mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-25 21:31:14 +00:00
566 lines
15 KiB
C#
566 lines
15 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.Geometry;
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using CodeImp.DoomBuilder.Map;
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#endregion
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namespace CodeImp.DoomBuilder.UDBScript.Wrapper
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{
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internal class ThingWrapper : MapElementWrapper, IEquatable<ThingWrapper>
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{
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#region ================== Variables
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private Thing thing;
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private MapElementArgumentsWrapper elementargs;
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#endregion
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#region IEquatable<ThingWrapper> members
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public bool Equals(ThingWrapper other)
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{
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return thing == other.thing;
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}
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public override bool Equals(object obj)
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{
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return Equals((ThingWrapper)obj);
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}
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public override int GetHashCode()
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{
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return thing.GetHashCode();
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}
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#endregion
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#region ================== Properties
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/// <summary>
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/// Index of the `Thing`. 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 (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the index property can not be accessed.");
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return thing.Index;
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}
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}
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/// <summary>
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/// Type of the `Thing`.
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/// </summary>
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public int type
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{
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get
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the type property can not be accessed.");
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return thing.Type;
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}
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set
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the type property can not be accessed.");
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thing.Type = value;
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thing.UpdateConfiguration();
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}
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}
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/// <summary>
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/// Angle of the `Thing` in degrees, see https://doomwiki.org/wiki/Angle.
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/// </summary>
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public int angle
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{
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get
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the angle property can not be accessed.");
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return thing.AngleDoom;
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}
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set
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the angle property can not be accessed.");
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thing.Rotate(value);
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}
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}
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/// <summary>
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/// Angle of the `Thing` in radians.
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/// </summary>
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public double angleRad
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{
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get
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the angleRad property can not be accessed.");
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return thing.Angle;
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}
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set
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the angleRad property can not be accessed.");
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thing.Rotate(value);
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}
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}
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/// <summary>
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/// `Array` of arguments of the `Thing`. Number of arguments depends on game config (usually 5). Hexen format and UDMF only.
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/// </summary>
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/// <fakedtstype>number[]</fakedtstype>
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public MapElementArgumentsWrapper args
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{
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get
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the args property can not be accessed.");
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return elementargs;
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}
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}
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/// <summary>
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/// `Thing` action. Hexen and UDMF only.
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/// </summary>
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public int action
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{
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get
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the action property can not be accessed.");
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return thing.Action;
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}
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set
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the angle property can not be accessed.");
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thing.Action = value;
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}
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}
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/// <summary>
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/// `Thing` tag. UDMF only.
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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 (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the tag property can not be accessed.");
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return thing.Tag;
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}
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set
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the tag property can not be accessed.");
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thing.Tag = value;
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}
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}
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/// <summary>
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/// If the `Thing` 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 (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the selected property can not be accessed.");
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return thing.Selected;
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}
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set
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the selected property can not be accessed.");
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thing.Selected = value;
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}
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}
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/// <summary>
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/// 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).
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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 (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the marked property can not be accessed.");
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return thing.Marked;
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}
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set
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the marked property can not be accessed.");
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thing.Marked = value;
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}
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}
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/// <summary>
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/// `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.
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/// Doom and Hexen:
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/// ```
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/// t.flags["8"] = true; // Set the ambush flag
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/// ```
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/// UDMF:
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/// ```
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/// t.flags['ambush'] = true; // Set the ambush flag
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/// t.flags.ambush = 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 (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing 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 thing.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.ThingFlags.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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thing.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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/// Position of the `Thing`. It's an object with `x`, `y`, and `z` properties. The latter is only relevant in Hexen format and UDMF.
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/// The `x`, `y`, and `z` accept numbers:
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/// ```
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/// t.position.x = 32;
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/// t.position.y = 64;
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/// ```
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/// It's also possible to set all fields immediately by assigning either a `Vector2D`, `Vector3D`, or an array of numbers:
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/// ```
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/// t.position = new UDB.Vector2D(32, 64);
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/// t.position = new UDB.Vector3D(32, 64, 128);
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/// t.position = [ 32, 64 ];
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/// t.position = [ 32, 64, 128 ];
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/// ```
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/// </summary>
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public object position
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{
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get
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Vertex is disposed, the position property can not be accessed.");
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return new Vector3DWrapper(thing.Position, thing);
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}
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set
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Vertex is disposed, the position property can not be accessed.");
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try
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{
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Vector3D v = BuilderPlug.Me.GetVector3DFromObject(value);
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thing.Move(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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}
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}
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/// <summary>
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/// Pitch of the `Thing` in degrees. Only valid for supporting game configurations.
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/// </summary>
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public int pitch
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{
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get
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the pitch property can not be accessed.");
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return thing.Pitch;
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}
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set
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the pitch property can not be accessed.");
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thing.SetPitch(value);
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}
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}
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/// <summary>
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/// Roll of the `Thing` in degrees. Only valid for supporting game configurations.
