Files
OpenRA/OpenRA.Mods.RA/Scripting/Global/TriggerGlobal.cs
RoosterDragon b733465f33 General uncontroversial cleanup:
- Made private methods static where possible (runtime can elide checking the object for null).
- Declared attribute classes as sealed (allows reflection on attributes to complete faster).
- Moved some static cctor's into field initializers (static cctor's are slower than static field initializers).
- Made classes static if they contained only static methods (can't create instances of useless objects).
- Use inferable Exts.Lazy and not new Lazy<T>().
- Added required STAThread attribute to CrashDialog.
- Removed unused parameters in private methods.
- Added Serializable attribute to exceptions.
- Added parameter name in calls to ArgumentNullException.
- Use of as operator instead of is + cast.
- Changed (x as Foo).Bar anti-pattern into ((Foo)x).Bar. Results in sensible cast exceptions on error rather than null dereferences.
- Removed unused method in NullShader.
2014-05-23 15:50:54 +01:00

113 lines
3.2 KiB
C#

#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;
using System.Collections.Generic;
using System.Linq;
using Eluant;
using OpenRA.Effects;
using OpenRA.Scripting;
namespace OpenRA.Mods.RA.Scripting
{
[ScriptGlobal("Trigger")]
public class TriggerGlobal : ScriptGlobal
{
public TriggerGlobal(ScriptContext context) : base(context) { }
static ScriptTriggers GetScriptTriggers(Actor a)
{
var events = a.TraitOrDefault<ScriptTriggers>();
if (events == null)
throw new LuaException("Actor '{0}' requires the ScriptTriggers trait before attaching a trigger".F(a.Info.Name));
return events;
}
[Desc("Call a function after a specified delay. The callback function will be called as func().")]
public void AfterDelay(int delay, LuaFunction func)
{
var f = func.CopyReference() as LuaFunction;
Action doCall = () =>
{
try
{
using (f)
f.Call();
}
catch (LuaException e)
{
context.FatalError(e.Message);
}
};
context.World.AddFrameEndTask(w => w.Add(new DelayedAction(delay, doCall)));
}
[Desc("Call a function each tick that the actor is idle. " +
"The callback function will be called as func(Actor self).")]
public void OnIdle(Actor a, LuaFunction func)
{
GetScriptTriggers(a).RegisterIdleCallback(func, context);
}
[Desc("Call a function when the actor is damaged. The callback " +
"function will be called as func(Actor self, Actor attacker).")]
public void OnDamaged(Actor a, LuaFunction func)
{
GetScriptTriggers(a).RegisterDamagedCallback(func, context);
}
[Desc("Call a function when the actor is killed. The callback " +
"function will be called as func(Actor self, Actor killer).")]
public void OnKilled(Actor a, LuaFunction func)
{
GetScriptTriggers(a).RegisterKilledCallback(func, context);
}
[Desc("Call a function when all of the actors in a group are killed. The callback " +
"function will be called as func().")]
public void OnAllKilled(LuaTable actors, LuaFunction func)
{
List<Actor> group = new List<Actor>();
foreach (var kv in actors)
{
Actor actor;
if (!kv.Value.TryGetClrValue<Actor>(out actor))
throw new LuaException("OnAllKilled requires a table of int,Actor pairs. Recieved {0},{1}".F(kv.Key.GetType().Name, kv.Value.GetType().Name));
group.Add(actor);
}
var copy = (LuaFunction)func.CopyReference();
Action<Actor> OnMemberKilled = m =>
{
group.Remove(m);
if (!group.Any())
{
copy.Call();
copy.Dispose();
}
};
foreach (var a in group)
GetScriptTriggers(a).OnKilledInternal += OnMemberKilled;
}
[Desc("Call a function when this actor produces another actor. " +
"The callback function will be called as func(Actor producer, Actor produced).")]
public void OnProduction(Actor a, LuaFunction func)
{
GetScriptTriggers(a).RegisterProductionCallback(func, context);
}
}
}