Files
OpenRA/mods/common/lua/actor.lua
2014-02-01 10:56:06 +13:00

181 lines
4.2 KiB
Lua

Actor = { }
Actor.Create = function(name, init)
if name == nil then error("No actor name specified", 2) end
if init.Owner == nil then error("No actor owner specified", 2) end
local td = OpenRA.New("TypeDictionary")
local addToWorld = true
for key, value in pairs(init) do
if key == "AddToWorld" then
addToWorld = value
else
td:Add(OpenRA.New(key .. "Init", { value }))
end
end
return World:CreateActor(addToWorld, name, td)
end
Actor.Turn = function(actor, facing)
actor:QueueActivity(OpenRA.New("Turn", { { facing, "Int32" } }))
end
Actor.Move = function(actor, location)
Actor.MoveNear(actor, location, 0)
end
Actor.MoveNear = function(actor, location, nearEnough)
actor:QueueActivity(OpenRA.New("Move", { location, WRange.FromCells(nearEnough) }))
end
Actor.ScriptedMove = function(actor, location)
if Actor.HasTrait(actor, "Helicopter") then
Internal.HeliFlyToPos(actor, location.CenterPosition)
else
actor:QueueActivity(OpenRA.New("Move", { location }))
end
end
Actor.AfterMove = function(actor)
local heli = Actor.TraitOrDefault(actor, "Helicopter")
if heli ~= nil then
Actor.Turn(actor, heli.Info.InitialFacing)
Actor.HeliLand(actor, true)
end
end
Actor.Teleport = function(actor, location)
actor:QueueActivity(OpenRA.New("SimpleTeleport", { location }))
end
Actor.AttackMove = function(actor, location)
Internal.AttackMove(actor, location)
end
Actor.HeliFly = function(actor, position)
Internal.HeliFlyToPos(actor, position)
end
Actor.HeliLand = function(actor, requireSpace)
actor:QueueActivity(OpenRA.New("HeliLand", { requireSpace }))
end
Actor.Fly = function(actor, position)
Internal.FlyToPos(actor, position)
end
Actor.FlyAttackActor = function(actor, targetActor)
Internal.FlyAttackActor(actor, targetActor)
end
Actor.FlyAttackCell = function(actor, location)
Internal.FlyAttackCell(actor, location)
end
Actor.FlyOffMap = function(actor)
actor:QueueActivity(OpenRA.New("FlyOffMap"))
end
Actor.Hunt = function(actor)
actor:QueueActivity(OpenRA.New("Hunt", { actor }))
end
Actor.UnloadCargo = function(actor, unloadAll)
actor:QueueActivity(OpenRA.New("UnloadCargo", { unloadAll }))
end
Actor.Harvest = function(actor)
actor:QueueActivity(OpenRA.New("FindResources"))
end
Actor.Scatter = function(actor)
local mobile = Actor.Trait(actor, "Mobile")
mobile:Nudge(actor, actor, true)
end
Actor.Wait = function(actor, period)
actor:QueueActivity(OpenRA.New("Wait", { { period, "Int32" } }))
end
Actor.WaitFor = function(actor, func)
Internal.WaitFor(actor, func)
end
Actor.CallFunc = function(actor, func)
Internal.CallFunc(actor, func)
end
Actor.DeployTransform = function(actor)
Actor.CallFunc(actor, function()
-- Queue the transform order
Actor.Trait(actor, "Transforms"):DeployTransform(true)
end)
end
Actor.RemoveSelf = function(actor)
actor:QueueActivity(OpenRA.New("RemoveSelf"))
end
Actor.Stop = function(actor)
actor:CancelActivity()
end
Actor.IsDead = function(actor)
return Internal.IsDead(actor)
end
Actor.IsInWorld = function(actor)
return actor.IsInWorld
end
Actor.Owner = function(actor)
return actor.Owner
end
Actor.Facing = function(actor)
return Actor.Trait(actor, "IFacing"):get_Facing()
end
Actor.IsIdle = function(actor)
return actor.IsIdle
end
Actor.SetStance = function(actor, stance)
Internal.SetUnitStance(actor, stance)
end
Actor.OnKilled = function(actor, eh)
Actor.Trait(actor, "LuaScriptEvents").OnKilled:Add(eh)
end
Actor.OnAddedToWorld = function(actor, eh)
Actor.Trait(actor, "LuaScriptEvents").OnAddedToWorld:Add(eh)
end
Actor.OnRemovedFromWorld = function(actor, eh)
Actor.Trait(actor, "LuaScriptEvents").OnRemovedFromWorld:Add(eh)
end
Actor.OnCaptured = function(actor, eh)
Actor.Trait(actor, "LuaScriptEvents").OnCaptured:Add(eh)
end
Actor.ActorsWithTrait = function(className)
local ret = { }
for item in Utils.Enumerate(Internal.ActorsWithTrait(className)) do
table.insert(ret, item.Actor)
end
return ret
end
Actor.HasTrait = function(actor, className)
return Internal.HasTrait(actor, className)
end
Actor.TraitOrDefault = function(actor, className)
return Internal.TraitOrDefault(actor, className)
end
Actor.Trait = function(actor, className)
return Internal.Trait(actor, className)
end