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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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192ddc9e6c
- Add two new example scripts, remove one useless example script
861 lines
24 KiB
C#
861 lines
24 KiB
C#
#region ================== Copyright (c) 2021 Boris Iwanski
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/*
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* This program is free software: you can redistribute it and/or modify
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*
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* it under the terms of the GNU General Public License as published by
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*
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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*
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
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*
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program.If not, see<http://www.gnu.org/licenses/>.
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Dynamic;
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using System.Linq;
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using CodeImp.DoomBuilder.BuilderModes;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.UDBScript.Wrapper
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{
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class SectorWrapper : MapElementWrapper, IMoreTags, IEquatable<SectorWrapper>
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{
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#region ================== Variables
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private Sector sector;
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#endregion
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#region IEquatable<SectorWrapper> members
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public bool Equals(SectorWrapper other)
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{
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return sector == other.sector;
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}
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public override bool Equals(object obj)
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{
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return Equals((SectorWrapper)obj);
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}
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public override int GetHashCode()
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{
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return sector.GetHashCode();
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}
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#endregion
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#region ================== Properties
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internal Sector Sector { get { return sector; } }
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/// <summary>
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/// The `Sector`'s index. Read-only.
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/// </summary>
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public int index
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the index property can not be accessed.");
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return sector.Index;
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}
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}
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/// <summary>
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/// Floor height of the `Sector`.
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/// </summary>
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public int floorHeight
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the floorHeight property can not be accessed.");
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return sector.FloorHeight;
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}
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set
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the floorHeight property can not be accessed.");
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sector.FloorHeight = value;
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}
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}
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/// <summary>
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/// Ceiling height of the `Sector`.
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/// </summary>
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public int ceilingHeight
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the ceilingHeight property can not be accessed.");
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return sector.CeilHeight;
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}
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set
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the ceilingHeight property can not be accessed.");
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sector.CeilHeight = value;
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}
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}
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/// <summary>
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/// Floor texture of the `Sector`.
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/// </summary>
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public string floorTexture
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the floorTexture property can not be accessed.");
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return sector.FloorTexture;
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}
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set
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the floorTexture property can not be accessed.");
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sector.SetFloorTexture(value);
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// Make sure to update the used textures, so that they are shown immediately
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General.Map.Data.UpdateUsedTextures();
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}
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}
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/// <summary>
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/// Ceiling texture of the `Sector`.
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/// </summary>
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public string ceilingTexture
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the ceilingTexture property can not be accessed.");
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return sector.CeilTexture;
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}
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set
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the ceilingTexture property can not be accessed.");
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sector.SetCeilTexture(value);
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// Make sure to update the used textures, so that they are shown immediately
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General.Map.Data.UpdateUsedTextures();
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}
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}
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/// <summary>
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/// If the `Sector` is selected or not.
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/// </summary>
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public bool selected
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the selected property can not be accessed.");
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return sector.Selected;
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}
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set
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the selected property can not be accessed.");
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sector.Selected = value;
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// Make update lines selection
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foreach (Sidedef sd in sector.Sidedefs)
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{
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bool front, back;
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if (sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false;
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if (sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false;
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sd.Line.Selected = front | back;
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}
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}
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}
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/// <summary>
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/// If the `Sector`'s floor is selected or not. Will always return `true` in classic modes if the `Sector` is selected. Read-only.
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/// </summary>
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/// <version>3</version>
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public bool floorSelected
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the floorSelected property can not be accessed.");
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if (General.Editing.Mode is BaseVisualMode)
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{
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bool f, c;
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((BaseVisualMode)General.Editing.Mode).GetSelectedSurfaceTypesBySector(sector, out f, out c);
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return f;
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}
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else
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{
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return sector.Selected;
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}
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}
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}
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/// <summary>
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/// If the `Sector`'s floor is highlighted or not. Will always return `true` in classic modes if the `Sector` is highlighted. Read-only.