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/// </summary>
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public int roll
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{
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get
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the roll property can not be accessed.");
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return thing.Roll;
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}
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set
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the roll property can not be accessed.");
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thing.SetRoll(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 ThingWrapper(Thing thing) : base(thing)
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{
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this.thing = thing;
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elementargs = new MapElementArgumentsWrapper(thing);
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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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}
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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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// The Thing class doesn't have a proper ToString method, so we have to output something sensible ourself
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return "Thing " + thing.Index.ToString();
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}
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/// <summary>
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/// Copies the properties from this `Thing` to another.
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/// </summary>
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/// <param name="t">The `Thing` to copy the properties to</param>
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public void copyPropertiesTo(ThingWrapper t)
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the copyPropertiesTo method can not be accessed.");
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thing.CopyPropertiesTo(t.thing);
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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 (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the cleaFlags method can not be accessed.");
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thing.ClearFlags();
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}
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/// <summary>
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/// Snaps the `Thing`'s position to the grid.
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/// </summary>
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public void snapToGrid()
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the snapToGrid method can not be accessed.");
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thing.SnapToGrid();
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}
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/// <summary>
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/// Snaps the `Thing`'s position to the map format's accuracy.
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/// </summary>
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public void snapToAccuracy()
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the snapToAccuracy method can not be accessed.");
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thing.SnapToAccuracy();
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}
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/// <summary>
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/// Gets the squared distance between this `Thing` and the given point.
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/// The point can be either a `Vector2D` or an array of numbers.
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/// ```
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/// t.distanceToSq(new UDB.Vector2D(32, 64));
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/// t.distanceToSq([ 32, 64 ]);
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/// ```
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/// </summary>
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/// <param name="pos">Point to calculate the squared distance to.</param>
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/// <returns>Distance to `pos`</returns>
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public double distanceToSq(object pos)
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the distanceToSq method can not be accessed.");
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try
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{
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Vector2D v = BuilderPlug.Me.GetVector3DFromObject(pos);
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return thing.DistanceToSq(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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}
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/// <summary>
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/// Gets the distance between this `Thing` and the given point. The point can be either a `Vector2D` or an array of numbers.
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/// ```
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/// t.distanceToSq(new UDB.Vector2D(32, 64));
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/// t.distanceToSq([ 32, 64 ]);
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/// ```
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/// </summary>
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/// <param name="pos">Point to calculate the distance to.</param>
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/// <returns>Distance to `pos`</returns>
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public double distanceTo(object pos)
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{
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if (thing.IsDisposed)
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throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException("Thing is disposed, the distanceTo method can not be accessed.");
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try
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{
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Vector2D v = BuilderPlug.Me.GetVector3DFromObject(pos);
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return thing.DistanceTo(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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}
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/// <summary>
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/// Deletes the `Thing`.
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/// </summary>
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public void delete()
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{
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if (!thing.IsDisposed)
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{
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thing.Dispose();
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General.Map.ThingsFilter.Update();
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}
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}
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/// <summary>
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/// Determines and returns the `Sector` the `Thing` is in.
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/// </summary>
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/// <returns>The `Sector` the `Thing` is in</returns>
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public SectorWrapper getSector()
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{
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thing.DetermineSector();
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if (thing.Sector == null)
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return null;
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return new SectorWrapper(thing.Sector);
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}
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#endregion
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#region ================== Management
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/// <summary>
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/// Adds fields to the dictionary that are handled directly by UDB, but changing them is emulated through the UDMF fields.
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/// </summary>
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/// <param name="fields">UniFields of the map element</param>
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internal override void AddManagedFields(IDictionary<string, object> fields)
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{
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if (thing.ScaleX != 1.0)
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fields.Add("scalex", thing.ScaleX);
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if (thing.ScaleY != 1.0)
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fields.Add("scaley", thing.ScaleY);
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}
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/// <summary>
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/// Processed a managed UDMF field, setting the managed value to what the user set in the UDMF field.
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/// </summary>
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/// <param name="fields">UniFields of the map element</param>
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/// <param name="pname">field property name</param>
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/// <param name="newvalue">field value</param>
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/// <returns>true if the field needed to be processed, false if it didn't</returns>
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internal override bool ProcessManagedField(UniFields fields, string pname, object newvalue)
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{
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switch(pname)
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{
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case "scalex":
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if (newvalue == null) thing.SetScale(1.0, thing.ScaleY);
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else thing.SetScale((double)newvalue, thing.ScaleY);
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return true;
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case "scaley":
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if(newvalue == null) thing.SetScale(thing.ScaleX, 1.0);
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else thing.SetScale(thing.ScaleX, (double)newvalue);
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return true;
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}
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return false;
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}
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#endregion
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}
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}
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