More Lua API enhancements

This commit is contained in:
Oliver Brakmann
2014-06-30 00:08:48 +02:00
parent a1ce37ddc5
commit 5140ce4762
5 changed files with 98 additions and 8 deletions

View File

@@ -515,7 +515,7 @@
<Compile Include="Warheads\PerCellDamageWarhead.cs" /> <Compile Include="Warheads\PerCellDamageWarhead.cs" />
<Compile Include="Warheads\SpreadDamageWarhead.cs" /> <Compile Include="Warheads\SpreadDamageWarhead.cs" />
<Compile Include="Scripting\Global\ReinforcementsGlobal.cs" /> <Compile Include="Scripting\Global\ReinforcementsGlobal.cs" />
<Compile Include="Scripting\Global\DateGlobal.cs" /> <Compile Include="Scripting\Global\DateTimeGlobal.cs" />
<Compile Include="Scripting\Properties\HarvesterProperties.cs" /> <Compile Include="Scripting\Properties\HarvesterProperties.cs" />
<Compile Include="Scripting\Properties\HelicopterProperties.cs" /> <Compile Include="Scripting\Properties\HelicopterProperties.cs" />
<Compile Include="Scripting\Properties\PlaneProperties.cs" /> <Compile Include="Scripting\Properties\PlaneProperties.cs" />
@@ -586,4 +586,4 @@ copy "FuzzyLogicLibrary.dll" "$(SolutionDir)"
cd "$(SolutionDir)"</PostBuildEvent> cd "$(SolutionDir)"</PostBuildEvent>
</PropertyGroup> </PropertyGroup>
<ItemGroup /> <ItemGroup />
</Project> </Project>

View File

@@ -17,7 +17,8 @@ namespace OpenRA.Mods.RA.Scripting
[ScriptGlobal("Date")] [ScriptGlobal("Date")]
public class DateGlobal : ScriptGlobal public class DateGlobal : ScriptGlobal
{ {
public DateGlobal(ScriptContext context) : base(context) { } public DateGlobal(ScriptContext context)
: base(context) { }
[Desc("True on the 31st of October.")] [Desc("True on the 31st of October.")]
public bool IsHalloween public bool IsHalloween
@@ -25,4 +26,17 @@ namespace OpenRA.Mods.RA.Scripting
get { return DateTime.Today.Month == 10 && DateTime.Today.Day == 31; } get { return DateTime.Today.Month == 10 && DateTime.Today.Day == 31; }
} }
} }
[ScriptGlobal("Time")]
public class TimeGlobal : ScriptGlobal
{
public TimeGlobal(ScriptContext context)
: base(context) { }
[Desc("Get the current game time (in ticks)")]
public int GameTime
{
get { return context.World.WorldTick; }
}
}
} }

