))
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return Collection.filters[filter](entity)
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end
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function Collection.PassesFilters(entity, filters)
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if not filters then return true end
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filters = get_param_as_table(filters)
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for _,filter in ipairs(filters) do
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if not Collection.PassesFilter(entity, filter) then
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return false
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end
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end
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return true
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end
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function Collection:AddItem(entity_or_entities)
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local entities_to_add = get_param_as_table(entity_or_entities)
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for i,entity_to_add in ipairs(entities_to_add) do
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table.insert(self.entities, entity_to_add)
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end
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end
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function Collection:AddFiltered(entity_or_entities, filters)
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local entities_to_add = get_param_as_table(entity_or_entities)
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for i,entity_to_add in ipairs(entities_to_add) do
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if Collection.PassesFilters(entity_to_add, filters) then
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table.insert(self.entities, entity_to_add)
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end
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end
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end
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function Collection:RemoveItem(entity_or_entities)
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local entities_to_find = get_param_as_table(entity_or_entities)
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for i,entity_to_find in ipairs(entities_to_find) do
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local i = self:FindItemIndex(entity_to_find)
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if i then
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table.remove(self.entities, to_lua_index(i))
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end
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end
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end
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function Collection:RemoveAllItems()
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table.clear(self.entities)
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end
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function Collection:Count()
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return #self.entities
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end
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function Collection:NumItems()
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return self:Count()
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end
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function Collection:IsEmpty()
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return self:Count() == 0
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end
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function Collection:HasItem(entity_or_entities)
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local entities_to_find = get_param_as_table(entity_or_entities)
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for i,entity_to_find in ipairs(entities_to_find) do
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if self:FindItemIndex(entity_to_find) then
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return true
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end
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end
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return false
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end
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-- this is a strange function
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function Collection:GetItem(entity_or_entities)
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local entities_to_find = get_param_as_table(entity_or_entities)
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for i,entity_to_find in ipairs(entities_to_find) do
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local i = self:FindItemIndex(entity_to_find)
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if i then
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return self:Element(i)
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end
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end
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end
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function Collection:FindItemIndex(entity_to_find)
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for i,entity in ipairs(self.entities) do
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if entity:GetId() == entity_to_find:GetId() then
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return to_collection_index(i)
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end
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end
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return nil
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end
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function Collection:Element(i)
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return self.entities[to_lua_index(i)]
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end
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function Collection:GetByFilter(filters)
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filters = get_param_as_table(filters)
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-- optimization for players
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local players_only = false
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for _,filter in ipairs(filters) do
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if filter >= CF.kPlayers and filter <= CF.kPlayerScout then
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players_only = true
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break
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end
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end
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if players_only then
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self:AddFiltered(GetPlayers(), filters)
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else
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for ent_id, entity in ipairs(GlobalEntityList) do
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self:AddFiltered(entity, filters)
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end
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end
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end
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function Collection:GetByName(name_or_names, filters)
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local names_to_find = get_param_as_table(name_or_names)
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filters = get_param_as_table(filters)
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for i,name_to_find in ipairs(names_to_find) do
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self:AddFiltered(GetEntitiesByName(name_to_find), filters)
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end
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end
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function Collection:GetInSphere(entity_or_origin, radius, filters)
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filters = get_param_as_table(filters)
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local origin = IsEntity(entity_or_origin) and entity_or_origin:GetOrigin() or entity_or_origin
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local ignore_walls = not table.contains(filters, CF.kTraceBlockWalls)
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self:AddFiltered(GetEntitiesInSphere(origin, radius, ignore_walls), filters)
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end
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return Collection
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28
maps/includes/util/utils.lua
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28
maps/includes/util/utils.lua
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@ -0,0 +1,28 @@
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function table.clear(tbl)
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for k in pairs(tbl) do
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tbl[k] = nil
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end
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end
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function table.contains(tbl, element)
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if tbl == nil then return false end
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for _, value in pairs(tbl) do
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if value == element then
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return true
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end
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end
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return false
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end
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function table.contains_any(tbl, elements)
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if tbl == nil or elements == nil then return false end
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for _, value in pairs(tbl) do
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for _, element in pairs(elements) do
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if value == element then
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return true
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end
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end
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end
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return false
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end
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