Implement cell triggers. Closes #4400.
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@@ -197,6 +197,65 @@ namespace OpenRA.Mods.RA.Scripting
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GetScriptTriggers(a).RegisterCallback(Trigger.OnCapture, func, context);
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}
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static CPos[] MakeCellFootprint(LuaTable table)
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{
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var cells = new List<CPos>();
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foreach (var kv in table)
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{
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CPos cell;
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if (!kv.Value.TryGetClrValue<CPos>(out cell))
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throw new LuaException("Cell footprints must be specified as a table of int,Cell pairs. Recieved {0},{1}".F(kv.Key.GetType().Name, kv.Value.GetType().Name));
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cells.Add(cell);
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}
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return cells.ToArray();
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}
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[Desc("Call a function when a ground-based actor enters this cell footprint." +
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"Returns the trigger id for later removal using RemoveFootprintTrigger(int id)." +
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"The callback function will be called as func(Actor a, int id).")]
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public int OnEnteredFootprint(LuaTable cells, LuaFunction func)
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{
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var triggerId = 0;
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var onEntry = (LuaFunction)func.CopyReference();
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Action<Actor> invokeEntry = a =>
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{
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using (var luaActor = a.ToLuaValue(context))
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using (var id = triggerId.ToLuaValue(context))
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onEntry.Call(luaActor, id).Dispose();
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};
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triggerId = context.World.ActorMap.AddCellTrigger(MakeCellFootprint(cells), invokeEntry, null);
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return triggerId;
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}
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[Desc("Call a function when a ground-based actor leaves this cell footprint." +
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"Returns the trigger id for later removal using RemoveFootprintTrigger(int id)." +
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"The callback function will be called as func(Actor a, int id).")]
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public int OnExitedFootprint(LuaTable cells, LuaFunction func)
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{
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var triggerId = 0;
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var onExit = (LuaFunction)func.CopyReference();
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Action<Actor> invokeExit = a =>
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{
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using (var luaActor = a.ToLuaValue(context))
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using (var id = triggerId.ToLuaValue(context))
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onExit.Call(luaActor, id).Dispose();
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};
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triggerId = context.World.ActorMap.AddCellTrigger(MakeCellFootprint(cells), null, invokeExit);
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return triggerId;
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}
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[Desc("Removes a previously created footprint trigger.")]
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public void RemoveFootprintTrigger(int id)
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{
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context.World.ActorMap.RemoveCellTrigger(id);
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}
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[Desc("Removes all triggers from this actor.")]
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public void ClearAll(Actor a)
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{
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