#region Copyright & License Information /* * Copyright 2007-2014 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System.Linq; using Eluant; using OpenRA.Scripting; namespace OpenRA.Mods.RA.Scripting { [ScriptGlobal("Map")] public class MapGlobal : ScriptGlobal { SpawnMapActors sma; public MapGlobal(ScriptContext context) : base(context) { sma = context.World.WorldActor.Trait(); // Register map actors as globals (yuck!) foreach (var kv in sma.Actors) context.RegisterMapActor(kv.Key, kv.Value); } [Desc("Returns a table of all actors within the requested region, filtered using the specified function.")] public LuaTable ActorsInCircle(WPos location, WRange radius, LuaFunction filter) { var actors = context.World.FindActorsInCircle(location, radius) .Select(a => a.ToLuaValue(context)) .Where(a => { using (var f = filter.Call(a)) return f.First().ToBoolean(); }); return actors.ToLuaTable(context); } [Desc("Returns a random cell inside the visible region of the map.")] public CPos RandomCell() { return context.World.Map.ChooseRandomCell(context.World.SharedRandom); } [Desc("Returns a random cell on the visible border of the map.")] public CPos RandomEdgeCell() { return context.World.Map.ChooseRandomEdgeCell(context.World.SharedRandom); } [Desc("Returns true if there is only one human player.")] public bool IsSinglePlayer { get { return context.World.LobbyInfo.IsSinglePlayer; } } [Desc("Returns the difficulty selected by the player before starting the mission.")] public string Difficulty { get { return context.World.LobbyInfo.GlobalSettings.Difficulty; } } [Desc("Returns a table of all the actors that were specified in the map file.")] public LuaTable NamedActors { get { return sma.Actors.Values.ToLuaTable(context); } } [Desc("Returns the actor that was specified with a given name in " + "the map file (or nil, if the actor is dead or not found")] public Actor NamedActor(string actorName) { Actor ret; if (!sma.Actors.TryGetValue(actorName, out ret)) return null; return ret; } [Desc("Returns true if actor was originally specified in the map file.")] public bool IsNamedActor(Actor actor) { return actor.ActorID <= sma.LastMapActorID && actor.ActorID > sma.LastMapActorID - sma.Actors.Count; } } }