Files
OpenRA/OpenRA.Game/WAngle.cs
RoosterDragon ab28e6a75a Improve Lua type documentation and bindings.
The ExtractEmmyLuaAPI utility command, invoked with `--emmy-lua-api`, produces a documentation file that is used by the [OpenRA Lua Language Extension](https://marketplace.visualstudio.com/items?itemName=openra.vscode-openra-lua) to provide documentation and type information is VSCode and VSCode compatible editors when editing the Lua scripts.

We improve the documentation and types produced by this utility in a few ways:
- Require descriptions to be provided for all items.
- Fix the type definitions of the base engine types (cpos, wpos, wangle, wdist, wvec, cvec) to match with the actual bindings on the C# side. Add some extra bindings for these types to increase their utility.
- Introduce ScriptEmmyTypeOverrideAttribute to allow the C# side of the bindings to provide a more specific type. The utility command now requires this to be used to avoid accidentally exporting poor type information.
- Fix a handful of scripts where the new type information revealed warnings.

The ability to ScriptEmmyTypeOverrideAttribute allows parameters and return types to provide a more specific type compared to the previous, weak, type definition. For example LuaValue mapped to `any`, LuaTable mapped to `table`, and LuaFunction mapped to `function`. These types are all non-specific. `any` can be anything, `table` is a table without known types for its keys or values, `function` is a function with an unknown signature.

Now, we can provide specific types. , e.g. instead of `table`, ReinforcementsGlobal.ReinforceWithTransport is able to specify `{ [1]: actor, [2]: actor[] }` - a table with keys 1 and 2, whose values are an actor, and a table of actors respectively. The callback functions in MapGlobal now have signatures, e.g. instead of `function` we have `fun(a: actor):boolean`. In UtilsGlobal, we also make use of generic types. These work in a similar fashion to generics in C#. These methods operate on collections, we can introduce a generic parameter named `T` for the type of the items in those collections. Now the return type and callback parameters can also use that generic type. This means the return type or callback functions operate on the same type as whatever type is in the collection you pass in. e.g. Utils.Do accepts a collection typed as `T[]` with a callback function invoked on each item typed as `fun(item: T)`. If you pass in actors, the callback operates on an actor. If you pass in strings, the callback operates on a string, etc.

Overall, these changes should result in an improved user experience for those editing OpenRA Lua scripts in a compatible IDE.
2024-08-03 19:12:51 +03:00