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/// </summary>
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/// <version>3</version>
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public bool floorHighlighted
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the floorHighlighted property can not be accessed.");
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if (General.Editing.Mode is BaseVisualMode)
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{
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VisualGeometry vs = (VisualGeometry)((BaseVisualMode)General.Editing.Mode).Highlighted;
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if (vs == null)
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return false;
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return (vs.Sector.Sector == sector && vs.GeometryType == VisualGeometryType.FLOOR);
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}
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else
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{
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Sector s = ((ClassicMode)General.Editing.Mode).HighlightedObject as Sector;
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if(s == null)
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return false;
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return s == sector;
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}
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}
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}
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/// <summary>
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/// If the `Sector`'s ceiling is selected or not. Will always return `true` in classic modes if the `Sector` is selected. Read-only.
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/// </summary>
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/// <version>3</version>
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public bool ceilingSelected
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the ceilingSelected property can not be accessed.");
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if (General.Editing.Mode is BaseVisualMode)
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{
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bool f, c;
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((BaseVisualMode)General.Editing.Mode).GetSelectedSurfaceTypesBySector(sector, out f, out c);
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return c;
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}
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else
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{
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return sector.Selected;
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}
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}
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}
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/// <summary>
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/// If the `Sector`'s ceiling is highlighted or not. Will always return `true` in classic modes if the `Sector` is highlighted. Read-only.
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/// </summary>
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/// <version>3</version>
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public bool ceilingHighlighted
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the ceilingHighlighted property can not be accessed.");
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if (General.Editing.Mode is BaseVisualMode)
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{
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VisualGeometry vs = (VisualGeometry)((BaseVisualMode)General.Editing.Mode).Highlighted;
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if (vs == null)
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return false;
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return (vs.Sector.Sector == sector && vs.GeometryType == VisualGeometryType.CEILING);
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}
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else
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{
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Sector s = ((ClassicMode)General.Editing.Mode).HighlightedObject as Sector;
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if (s == null)
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return false;
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return s == sector;
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}
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}
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}
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/// <summary>
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/// If the `Sector` is marked or not. It is used to mark map elements that were created or changed (for example after drawing new geometry).
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/// </summary>
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public bool marked
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the marked property can not be accessed.");
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return sector.Marked;
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}
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set
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the marked property can not be accessed.");
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sector.Marked = value;
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}
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}
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/// <summary>
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/// `Sector` flags. It's an object with the flags as properties. Only available in UDMF.
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///
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/// ```
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/// s.flags['noattack'] = true; // Monsters in this sector don't attack
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/// s.flags.noattack = true; // Also works
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/// ```
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/// </summary>
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public ExpandoObject flags
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the flags property can not be accessed.");
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dynamic eo = new ExpandoObject();
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IDictionary<string, object> o = eo as IDictionary<string, object>;
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foreach (KeyValuePair<string, bool> kvp in sector.GetFlags())
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{
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o.Add(kvp.Key, kvp.Value);
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}
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// Create event that gets called when a property is changed. This sets the flag
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((INotifyPropertyChanged)eo).PropertyChanged += new PropertyChangedEventHandler((sender, ea) => {
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PropertyChangedEventArgs pcea = ea as PropertyChangedEventArgs;
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IDictionary<string, object> so = sender as IDictionary<string, object>;
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// Only allow known flags to be set
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if (!General.Map.Config.SectorFlags.Keys.Contains(pcea.PropertyName))
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Flag name '" + pcea.PropertyName + "' is not valid.");
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// New value must be bool
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if (!(so[pcea.PropertyName] is bool))
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Flag values must be bool.");
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sector.SetFlag(pcea.PropertyName, (bool)so[pcea.PropertyName]);
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});
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return eo;
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}
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}
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/// <summary>
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/// The `Sector`'s special type.
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/// </summary>
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public int special
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the special property can not be accessed.");
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return sector.Effect;
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}
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set
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the special property can not be accessed.");
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sector.Effect = value;
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}
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}
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/// <summary>
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/// The `Sector`'s tag.
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/// </summary>
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public int tag
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the tag property can not be accessed.");
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return sector.Tag;
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}
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set
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the tag property can not be accessed.");
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sector.Tag = value;
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}
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}
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/// <summary>
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/// The `Sector`'s brightness.
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/// </summary>
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public int brightness
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the brightness property can not be accessed.");
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return sector.Brightness;
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}
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set
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the brightness property can not be accessed.");
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sector.Brightness = value;
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}
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}
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/// <summary>
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/// The floor's slope offset.