View File

@@ -8,6 +8,9 @@
*/ */
#endregion #endregion
using Eluant;
using System;
using System.Linq;
using OpenRA.Mods.RA.Activities; using OpenRA.Mods.RA.Activities;
using OpenRA.Scripting; using OpenRA.Scripting;
using OpenRA.Traits; using OpenRA.Traits;
@@ -17,8 +20,13 @@ namespace OpenRA.Mods.RA.Scripting
[ScriptPropertyGroup("Combat")] [ScriptPropertyGroup("Combat")]
public class CombatProperties : ScriptActorProperties, Requires<AttackBaseInfo>, Requires<IMoveInfo> public class CombatProperties : ScriptActorProperties, Requires<AttackBaseInfo>, Requires<IMoveInfo>
{ {
readonly IMove move;
public CombatProperties(ScriptContext context, Actor self) public CombatProperties(ScriptContext context, Actor self)
: base(context, self) { } : base(context, self)
{
move = self.Trait<IMove>();
}
[ScriptActorPropertyActivity] [ScriptActorPropertyActivity]
[Desc("Seek out and attack nearby targets.")] [Desc("Seek out and attack nearby targets.")]
@@ -33,11 +41,35 @@ namespace OpenRA.Mods.RA.Scripting
"close enough to complete the activity.")] "close enough to complete the activity.")]
public void AttackMove(CPos cell, int closeEnough = 0) public void AttackMove(CPos cell, int closeEnough = 0)
{ {
var move = self.TraitOrDefault<IMove>();
if (move == null)
return;
self.QueueActivity(new AttackMove.AttackMoveActivity(self, move.MoveTo(cell, closeEnough))); self.QueueActivity(new AttackMove.AttackMoveActivity(self, move.MoveTo(cell, closeEnough)));
} }
[ScriptActorPropertyActivity]
[Desc("Patrol along a set of given waypoints. The action is repeated by default, " +
"and the actor will wait for `wait` ticks at each waypoint.")]
public void Patrol(CPos[] waypoints, bool loop = true, int wait = 0)
{
foreach (var wpt in waypoints)
{
self.QueueActivity(new AttackMove.AttackMoveActivity(self, move.MoveTo(wpt, 2)));
self.QueueActivity(new Wait(wait));
}
if (loop)
self.QueueActivity(new CallFunc(() => Patrol(waypoints, loop, wait)));
}
[ScriptActorPropertyActivity]
[Desc("Patrol along a set of given waypoints until a condition becomes true. " +
"The actor will wait for `wait` ticks at each waypoint.")]
public void PatrolUntil(CPos[] waypoints, LuaFunction func, int wait = 0)
{
Patrol(waypoints, false, wait);
var repeat = func.Call(self.ToLuaValue(context)).First().ToBoolean();
if (repeat)
using (var f = func.CopyReference() as LuaFunction)
self.QueueActivity(new CallFunc(() => PatrolUntil(waypoints, f, wait)));
}
} }
} }

View File

@@ -8,6 +8,7 @@
*/ */
#endregion #endregion
using OpenRA.Mods.RA.Buildings;
using OpenRA.Scripting; using OpenRA.Scripting;
using OpenRA.Traits; using OpenRA.Traits;
@@ -33,4 +34,34 @@ namespace OpenRA.Mods.RA.Scripting
[Desc("Maximum health of the actor.")] [Desc("Maximum health of the actor.")]
public int MaxHealth { get { return health.MaxHP; } } public int MaxHealth { get { return health.MaxHP; } }
} }
[ScriptPropertyGroup("General")]
public class RepairableBuildingProperties : ScriptActorProperties, Requires<RepairableBuildingInfo>
{
readonly RepairableBuilding rb;
public RepairableBuildingProperties(ScriptContext context, Actor self)
: base(context, self)
{
rb = self.Trait<RepairableBuilding>();
}
[Desc("Start repairs on this building. `repairer` can be an allied player.")]
public void StartBuildingRepairs(Player repairer = null)
{
repairer = repairer ?? self.Owner;
if (!rb.Repairers.Contains(repairer))
rb.RepairBuilding(self, repairer);
}
[Desc("Stop repairs on this building. `repairer` can be an allied player.")]
public void StopBuildingRepairs(Player repairer = null)
{
repairer = repairer ?? self.Owner;
if (rb.RepairActive && rb.Repairers.Contains(repairer))
rb.RepairBuilding(self, repairer);
}
}
} }

View File

@@ -27,4 +27,17 @@ namespace OpenRA.Mods.RA.Scripting
self.QueueActivity(new Fly(self, Target.FromCell(self.World, cell))); self.QueueActivity(new Fly(self, Target.FromCell(self.World, cell)));
} }
} }
[ScriptPropertyGroup("Combat")]
public class PlaneCombatProperties : ScriptActorProperties, Requires<AttackPlaneInfo>
{
public PlaneCombatProperties(ScriptContext context, Actor self)
: base(context, self) { }
[Desc("Fly an attack against the target actor.")]
public void Attack(Actor target)
{
self.QueueActivity(new FlyAttack(Target.FromActor(target)));
}
}
} }