280 lines
9.6 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using Eluant;
using Eluant.ObjectBinding;
using OpenRA.Scripting;
namespace OpenRA
{
/// <summary>
/// 1D angle - 1024 units = 360 degrees.
/// </summary>
public readonly struct WAngle : IEquatable<WAngle>, IScriptBindable,
ILuaAdditionBinding, ILuaSubtractionBinding, ILuaEqualityBinding, ILuaTableBinding, ILuaToStringBinding
{
public readonly int Angle;
public int AngleSquared => Angle * Angle;
public WAngle(int a)
{
Angle = a % 1024;
if (Angle < 0)
Angle += 1024;
}
public static readonly WAngle Zero = new(0);
public static WAngle FromFacing(int facing) { return new WAngle(facing * 4); }
public static WAngle FromDegrees(int degrees) { return new WAngle(degrees * 1024 / 360); }
public static WAngle operator +(WAngle a, WAngle b) { return new WAngle(a.Angle + b.Angle); }
public static WAngle operator -(WAngle a, WAngle b) { return new WAngle(a.Angle - b.Angle); }
public static WAngle operator -(WAngle a) { return new WAngle(-a.Angle); }
public static bool operator ==(WAngle me, WAngle other) { return me.Angle == other.Angle; }
public static bool operator !=(WAngle me, WAngle other) { return me.Angle != other.Angle; }
public override int GetHashCode() { return Angle.GetHashCode(); }
public bool Equals(WAngle other) { return other == this; }
public override bool Equals(object obj) { return obj is WAngle angle && Equals(angle); }
public int Facing => Angle / 4;
public int Sin() { return new WAngle(Angle - 256).Cos(); }
public int Cos()
{
if (Angle <= 256)
return CosineTable[Angle];
if (Angle <= 512)
return -CosineTable[512 - Angle];
return -new WAngle(Angle - 512).Cos();
}
public int Tan()
{
if (Angle <= 256)
return TanTable[Angle];
if (Angle <= 512)
return -TanTable[512 - Angle];
return new WAngle(Angle - 512).Tan();
}
public static WAngle Lerp(WAngle a, WAngle b, int mul, int div)
{
// Map 1024 <-> 0 wrapping into linear space
var aa = a.Angle;
var bb = b.Angle;
if (aa > bb && aa - bb > 512)
aa -= 1024;
if (bb > aa && bb - aa > 512)
bb -= 1024;
return new WAngle(aa + (bb - aa) * mul / div);
}
public static WAngle ArcSin(int d)
{
if (d < -1024 || d > 1024)
throw new ArgumentException($"ArcSin is only valid for values between -1024 and 1024. Received {d}");
var a = ClosestCosineIndex(Math.Abs(d));
return new WAngle(d < 0 ? 768 + a : 256 - a);
}
public static WAngle ArcCos(int d)
{
if (d < -1024 || d > 1024)
throw new ArgumentException($"ArcCos is only valid for values between -1024 and 1024. Received {d}");
var a = ClosestCosineIndex(Math.Abs(d));
return new WAngle(d < 0 ? 512 - a : a);
}
/// <summary>
/// Find the index of CosineTable that has the value closest to the given value.
/// The first or last index will be returned for values above or below the valid range.
/// </summary>
static int ClosestCosineIndex(int value)
{
var aboveIndex = 0;
var belowIndex = 256;
while (aboveIndex != belowIndex - 1)
{
var index = (aboveIndex + belowIndex) / 2;
var val = CosineTable[index];
if (val == value)
return index;
if (val < value)
belowIndex = index;
else
aboveIndex = index;
}
// Take the index with the smallest error
return CosineTable[aboveIndex] - value > value - CosineTable[belowIndex] ? belowIndex : aboveIndex;
}
public static WAngle ArcTan(int y, int x) { return ArcTan(y, x, 1); }
public static WAngle ArcTan(int y, int x, int stride)
{
if (y == 0)
return new WAngle(x >= 0 ? 0 : 512);
if (x == 0)
return new WAngle(Math.Sign(y) * 256);
var ay = Math.Abs(y);
var ax = Math.Abs(x);
// Find the closest angle that satisfies y = x*tan(theta)
// Uses a long to store bestVal to eliminate integer overflow issues in the common cases
// (may still fail for unrealistically large ax and ay)
var bestVal = long.MaxValue;
var bestAngle = 0;
for (var i = 0; i < 256; i += stride)
{
var val = Math.Abs(1024 * ay - (long)ax * TanTable[i]);
if (val < bestVal)
{
bestVal = val;
bestAngle = i;
}
}
// Calculate quadrant
if (x < 0 && y > 0)
bestAngle = 512 - bestAngle;
else if (x < 0 && y < 0)
bestAngle = 512 + bestAngle;
else if (x > 0 && y < 0)
bestAngle = 1024 - bestAngle;
return new WAngle(bestAngle);
}
// Must not be used outside rendering code
public float RendererRadians() { return (float)(Angle * Math.PI / 512f); }
public float RendererDegrees() { return Angle * 0.3515625f; }
public override string ToString() { return Angle.ToStringInvariant(); }
static readonly int[] CosineTable =
