UltimateZoneBuilder/Source/Plugins/UDBScript/API/ThingWrapper.cs

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#region ================== Copyright (c) 2021 Boris Iwanski
/*
* This program is free software: you can redistribute it and/or modify
*
* it under the terms of the GNU General Public License as published by
*
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
*
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
*
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program.If not, see<http://www.gnu.org/licenses/>.
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Dynamic;
using System.Linq;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.UDBScript.Wrapper
{
internal class ThingWrapper : MapElementWrapper, IEquatable<ThingWrapper>
{
#region ================== Variables
private Thing thing;
private MapElementArgumentsWrapper elementargs;
#endregion
#region IEquatable<ThingWrapper> members
public bool Equals(ThingWrapper other)
{
return thing == other.thing;
}
public override bool Equals(object obj)
{
return Equals((ThingWrapper)obj);
}
public override int GetHashCode()
{
return thing.GetHashCode();
}
#endregion
#region ================== Properties
/// <summary>
/// Index of the `Thing`. Read-only.
/// </summary>
public int index
{
get
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the index property can not be accessed.");
return thing.Index;
}
}
/// <summary>
/// Type of the `Thing`.
/// </summary>
public int type
{
get
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the type property can not be accessed.");
return thing.Type;
}
set
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the type property can not be accessed.");
thing.Type = value;
thing.UpdateConfiguration();
}
}
/// <summary>
/// Angle of the `Thing` in degrees, see https://doomwiki.org/wiki/Angle.
/// </summary>
public int angle
{
get
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the angle property can not be accessed.");
return thing.AngleDoom;
}
set
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the angle property can not be accessed.");
thing.Rotate(value);
}
}
/// <summary>
/// Angle of the `Thing` in radians.
/// </summary>
public double angleRad
{
get
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the angleRad property can not be accessed.");
return thing.Angle;
}
set
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the angleRad property can not be accessed.");
thing.Rotate(value);
}
}
/// <summary>
/// `Array` of arguments of the `Thing`. Number of arguments depends on game config (usually 5). Hexen format and UDMF only.
/// </summary>
/// <fakedtstype>number[]</fakedtstype>
public MapElementArgumentsWrapper args
{
get
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the args property can not be accessed.");
return elementargs;
}
}
/// <summary>
/// `Thing` action. Hexen and UDMF only.
/// </summary>
public int action
{
get
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the action property can not be accessed.");
return thing.Action;
}
set
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the angle property can not be accessed.");
thing.Action = value;
}
}
/// <summary>
/// `Thing` tag. UDMF only.
/// </summary>
public int tag
{
get
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the tag property can not be accessed.");
return thing.Tag;
}
set
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the tag property can not be accessed.");
thing.Tag = value;
}
}
/// <summary>
/// If the `Thing` is selected or not.
/// </summary>
public bool selected
{
get
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the selected property can not be accessed.");
return thing.Selected;
}
set
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the selected property can not be accessed.");
thing.Selected = value;
}
}
/// <summary>
/// If the `Thing` is marked or not. It is used to mark map elements that were created or changed (for example after drawing new geometry).
/// </summary>
public bool marked
{
get
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the marked property can not be accessed.");
return thing.Marked;
}
set
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the marked property can not be accessed.");
thing.Marked = value;
}
}
/// <summary>
/// `Thing` flags. It's an object with the flags as properties. In Doom format and Hexen format they are identified by numbers, in UDMF by their name.
/// Doom and Hexen:
/// ```
/// t.flags["8"] = true; // Set the ambush flag
/// ```
/// UDMF:
/// ```
/// t.flags['ambush'] = true; // Set the ambush flag
/// t.flags.ambush = true; // Also works
/// ```
/// </summary>
public ExpandoObject flags
{
get
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the flags property can not be accessed.");
dynamic eo = new ExpandoObject();
IDictionary<string, object> o = eo as IDictionary<string, object>;
foreach (KeyValuePair<string, bool> kvp in thing.GetFlags())
{
o.Add(kvp.Key, kvp.Value);
}
// Create event that gets called when a property is changed. This sets the flag
((INotifyPropertyChanged)eo).PropertyChanged += new PropertyChangedEventHandler((sender, ea) => {
PropertyChangedEventArgs pcea = ea as PropertyChangedEventArgs;
IDictionary<string, object> so = sender as IDictionary<string, object>;
// Only allow known flags to be set
if(!General.Map.Config.ThingFlags.Keys.Contains(pcea.PropertyName))
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Flag name '" + pcea.PropertyName + "' is not valid.");
// New value must be bool
if (!(so[pcea.PropertyName] is bool))
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Flag values must be bool.");
thing.SetFlag(pcea.PropertyName, (bool)so[pcea.PropertyName]);
});
return eo;
}
}
/// <summary>
/// Position of the `Thing`. It's an object with `x`, `y`, and `z` properties. The latter is only relevant in Hexen format and UDMF.
/// The `x`, `y`, and `z` accept numbers:
/// ```
/// t.position.x = 32;
/// t.position.y = 64;
/// ```
/// It's also possible to set all fields immediately by assigning either a `Vector2D`, `Vector3D`, or an array of numbers:
/// ```
/// t.position = new UDB.Vector2D(32, 64);
/// t.position = new UDB.Vector3D(32, 64, 128);
/// t.position = [ 32, 64 ];
/// t.position = [ 32, 64, 128 ];
/// ```
/// </summary>
public object position
{
get
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Vertex is disposed, the position property can not be accessed.");
return new Vector3DWrapper(thing.Position, thing);
}
set
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Vertex is disposed, the position property can not be accessed.");
try
{
Vector3D v = BuilderPlug.Me.GetVector3DFromObject(value);
thing.Move(v);
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
}
/// <summary>
/// Pitch of the `Thing` in degrees. Only valid for supporting game configurations.