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/// </summary>
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public double floorSlopeOffset
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the floorSlopeOffset property can not be accessed.");
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return sector.FloorSlopeOffset;
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}
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set
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{
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sector.FloorSlopeOffset = value;
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}
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}
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/// <summary>
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/// The ceiling's slope offset.
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/// </summary>
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public double ceilingSlopeOffset
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{
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get
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the ceilingSlopeOffset property can not be accessed.");
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return sector.CeilSlopeOffset;
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}
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set
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{
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sector.CeilSlopeOffset = value;
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}
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}
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#endregion
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#region ================== Constructors
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internal SectorWrapper(Sector sector) : base(sector)
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{
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this.sector = sector;
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}
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#endregion
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#region ================== Update
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internal override void AfterFieldsUpdate()
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{
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sector.UpdateNeeded = true;
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}
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#endregion
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#region ================== Methods
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public override string ToString()
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{
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return sector.ToString();
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}
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/// <summary>
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/// Returns an `Array` of all `Sidedef`s of the `Sector`.
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/// </summary>
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/// <returns>`Array` of the `Sector`'s `Sidedef`s</returns>
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public SidedefWrapper[] getSidedefs()
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the getSidedefs method can not be accessed.");
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List<SidedefWrapper> sidedefs = new List<SidedefWrapper>(sector.Sidedefs.Count);
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foreach (Sidedef sd in sector.Sidedefs)
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if (!sd.IsDisposed)
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sidedefs.Add(new SidedefWrapper(sd));
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return sidedefs.ToArray();
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}
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/// <summary>
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/// Clears all flags.
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/// </summary>
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public void clearFlags()
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the cleaFlags method can not be accessed.");
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sector.ClearFlags();
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}
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/// <summary>
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/// Copies the properties from this `Sector` to another.
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/// </summary>
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/// <param name="s">the `Sector` to copy the properties to</param>
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public void copyPropertiesTo(SectorWrapper s)
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the cleaFlags method can not be accessed.");
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sector.CopyPropertiesTo(s.sector);
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}
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/// <summary>
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/// Checks if the given point is in this `Sector` or not. The given point can be a `Vector2D` or an `Array` of two numbers.
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/// ```
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/// if(s.intersect(new Vector2D(32, 64)))
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/// UDB.showMessage('Point is in the sector!');
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///
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/// if(s.intersect([ 32, 64 ]))
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/// UDB.showMessage('Point is in the sector!');
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/// ```
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/// </summary>
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/// <param name="p">Point to test</param>
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/// <returns>`true` if the point is in the `Sector`, `false` if it isn't</returns>
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public bool intersect(object p)
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{
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if (sector.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the intersect method can not be accessed.");
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try
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{
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Vector2D v = BuilderPlug.Me.GetVector3DFromObject(p);
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return sector.Intersect(v);
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}
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catch (CantConvertToVectorException e)
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{
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
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}
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Position values must be a Vector2D, or an array of numbers.");
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}
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/// <summary>
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/// Joins this `Sector` with another `Sector`. Lines shared between the sectors will not be removed.
|
|
/// </summary>
|
|
/// <param name="other">Sector to join with</param>
|
|
public void join(SectorWrapper other)
|
|
{
|
|
if (sector.IsDisposed)
|
|
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the join method can not be accessed.");
|
|
|
|
if(other.sector.IsDisposed)
|
|
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector to join with is disposed, the join method can not be used.");
|
|
|
|
sector.Join(other.sector);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Deletes the `Sector` and its `Sidedef`s.
|
|
/// </summary>
|
|
public void delete()
|
|
{
|
|
if (sector.IsDisposed)
|
|
return;
|
|
|
|
// Taken right from SectorsMode.DeleteItem()
|
|
List<Linedef> lines = new List<Linedef>(sector.Sidedefs.Count);
|
|
foreach (Sidedef side in sector.Sidedefs) lines.Add(side.Line);
|
|
|
|
General.Map.Map.BeginAddRemove();
|
|
|
|
// Dispose the sector
|
|
sector.Dispose();
|
|
|
|
// Check all the lines
|
|
for (int i = lines.Count - 1; i >= 0; i--)
|
|
{
|
|
// If the line has become orphaned, remove it
|
|
if ((lines[i].Front == null) && (lines[i].Back == null))
|
|
{
|
|
// Remove line
|
|
lines[i].Dispose();
|
|
}
|
|
else
|
|
{
|
|
// If the line only has a back side left, flip the line and sides
|
|
if ((lines[i].Front == null) && (lines[i].Back != null))
|
|
{
|
|
lines[i].FlipVertices();
|
|
lines[i].FlipSidedefs();
|
|
}
|
|
|
|
//mxd. Check textures.