{
1024, 1023, 1023, 1023, 1023, 1023, 1023, 1023, 1022, 1022, 1022, 1021,
1021, 1020, 1020, 1019, 1019, 1018, 1017, 1017, 1016, 1015, 1014, 1013,
1012, 1011, 1010, 1009, 1008, 1007, 1006, 1005, 1004, 1003, 1001, 1000,
999, 997, 996, 994, 993, 991, 990, 988, 986, 985, 983, 981, 979, 978,
976, 974, 972, 970, 968, 966, 964, 962, 959, 957, 955, 953, 950, 948,
946, 943, 941, 938, 936, 933, 930, 928, 925, 922, 920, 917, 914, 911,
908, 906, 903, 900, 897, 894, 890, 887, 884, 881, 878, 875, 871, 868,
865, 861, 858, 854, 851, 847, 844, 840, 837, 833, 829, 826, 822, 818,
814, 811, 807, 803, 799, 795, 791, 787, 783, 779, 775, 771, 767, 762,
758, 754, 750, 745, 741, 737, 732, 728, 724, 719, 715, 710, 706, 701,
696, 692, 687, 683, 678, 673, 668, 664, 659, 654, 649, 644, 639, 634,
629, 625, 620, 615, 609, 604, 599, 594, 589, 584, 579, 574, 568, 563,
558, 553, 547, 542, 537, 531, 526, 521, 515, 510, 504, 499, 493, 488,
482, 477, 471, 466, 460, 454, 449, 443, 437, 432, 426, 420, 414, 409,
403, 397, 391, 386, 380, 374, 368, 362, 356, 350, 344, 339, 333, 327,
321, 315, 309, 303, 297, 291, 285, 279, 273, 267, 260, 254, 248, 242,
236, 230, 224, 218, 212, 205, 199, 193, 187, 181, 175, 168, 162, 156,
150, 144, 137, 131, 125, 119, 112, 106, 100, 94, 87, 81, 75, 69, 62,
56, 50, 43, 37, 31, 25, 18, 12, 6, 0
};
static readonly int[] TanTable =
{
0, 6, 12, 18, 25, 31, 37, 44, 50, 56, 62, 69, 75, 81, 88, 94, 100, 107,
113, 119, 126, 132, 139, 145, 151, 158, 164, 171, 177, 184, 190, 197,
203, 210, 216, 223, 229, 236, 243, 249, 256, 263, 269, 276, 283, 290,
296, 303, 310, 317, 324, 331, 338, 345, 352, 359, 366, 373, 380, 387,
395, 402, 409, 416, 424, 431, 438, 446, 453, 461, 469, 476, 484, 492,
499, 507, 515, 523, 531, 539, 547, 555, 563, 571, 580, 588, 596, 605,
613, 622, 630, 639, 648, 657, 666, 675, 684, 693, 702, 711, 721, 730,
740, 749, 759, 769, 779, 789, 799, 809, 819, 829, 840, 850, 861, 872,
883, 894, 905, 916, 928, 939, 951, 963, 974, 986, 999, 1011, 1023, 1036,
1049, 1062, 1075, 1088, 1102, 1115, 1129, 1143, 1158, 1172, 1187, 1201,
1216, 1232, 1247, 1263, 1279, 1295, 1312, 1328, 1345, 1363, 1380, 1398,
1416, 1435, 1453, 1473, 1492, 1512, 1532, 1553, 1574, 1595, 1617, 1639,
1661, 1684, 1708, 1732, 1756, 1782, 1807, 1833, 1860, 1887, 1915, 1944,
1973, 2003, 2034, 2065, 2098, 2131, 2165, 2199, 2235, 2272, 2310, 2348,
2388, 2429, 2472, 2515, 2560, 2606, 2654, 2703, 2754, 2807, 2861, 2918,
2976, 3036, 3099, 3164, 3232, 3302, 3375, 3451, 3531, 3613, 3700, 3790,
3885, 3984, 4088, 4197, 4311, 4432, 4560, 4694, 4836, 4987, 5147, 5318,
5499, 5693, 5901, 6124, 6364, 6622, 6903, 7207, 7539, 7902, 8302, 8743,
9233, 9781, 10396, 11094, 11891, 12810, 13882, 15148, 16667, 18524, 20843,
23826, 27801, 33366, 41713, 55622, 83438, 166883, int.MaxValue
};
#region Scripting interface
public LuaValue Add(LuaRuntime runtime, LuaValue left, LuaValue right)
{
if (!left.TryGetClrValue(out WAngle a))
throw new LuaException(
"Attempted to call WAngle.Add(WAngle, WAngle) with invalid arguments " +
$"({left.WrappedClrType().Name}, {right.WrappedClrType().Name})");
if (right.TryGetClrValue(out WAngle b))
return new LuaCustomClrObject(a + b);
throw new LuaException(
"Attempted to call WAngle.Add(WAngle, WAngle) with invalid arguments " +
$"({left.WrappedClrType().Name}, {right.WrappedClrType().Name})");
}
public LuaValue Subtract(LuaRuntime runtime, LuaValue left, LuaValue right)
{
if (!left.TryGetClrValue(out WAngle a))
throw new LuaException(
"Attempted to call WAngle.Subtract(WAngle, WAngle) with invalid arguments " +
$"({left.WrappedClrType().Name}, {right.WrappedClrType().Name})");
if (right.TryGetClrValue(out WAngle b))
return new LuaCustomClrObject(a - b);
throw new LuaException(
"Attempted to call WAngle.Subtract(WAngle, WAngle) with invalid arguments " +
$"({left.WrappedClrType().Name}, {right.WrappedClrType().Name})");
}
public LuaValue Equals(LuaRuntime runtime, LuaValue left, LuaValue right)
{
if (!left.TryGetClrValue(out WAngle a) || !right.TryGetClrValue(out WAngle b))
return false;
return a == b;
}
public LuaValue this[LuaRuntime runtime, LuaValue key]
{
get
{
switch (key.ToString())
{
case "Angle": return Angle;
default: throw new LuaException($"WAngle does not define a member '{key}'");
}
}
set => throw new LuaException("WAngle is read-only. Use Angle.New to create a new value");
}
public LuaValue ToString(LuaRuntime runtime) => ToString();
#endregion
}
}