/// </summary>
public int pitch
{
get
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the pitch property can not be accessed.");
return thing.Pitch;
}
set
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the pitch property can not be accessed.");
thing.SetPitch(value);
}
}
/// <summary>
/// Roll of the `Thing` in degrees. Only valid for supporting game configurations.
/// </summary>
public int roll
{
get
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the roll property can not be accessed.");
return thing.Roll;
}
set
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the roll property can not be accessed.");
thing.SetRoll(value);
}
}
#endregion
#region ================== Constructors
internal ThingWrapper(Thing thing) : base(thing)
{
this.thing = thing;
elementargs = new MapElementArgumentsWrapper(thing);
}
#endregion
#region ================== Update
internal override void AfterFieldsUpdate()
{
}
#endregion
#region ================== Methods
public override string ToString()
{
// The Thing class doesn't have a proper ToString method, so we have to output something sensible ourself
return "Thing " + thing.Index.ToString();
}
/// <summary>
/// Copies the properties from this `Thing` to another.
/// </summary>
/// <param name="t">The `Thing` to copy the properties to</param>
public void copyPropertiesTo(ThingWrapper t)
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the copyPropertiesTo method can not be accessed.");
thing.CopyPropertiesTo(t.thing);
}
/// <summary>
/// Clears all flags.
/// </summary>
public void clearFlags()
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the cleaFlags method can not be accessed.");
thing.ClearFlags();
}
/// <summary>
/// Snaps the `Thing`'s position to the grid.
/// </summary>
public void snapToGrid()
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the snapToGrid method can not be accessed.");
thing.SnapToGrid();
}
/// <summary>
/// Snaps the `Thing`'s position to the map format's accuracy.
/// </summary>
public void snapToAccuracy()
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the snapToAccuracy method can not be accessed.");
thing.SnapToAccuracy();
}
/// <summary>
/// Gets the squared distance between this `Thing` and the given point.
/// The point can be either a `Vector2D` or an array of numbers.
/// ```
/// t.distanceToSq(new UDB.Vector2D(32, 64));
/// t.distanceToSq([ 32, 64 ]);
/// ```
/// </summary>
/// <param name="pos">Point to calculate the squared distance to.</param>
/// <returns>Distance to `pos`</returns>
public double distanceToSq(object pos)
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the distanceToSq method can not be accessed.");
try
{
Vector2D v = BuilderPlug.Me.GetVector3DFromObject(pos);
return thing.DistanceToSq(v);
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
/// <summary>
/// Gets the distance between this `Thing` and the given point. The point can be either a `Vector2D` or an array of numbers.
/// ```
/// t.distanceToSq(new UDB.Vector2D(32, 64));
/// t.distanceToSq([ 32, 64 ]);
/// ```
/// </summary>
/// <param name="pos">Point to calculate the distance to.</param>
/// <returns>Distance to `pos`</returns>
public double distanceTo(object pos)
{
if (thing.IsDisposed)
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the distanceTo method can not be accessed.");
try
{
Vector2D v = BuilderPlug.Me.GetVector3DFromObject(pos);
return thing.DistanceTo(v);
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
/// <summary>
/// Deletes the `Thing`.
/// </summary>
public void delete()
{
if (!thing.IsDisposed)
{
thing.Dispose();
General.Map.ThingsFilter.Update();
}
}
/// <summary>
/// Determines and returns the `Sector` the `Thing` is in.
/// </summary>
/// <returns>The `Sector` the `Thing` is in</returns>
public SectorWrapper getSector()
{
thing.DetermineSector();
if (thing.Sector == null)
return null;
return new SectorWrapper(thing.Sector);
}
#endregion
#region ================== Management
/// <summary>
/// Adds fields to the dictionary that are handled directly by UDB, but changing them is emulated through the UDMF fields.
/// </summary>
/// <param name="fields">UniFields of the map element</param>
internal override void AddManagedFields(IDictionary<string, object> fields)
{
if (thing.ScaleX != 1.0)
fields.Add("scalex", thing.ScaleX);
if (thing.ScaleY != 1.0)
fields.Add("scaley", thing.ScaleY);
}
/// <summary>
/// Processed a managed UDMF field, setting the managed value to what the user set in the UDMF field.
/// </summary>
/// <param name="fields">UniFields of the map element</param>
/// <param name="pname">field property name</param>
/// <param name="newvalue">field value</param>
/// <returns>true if the field needed to be processed, false if it didn't</returns>
internal override bool ProcessManagedField(UniFields fields, string pname, object newvalue)
{
switch(pname)
{
case "scalex":
if (newvalue == null) thing.SetScale(1.0, thing.ScaleY);
else thing.SetScale((double)newvalue, thing.ScaleY);
return true;
case "scaley":
if(newvalue == null) thing.SetScale(thing.ScaleX, 1.0);
else thing.SetScale(thing.ScaleX, (double)newvalue);
return true;
}
return false;
}
#endregion
}
}