|
|
if (lines[i].Front.MiddleRequired() && lines[i].Front.LongMiddleTexture == MapSet.EmptyLongName)
|
|
{
|
|
if (lines[i].Front.LongHighTexture != MapSet.EmptyLongName)
|
|
{
|
|
lines[i].Front.SetTextureMid(lines[i].Front.HighTexture);
|
|
}
|
|
else if (lines[i].Front.LongLowTexture != MapSet.EmptyLongName)
|
|
{
|
|
lines[i].Front.SetTextureMid(lines[i].Front.LowTexture);
|
|
}
|
|
}
|
|
|
|
//mxd. Do we still need high/low textures?
|
|
lines[i].Front.RemoveUnneededTextures(false);
|
|
|
|
// Update sided flags
|
|
lines[i].ApplySidedFlags();
|
|
}
|
|
}
|
|
|
|
General.Map.Map.EndAddRemove();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets an array of `Vector2D` arrays, representing the vertices of the triangulated sector. Note that for sectors with islands some triangles may not always have their points on existing vertices.
|
|
/// </summary>
|
|
/// <returns>Array of `Vector2D` arrays</returns>
|
|
public Vector2DWrapper[][] getTriangles()
|
|
{
|
|
if (sector.IsDisposed)
|
|
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the getTriangles method can not be accessed.");
|
|
|
|
// Updating the cache will also triangulate the sector (if necessary)
|
|
sector.UpdateCache();
|
|
|
|
// The triangles are stored in a flat list of Vector2D, so there should always be a multiple of 3 Vector2D
|
|
if(sector.Triangles.Vertices.Count % 3 != 0)
|
|
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector triangle vertices is not a multiple of 3.");
|
|
|
|
int numtriangles = sector.Triangles.Vertices.Count / 3;
|
|
|
|
Vector2DWrapper[][] triangles = new Vector2DWrapper[numtriangles][];
|
|
|
|
for(int i=0; i < numtriangles; i++)
|
|
{
|
|
triangles[i] = new Vector2DWrapper[3] {
|
|
new Vector2DWrapper(sector.Triangles.Vertices[i * 3]),
|
|
new Vector2DWrapper(sector.Triangles.Vertices[i * 3 + 1]),
|
|
new Vector2DWrapper(sector.Triangles.Vertices[i * 3 + 2]),
|
|
};
|
|
}
|
|
|
|
return triangles;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the floor's slope vector.
|
|
/// </summary>
|
|
/// <returns>The floor's slope normal as a `Vector3D`</returns>
|
|
public Vector3DWrapper getFloorSlope()
|
|
{
|
|
if (sector.IsDisposed)
|
|
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the getFloorSlope method can not be accessed.");
|
|
|
|
return new Vector3DWrapper(sector.FloorSlope.GetNormal());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the floor's plane, accounting for flat planes, UDMF slopes and line slopes.
|
|
/// </summary>
|
|
/// <returns>The floor's plane as a `Plane`</returns>
|
|
public PlaneWrapper getFloorPlane()
|
|
{
|
|
if (sector.IsDisposed)
|
|
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the getFloorPlane method can not be accessed.");
|
|
Plane plane = Sector.GetFloorPlane(sector);
|
|
|
|
return new PlaneWrapper(new Vector3D(plane.a, plane.b, plane.c), plane.d);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the floor's slope vector. The vector has to be normalized.
|
|
/// </summary>
|
|
/// <param name="normal">The new slope vector as `Vector3D`</param>
|
|
public void setFloorSlope(object normal)
|
|
{
|
|
if (sector.IsDisposed)
|
|
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the setFloorSlope method can not be accessed.");
|
|
|
|
try
|
|
{
|
|
sector.FloorSlope = BuilderPlug.Me.GetVector3DFromObject(normal);
|
|
}
|
|
catch (CantConvertToVectorException e)
|
|
{
|
|
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the ceiling's slope vector.
