mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-03 00:52:09 +00:00
5b2b149b40
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)
564 lines
15 KiB
C#
564 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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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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