UltimateZoneBuilder/Build/UDBScript/Scripts/Examples/Geometry/flank.js
biwa 5b2b149b40
UDBScript version 5 (#819)
Improved UDBScript to version 5:

- Added Plane class
- Added BlockMap, BlockEntry, and BlackMapQueryResult classes
- Sector class
  - Added getLabelPositions method to get the position of sector labels (where tags, effects etc. are displayed)
- Added support for JavaScript BigInt for UDMF fields. This means it's not necessary anymore to use UniValue to assign integers to new UDMF fields. Instead it can be done like this: sector.fields.my_int_field = 1n;
- Added type information file (udbscript.d.ts)
2022-11-13 01:15:17 +01:00

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2.7 KiB
JavaScript

/// <reference path="../../../udbscript.d.ts" />
// Inspired by ribbiks's DBX Lua script: https://github.com/ribbiks/doom_lua/
`#version 4`;
`#name Flank Linedefs`;
`#description Flanks the selected linedefs with newly created linedefs at both ends. Texture changes are only applied to 1-sided lines`;
`#scriptoptions
width
{
description = "Width of the flanks";
type = 0;
default = 16;
}
texture
{
description = "Texture";
type = 6;
}
offset
{
description = "Texture offset";
type = 0;
default = 0;
}
fixoriginaloffset
{
description = "Fix original offset";
type = 3;
default = true;
}
`;
let lines = UDB.Map.getSelectedOrHighlightedLinedefs();
if(lines.length == 0)
die('No linedefs selcted or highlighted');
lines.forEach(ld => {
// The line has to be long enough the flank it
if(ld.length < UDB.ScriptOptions.width * 2)
die(ld + ' is too short to flank');
// Compute how far along the line the flank with is
let length = 1.0 / ld.length * UDB.ScriptOptions.width;
// Remember the original texture offset
let origoffset = ld.front.offsetX;
// Collect the original start and end vertices of the line
let vertices = [ ld.start, ld.end ];
// Get the actual coordinates of the vertices that have to be created for the flanks
let v1 = ld.line.getCoordinatesAt(1.0 - length);
let v2 = ld.line.getCoordinatesAt(length);
// Mark the line. We'll loop through all marked lines later
ld.marked = true;
// Split the line at both vertex positions. This marks the new lines. We're doing this
// from the end of the line to the beginning, since when splitting the new line will always
// go from the new vertex to the original end vertex of the line
ld.split(v1);
ld.split(v2);
// Only do texture stuff to one-sided lines, and if a texture is set
if(ld.back == null && UDB.ScriptOptions.texture != '')
{
// Loop through all marked lines (which is the original line and the newly created flanks)
UDB.Map.getMarkedLinedefs().forEach(ld => {
// Only apply the flank texture if the current linedef has one of the original vertices
if(vertices.includes(ld.start) || vertices.includes(ld.end))
{
ld.front.middleTexture = UDB.ScriptOptions.texture;
ld.front.offsetX = UDB.ScriptOptions.offset;
}
else if(UDB.ScriptOptions.fixoriginaloffset) // Fix original offset, if desired
{
ld.front.offsetX = origoffset + UDB.ScriptOptions.width;
}
});
}
// Clear all marks, since we'll need the correct marks in the next loop iteration
UDB.Map.clearAllMarks();
});