Add Lua standard library and supporting C#/yaml

This commit is contained in:
ScottNZ
2013-11-29 23:48:44 +13:00
parent 6a14434cff
commit e4d477b0e0
19 changed files with 787 additions and 5 deletions

View File

@@ -8,12 +8,16 @@
*/
#endregion
using System;
using System.Linq;
using LuaInterface;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Air;
using OpenRA.Mods.RA.Missions;
using OpenRA.Scripting;
using OpenRA.Traits;
using System;
using System.Linq;
using WorldRenderer = OpenRA.Graphics.WorldRenderer;
namespace OpenRA.Mods.RA.Scripting
@@ -42,7 +46,7 @@ namespace OpenRA.Mods.RA.Scripting
AddMapActorGlobals();
context.Lua["World"] = w;
context.Lua["WorldRenderer"] = wr;
context.RegisterObject(this, "_OpenRA", false);
context.RegisterObject(this, "Internal", false);
context.RegisterType(typeof(WVec), "WVec", true);
context.RegisterType(typeof(WPos), "WPos", true);
context.RegisterType(typeof(CPos), "CPos", true);
@@ -161,5 +165,101 @@ namespace OpenRA.Mods.RA.Scripting
{
world.AddFrameEndTask(w => w.Add(new DelayedAction((int)delay, func)));
}
[LuaGlobal]
public void PlaySpeechNotification(Player player, string notification)
{
Sound.PlayNotification(player, "Speech", notification, player != null ? player.Country.Race : null);
}
[LuaGlobal]
public void PlaySoundNotification(Player player, string notification)
{
Sound.PlayNotification(player, "Sounds", notification, player != null ? player.Country.Race : null);
}
[LuaGlobal]
public void WaitFor(Actor actor, Func<bool> func)
{
actor.QueueActivity(new WaitFor(func));
}
[LuaGlobal]
public void CallFunc(Actor actor, Action func)
{
actor.QueueActivity(new CallFunc(func));
}
[LuaGlobal]
public int GetFacing(object vec, double currentFacing)
{
if (vec is CVec)
return Util.GetFacing((CVec)vec, (int)currentFacing);
if (vec is WVec)
return Util.GetFacing((WVec)vec, (int)currentFacing);
throw new ArgumentException("Unsupported vector type: {0}".F(vec.GetType()));
}
[LuaGlobal]
public WRange GetWRangeFromCells(double cells)
{
return WRange.FromCells((int)cells);
}
[LuaGlobal]
public void SetWinState(Player player, string winState)
{
player.WinState = Enum<WinState>.Parse(winState);
}
[LuaGlobal]
public void PlayRandomMusic()
{
MissionUtils.PlayMissionMusic();
}
[LuaGlobal]
public bool IsDead(Actor actor)
{
return actor.IsDead();
}
[LuaGlobal]
public void PlayMovieFullscreen(string movie, Action onComplete)
{
Media.PlayFMVFullscreen(world, movie, onComplete);
}
[LuaGlobal]
public void FlyToPos(Actor actor, WPos pos)
{
actor.QueueActivity(Fly.ToPos(pos));
}
[LuaGlobal]
public void FlyAttackActor(Actor actor, Actor targetActor)
{
actor.QueueActivity(new FlyAttack(Target.FromActor(targetActor)));
}
[LuaGlobal]
public void FlyAttackCell(Actor actor, CPos location)
{
actor.QueueActivity(new FlyAttack(Target.FromCell(location)));
}
[LuaGlobal]
public void SetUnitStance(Actor actor, string stance)
{
var at = actor.TraitOrDefault<AutoTarget>();
if (at != null)
at.stance = Enum<UnitStance>.Parse(stance);
}
[LuaGlobal]
public bool RequiredUnitsAreDestroyed(Player player)
{
return world.ActorsWithTrait<MustBeDestroyed>().All(p => p.Actor.Owner != player);
}
}
}