UltimateZoneBuilder/Build/UDBScript/Scripts/Examples/randomizetextureoffsets.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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JavaScript

/// <reference path="../../udbscript.d.ts" />
`#version 4`;
`#name Randomize Texture Offsets`;
`#description Randomized texture offsets. Distinct upper, middle, and lower offsets only work if the game configuration supports those local offsets.`;
`#scriptoptions
global_x
{
description = "Global X Offset";
default = "False";
type = 3; // Boolean
}
global_y
{
description = "Global Y Offset";
default = "False";
type = 3; // Boolean
}
upper_x
{
description = "Upper X Offset";
default = "True";
type = 3; // Boolean
}
upper_y
{
description = "Upper Y Offset";
default = "True";
type = 3; // Boolean
}
middle_x
{
description = "Middle X Offset";
default = "True";
type = 3; // Boolean
}
middle_y
{
description = "Middle Y Offset";
default = "True";
type = 3; // Boolean
}
lower_x
{
description = "Lower X Offset";
default = "True";
type = 3; // Boolean
}
lower_y
{
description = "Lower Y Offset";
default = "True";
type = 3; // Boolean
}
`;
// Gets a random number
function getRandomOffset(max)
{
return Math.floor(Math.random() * max);
}
// Checks if the given name is a proper texture name and if the texture exists
function isValidTexture(texture)
{
return texture != '-' && UDB.Data.textureExists(texture);
}
function randomizeSidedefOffsets(sd)
{
// Global X texture offset
if(UDB.ScriptOptions.global_x && (isValidTexture(sd.upperTexture) || isValidTexture(sd.middleTexture) || isValidTexture(sd.lowerTexture)))
{
let widths = [];
if(isValidTexture(sd.upperTexture))
widths.push(UDB.Data.getTextureInfo(sd.upperTexture).width);
if(isValidTexture(sd.middleTexture))
widths.push(UDB.Data.getTextureInfo(sd.middleTexture).width);
if(isValidTexture(sd.lowerTexture))
widths.push(UDB.Data.getTextureInfo(sd.lowerTexture).width);
if(widths.length > 0)
sd.offsetX = getRandomOffset(Math.max(widths));
}
// Global Y texture offset
if(UDB.ScriptOptions.global_y && (isValidTexture(sd.upperTexture) || isValidTexture(sd.middleTexture) || isValidTexture(sd.lowerTexture)))
{
let heights = [];
if(isValidTexture(sd.upperTexture))
heights.push(UDB.Data.getTextureInfo(sd.upperTexture).height);
if(isValidTexture(sd.middleTexture))
heights.push(UDB.Data.getTextureInfo(sd.middleTexture).height);
if(isValidTexture(sd.lowerTexture))
heights.push(UDB.Data.getTextureInfo(sd.lowerTexture).height);
if(heights.length > 0)
sd.offsetY = getRandomOffset(Math.max(heights));
}
// Local X texture offsets
if(UDB.GameConfiguration.hasLocalSidedefTextureOffsets)
{
if(UDB.ScriptOptions.upper_x && isValidTexture(sd.upperTexture))
sd.fields.offsetx_top = getRandomOffset(UDB.Data.getTextureInfo(sd.upperTexture).height);
if(UDB.ScriptOptions.middle_x && isValidTexture(sd.middleTexture))
sd.fields.offsetx_mid = getRandomOffset(UDB.Data.getTextureInfo(sd.middleTexture).height);
if(UDB.ScriptOptions.lower_x && isValidTexture(sd.lowerTexture))
sd.fields.offsetx_bottom = getRandomOffset(UDB.Data.getTextureInfo(sd.lowerTexture).height);
}
// Local Y texture offsets
if(UDB.GameConfiguration.hasLocalSidedefTextureOffsets)
{
if(UDB.ScriptOptions.upper_y && isValidTexture(sd.upperTexture))
sd.fields.offsety_top = getRandomOffset(UDB.Data.getTextureInfo(sd.upperTexture).height);
if(UDB.ScriptOptions.middle_y && isValidTexture(sd.middleTexture))
sd.fields.offsety_mid = getRandomOffset(UDB.Data.getTextureInfo(sd.middleTexture).height);
if(UDB.ScriptOptions.lower_y && isValidTexture(sd.lowerTexture))
sd.fields.offsety_bottom = getRandomOffset(UDB.Data.getTextureInfo(sd.lowerTexture).height);
}
}
// Randomize offset of front and back sidedefs of all selected linedefs
UDB.Map.getSelectedLinedefs().forEach(ld => {
if(ld.front != null)
randomizeSidedefOffsets(ld.front);
if(ld.back != null)
randomizeSidedefOffsets(ld.back);
});