-- backwards compatibility for the Collection class local Class = require "util.class" require "util.utils" local Collection = Class(function(self, entity_or_entities) self.entities = totable(entity_or_entities) self:SetupItemsKey() end) Collection.filters = { [CF.kNone] = function(entity) return true end, [CF.kPlayers] = function(entity) return IsPlayer(entity) end, [CF.kHumanPlayers] = function(entity) return IsPlayer(entity) and not CastToPlayer(entity):IsBot() end, [CF.kBotPlayers] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):IsBot() end, [CF.kPlayerScout] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kScout end, [CF.kPlayerSniper] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kSniper end, [CF.kPlayerSoldier] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kSoldier end, [CF.kPlayerDemoman] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kDemoman end, [CF.kPlayerMedic] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kMedic end, [CF.kPlayerHWGuy] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kHwguy end, [CF.kPlayerPyro] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kPyro end, [CF.kPlayerSpy] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kSpy end, [CF.kPlayerEngineer] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kEngineer end, [CF.kPlayerCivilian] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kCivilian end, [CF.kPlayerScout] = function(entity) return IsPlayer(entity) and CastToPlayer(entity):GetClass() == Player.kScout end, [CF.kTeams] = function(entity) return IsEntity(entity) and entity:GetTeamId() >= Team.kSpectator and entity:GetTeamId() <= Team.kGreen end, [CF.kTeamSpec] = function(entity) return IsEntity(entity) and entity:GetTeamId() == Team.kSpectator end, [CF.kTeamBlue] = function(entity) return IsEntity(entity) and entity:GetTeamId() == Team.kBlue end, [CF.kTeamRed] = function(entity) return IsEntity(entity) and entity:GetTeamId() == Team.kRed end, [CF.kTeamYellow] = function(entity) return IsEntity(entity) and entity:GetTeamId() == Team.kYellow end, [CF.kTeamGreen] = function(entity) return IsEntity(entity) and entity:GetTeamId() == Team.kGreen end, [CF.kProjectiles] = function(entity) return IsProjectile(entity) end, [CF.kGrenades] = function(entity) return IsGrenade(entity) end, [CF.kInfoScipts] = function(entity) return IsInfoScript(entity) end, [CF.kInfoScript_Carried] = function(entity) return IsInfoScript(entity) and CastToInfoScript(entity):IsCarried() end, [CF.kInfoScript_Dropped] = function(entity) return IsInfoScript(entity) and CastToInfoScript(entity):IsDropped() end, [CF.kInfoScript_Returned] = function(entity) return IsInfoScript(entity) and CastToInfoScript(entity):IsReturned() end, [CF.kInfoScript_Active] = function(entity) return IsInfoScript(entity) and CastToInfoScript(entity):IsActive() end, [CF.kInfoScript_Inactive] = function(entity) return IsInfoScript(entity) and CastToInfoScript(entity):IsInactive() end, [CF.kInfoScript_Removed] = function(entity) return IsInfoScript(entity) and CastToInfoScript(entity):IsRemoved() end, [CF.kTraceBlockWalls] = function(entity) return true end, -- not applicable for this type of filtering [CF.kBuildables] = function(entity) return IsBuildable(entity) end, [CF.kDispenser] = function(entity) return IsDispenser(entity) end, [CF.kSentrygun] = function(entity) return IsSentrygun(entity) end, [CF.kDetpack] = function(entity) return IsDetpack(entity) end, [CF.kJumpPad] = function(entity) return IsJumpPad(entity) end, } function Collection.PassesFilter(entity, filter) if not filter then filter = CF.kNone end assert(Collection.filters[filter], "Unknown filter: "..tostring(filter)) return Collection.filters[filter](entity) end function Collection.PassesFilters(entity, filters) if not filters then return true end filters = totable(filters) for _,filter in ipairs(filters) do if not Collection.PassesFilter(entity, filter) then return false end end return true end function Collection:SetupItemsKey() -- keep a usable reference to the base metatable local real_obj = setmetatable({}, getmetatable(self)) -- add special handling of the items key setmetatable(self, { -- the items key returns an iterator __index = function(t, k) if k == "items" then local i = 0 local n = self:Count() return function() i = i + 1 if i <= n then return self.entities[i] end end end return real_obj[k] end, -- protect the items key from being assigned __newindex = function(t, k, v) if k == "items" then return end real_obj[k] = v end }) end -- lua tables start at index 1 function Collection.ToLuaIndex(collection_index) return collection_index+1 end -- Collection started at index 0 function Collection.ToCollectionIndex(lua_index) return lua_index-1 end function Collection:AddItem(entity_or_entities) local entities_to_add = totable(entity_or_entities) for i,entity_to_add in ipairs(entities_to_add) do table.insert(self.entities, entity_to_add) end end function Collection:AddFiltered(entity_or_entities, filters) local entities_to_add = totable(entity_or_entities) for i,entity_to_add in ipairs(entities_to_add) do if Collection.PassesFilters(entity_to_add, filters) then table.insert(self.entities, entity_to_add) end end end function Collection:RemoveItem(entity_or_entities) local entities_to_find = totable(entity_or_entities) for i,entity_to_find in ipairs(entities_to_find) do local i = self:FindItemIndex(entity_to_find) if i then table.remove(self.entities, Collection.ToLuaIndex(i)) end end end function Collection:RemoveAllItems() table.clear(self.entities) end function Collection:Count() return #self.entities end function Collection:NumItems() return self:Count() end function Collection:IsEmpty() return self:Count() == 0 end function Collection:HasItem(entity_or_entities) local entities_to_find = totable(entity_or_entities) for i,entity_to_find in ipairs(entities_to_find) do if self:FindItemIndex(entity_to_find) then return true end end return false end -- this is a strange function function Collection:GetItem(entity_or_entities) local entities_to_find = totable(entity_or_entities) for i,entity_to_find in ipairs(entities_to_find) do local i = self:FindItemIndex(entity_to_find) if i then return self:Element(i) end end end function Collection:FindItemIndex(entity_to_find) for i,entity in ipairs(self.entities) do if entity:GetId() == entity_to_find:GetId() then return Collection.ToCollectionIndex(i) end end return nil end function Collection:Element(i) return self.entities[Collection.ToLuaIndex(i)] end function Collection:GetByFilter(filters) filters = totable(filters) -- optimization for players local players_only = false for _,filter in ipairs(filters) do if filter >= CF.kPlayers and filter <= CF.kPlayerScout then players_only = true break end end if players_only then self:AddFiltered(GetPlayers(), filters) else for ent_id, entity in ipairs(GlobalEntityList) do self:AddFiltered(entity, filters) end end end function Collection:GetByName(name_or_names, filters) local names_to_find = totable(name_or_names) filters = totable(filters) for i,name_to_find in ipairs(names_to_find) do self:AddFiltered(GetEntitiesByName(name_to_find), filters) end end function Collection:GetInSphere(entity_or_origin, radius, filters) filters = totable(filters) local origin = IsEntity(entity_or_origin) and entity_or_origin:GetOrigin() or entity_or_origin local ignore_walls = not table.contains(filters, CF.kTraceBlockWalls) self:AddFiltered(GetEntitiesInSphere(origin, radius, ignore_walls), filters) end return Collection