|
|
/// </summary>
|
|
/// <returns>The ceiling's slope normal as a `Vector3D`</returns>
|
|
public Vector3DWrapper getCeilingSlope()
|
|
{
|
|
if (sector.IsDisposed)
|
|
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the getCeilingSlope method can not be accessed.");
|
|
|
|
return new Vector3DWrapper(sector.CeilSlope.GetNormal());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the ceiling's plane, accounting for flat planes, UDMF slopes and line slopes.
|
|
/// </summary>
|
|
/// <returns>The ceiling's plane as a `Plane`</returns>
|
|
public PlaneWrapper getCeilingPlane()
|
|
{
|
|
if (sector.IsDisposed)
|
|
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the getCeilingPlane method can not be accessed.");
|
|
Plane plane = Sector.GetCeilingPlane(sector);
|
|
|
|
return new PlaneWrapper(new Vector3D(plane.a, plane.b, plane.c), plane.d);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the ceiling's slope vector. The vector has to be normalized.
|
|
/// </summary>
|
|
/// <param name="normal">The new slope vector as `Vector3D`</param>
|
|
public void setCeilingSlope(object normal)
|
|
{
|
|
if (sector.IsDisposed)
|
|
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Sector is disposed, the setCeilingSlope method can not be accessed.");
|
|
|
|
try
|
|
{
|
|
sector.CeilSlope = BuilderPlug.Me.GetVector3DFromObject(normal);
|
|
}
|
|
catch (CantConvertToVectorException e)
|
|
{
|
|
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns an `Array` of `Vector2D` of label positions for the `Sector`. This are the positions where for example selection number or tags are shown.
|
|
///
|
|
/// This example adds an imp to the label position of each sector in the map:
|
|
/// ```
|
|
/// UDB.Map.getSectors().forEach(s => {
|
|
/// const positions = s.getLabelPositions();
|
|
/// if(positions.length > 0)
|
|
/// UDB.Map.createThing(positions[0], 3001);
|
|
/// });
|
|
/// ```
|
|
/// </summary>
|
|
/// <returns>`Array` of `Vector2D` of all label positions</returns>
|
|
/// <version>5</version>
|
|
[UDBScriptSettings(MinVersion = 5)]
|
|
public Vector2DWrapper[] getLabelPositions()
|
|
{
|
|
return Tools.FindLabelPositions(sector).Select(lpi => new Vector2DWrapper(lpi.position)).ToArray();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Interface implementations
|
|
|
|
/// <summary>
|
|
/// Returns an `Array` of the `Sector`'s tags. UDMF only. Supported game configurations only.
|
|
/// </summary>
|
|
/// <returns>`Array` of tags</returns>
|
|
public int[] getTags()
|
|
{
|
|
return sector.Tags.ToArray();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a tag to the `Sector`. UDMF only. Supported game configurations only.
|
|
/// </summary>
|
|
/// <param name="tag">Tag to add</param>
|
|
/// <returns>`true` when the tag was added, `false` when the tag already exists</returns>
|
|
public bool addTag(int tag)
|
|
{
|
|
if (sector.Tags.Contains(tag))
|
|
return false;
|
|
|
|
// We have to take the detour by creating a new list and assigning that because otherwise the
|
|
// BeforePropsChange will not be triggered
|
|
List<int> tags = new List<int>(sector.Tags);
|
|
tags.Add(tag);
|
|
tags.Remove(0);
|
|
|
|
sector.Tags = tags;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes a tag from the `Sector`. UDMF only. Supported game configurations only.
|
|
/// </summary>
|
|
/// <param name="tag">Tag to remove</param>
|
|
/// <returns>`true` when the tag was removed successfully, `false` when the tag did not exist</returns>
|
|
public bool removeTag(int tag)
|
|
{
|
|
if(sector.Tags.Contains(tag))
|
|
{
|
|
// If it's the only tag just set it to 0, otherwise remove the tag completely
|
|
if (sector.Tags.Count == 1)
|
|
sector.Tag = 0;
|
|
else
|
|
{
|
|
// We have to take the detour by creating a new list and assigning that because otherwise the
|
|
// BeforePropsChange will not be triggered
|
|
List<int> tags = new List<int>(sector.Tags);
|
|
tags.Remove(tag);
|
|
sector.Tags = tags;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|