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.
108 lines
3.2 KiB
C#
108 lines
3.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using Eluant;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ScriptGlobal("CPos")]
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public class CPosGlobal : ScriptGlobal
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{
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public CPosGlobal(ScriptContext context)
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: base(context) { }
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[Desc("Create a new CPos with the specified coordinates on the ground (layer = 0).")]
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public CPos New(int x, int y) { return new CPos(x, y); }
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[Desc("Create a new CPos with the specified coordinates on the specified layer. " +
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"The ground is layer 0, other layers have a unique ID. Examples include tunnels, underground, and elevated bridges.")]
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public CPos NewWithLayer(int x, int y, byte layer)
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{
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if (layer != 0)
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{
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var worldCmls = Context.World.GetCustomMovementLayers();
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if (layer >= worldCmls.Length || worldCmls[layer] == null)
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{
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var layerNames = typeof(CustomMovementLayerType)
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.GetFields()
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.Select(f => (Index: (byte)f.GetRawConstantValue(), f.Name))
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.ToArray();
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var validLayers = new[] { (Index: (byte)0, Name: "Ground") }
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.Concat(worldCmls
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.Where(cml => cml != null)
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.Select(cml => layerNames.Single(ln => ln.Index == cml.Index)));
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throw new LuaException($"Layer {layer} does not exist on this map. " +
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$"Valid layers on this map are: {string.Join(", ", validLayers.Select(x => $"{x.Index} ({x.Name})"))}");
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}
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}
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return new CPos(x, y, layer);
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}
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[Desc("The cell coordinate origin.")]
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public CPos Zero => CPos.Zero;
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}
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[ScriptGlobal("CVec")]
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public class CVecGlobal : ScriptGlobal
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{
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public CVecGlobal(ScriptContext context)
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: base(context) { }
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[Desc("Create a new CVec with the specified coordinates.")]
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public CVec New(int x, int y) { return new CVec(x, y); }
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[Desc("The cell zero-vector.")]
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public CVec Zero => CVec.Zero;
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}
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[ScriptGlobal("WPos")]
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public class WPosGlobal : ScriptGlobal
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{
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public WPosGlobal(ScriptContext context)
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: base(context) { }
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[Desc("Create a new WPos with the specified coordinates.")]
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public WPos New(int x, int y, int z) { return new WPos(x, y, z); }
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[Desc("The world coordinate origin.")]
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public WPos Zero => WPos.Zero;
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}
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[ScriptGlobal("WVec")]
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public class WVecGlobal : ScriptGlobal
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{
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public WVecGlobal(ScriptContext context)
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: base(context) { }
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[Desc("Create a new WVec with the specified coordinates.")]
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public WVec New(int x, int y, int z) { return new WVec(x, y, z); }
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[Desc("The world zero-vector.")]
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public WVec Zero => WVec.Zero;
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}
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[ScriptGlobal("WDist")]
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public class WDistGlobal : ScriptGlobal
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{
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public WDistGlobal(ScriptContext context)
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: base(context) { }
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[Desc("Create a new WDist.")]
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public WDist New(int r) { return new WDist(r); }
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[Desc("Create a new WDist by cell distance.")]
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public WDist FromCells(int numCells) { return WDist.FromCells(numCells); }
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}
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}
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