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Entity.lua 41.18 KiB
-- TE4 - T-Engine 4
-- Copyright (C) 2009 - 2017 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it 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.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
local Shader = require "engine.Shader"
local Particles = require "engine.Particles"
--- An entity is anything that goes on a map, terrain features, objects, monsters, player, ...
-- Usually there is no need to use it directly, and it is better to use specific engine.Grid, engine.Actor or engine.Object
-- classes. Most modules will want to subclass those anyway to add new comportments
-- @classmod engine.Entity
module(..., package.seeall, class.make)
local next_uid = 1
local entities_load_functions = {}
_M.__mo_final_repo = {}
--- Fields we shouldn't save
_M._no_save_fields = { _shader = true }
--- Subclasses can change it to know where they are on the map
_M.__position_aware = false
-- Setup the uids & Map object repository as a weak value table, when the entities are no more used anywhere else they disappear from there too
setmetatable(__uids, {__mode="v"})
setmetatable(_M.__mo_final_repo, {__mode="k"})
--- Invalidates the whole Map Object repository
-- @static
function _M:invalidateAllMO()
setmetatable(_M.__mo_final_repo, {__mode="k"})
end
--- recursive copy
-- @param[type=table] dst the destination table
-- @param[type=table] src the source table
-- @param[type=boolean] deep copy ALL the things
local function copy_recurs(dst, src, deep)
for k, e in pairs(src) do
if type(e) == "table" and (e.__ATOMIC or e.__CLASSNAME) then
dst[k] = e
elseif dst[k] == nil then
if deep then
dst[k] = {}
copy_recurs(dst[k], e, deep)
else
dst[k] = e
end
elseif type(dst[k]) == "table" and type(e) == "table" and not e.__ATOMIC and not e.__CLASSNAME then
copy_recurs(dst[k], e, deep)
end
end
end
--- Import base into entity
-- @param[type=table] t
-- @param[type=table] base
local function importBase(t, base)
local temp = table.clone(base, true, {uid=true, define_as = true})
if base.onEntityMerge then base:onEntityMerge(temp) end
table.mergeAppendArray(temp, t, true)
t = temp
t.base = nil
return t
end
--- Create a new entity with a base
-- calls `importBase`
-- @static
-- @param[type=table] t
-- @param[type=table] base
function _M:fromBase(t, base)
if not base then base = t.base end
assert(base, "no base given to Entity.fromBase")
t = importBase(t, base)
return self.new(t)
end
--- Initialize an entity
-- Any subclass MUST call this constructor
-- @param[type=table] t a table defining the basic properties of the entity
-- @param[type=boolean] no_default alternate settings that override the defaults
-- @usage Entity.new{display='#', color_r=255, color_g=255, color_b=255}
function _M:init(t, no_default)
t = t or {}
self.uid = next_uid
__uids[self.uid] = self
next_uid = next_uid + 1
for k, e in pairs(t) do
if k ~= "__CLASSNAME" and k ~= "uid" then
local ee = e
if type(e) == "table" and not e.__ATOMIC and not e.__CLASSNAME then ee = table.clone(e, true) end
self[k] = ee
end
end
if config.settings.cheat and not self._no_upvalues_check then
local ok, err = table.check(
self,
function(t, where, v, tv)
if tv ~= "function" then return true end
local n, v = debug.getupvalue(v, 1)
if not n then return true end
return nil, ("%s has upvalue %s"):format(tostring(where), tostring(n))
end,
function(value) return not value._allow_upvalues end)
if not ok then
error("Entity definition has a closure: "..err)
end
end
if self.color then
self.color_r = self.color.r
self.color_g = self.color.g
self.color_b = self.color.b
self.color = nil
end
if self.back_color then
self.color_br = self.back_color.r
self.color_bg = self.back_color.g
self.color_bb = self.back_color.b
self.back_color = nil
end
if self.tint then
self.tint_r = self.tint.r / 255
self.tint_g = self.tint.g / 255
self.tint_b = self.tint.b / 255
self.tint = nil
end
if not no_default then
self.image = self.image or nil
self.display = self.display or '.'
self.color_r = self.color_r or 0
self.color_g = self.color_g or 0
self.color_b = self.color_b or 0
self.color_br = self.color_br or -1
self.color_bg = self.color_bg or -1
self.color_bb = self.color_bb or -1
self.tint_r = self.tint_r or 1
self.tint_g = self.tint_g or 1
self.tint_b = self.tint_b or 1
end
if self.unique and type(self.unique) ~= "string" then self.unique = self.name end
self.changed = true
self.__particles = self.__particles or {}
if self.embed_particles then
local Particles = require "engine.Particles"
for i, pd in ipairs(self.embed_particles) do
self:addParticles(Particles.new(pd.name, pd.rad or 1, pd.args))
end
end
end
--- If we are cloned we need a new uid
-- flags entity as changed
-- @param src source of event, not used by default
function _M:cloned(src)
self.uid = next_uid
__uids[self.uid] = self
next_uid = next_uid + 1
self.changed = true
end
--- If we are replaced we need a new uid
-- flags entity as changed
-- @param[type=boolean] isdone
-- @param new
function _M:replacedWith(isdone, new)
if not isdone then __uids[self.uid] = nil
else
self.uid = next_uid
__uids[self.uid] = self
next_uid = next_uid + 1
self.changed = true
end
end
_M.__autoload = {}
--- Do we delay the load for this entity or not
_M.loadNoDelay = true
--- If we are loaded we need a new uid
-- flags entity as changed
function _M:loaded()
local ouid = self.uid
if __uids[self.uid] and __uids[self.uid] == self.uid then __uids[self.uid] = nil end
self.uid = next_uid
__uids[self.uid] = self
next_uid = next_uid + 1
self.changed = true
-- hackish :/
if self.autoLoadedAI then self:autoLoadedAI() end
self:defineDisplayCallback()
end
--- Change the entity's uid
-- <strong>*WARNING*</strong>: ONLY DO THIS IF YOU KNOW WHAT YOU ARE DOING!. YOU DO NOT !
-- @param newuid the new uid
function _M:changeUid(newuid)
if __uids[self.uid] and __uids[self.uid] == self.uid then __uids[self.uid] = nil end
self.uid = newuid
__uids[self.uid] = self
end
--- Try to remove all "un-needed" effects, fields, ... for a clean export
-- This does nothing by default
function _M:stripForExport()
end
--- Setup minimap color for this entity
-- You may overload this method to customize your minimap
-- @param mo
-- @param[type=Map] map
function _M:setupMinimapInfo(mo, map)
end
--- Adds a particles emitter following the entity
-- @param[type=Particles] ps
function _M:addParticles(ps)
self.__particles[ps] = true
if self.x and self.y and game.level and game.level.map then
ps.x = self.x
ps.y = self.y
self:defineDisplayCallback()
end
return ps
end
--- Adds a particles emitter following the entity and duplicate it for the back
-- calls `addParticles`() twice internally
-- @param[type=table] def
-- @param[type=?table] args
-- @string[opt] shader
-- @return back `Particles`
-- @return front `Particles`
function _M:addParticles3D(def, args, shader)
local args1, args2 = table.clone(args or {}), table.clone(args or {})
args1.noup = 2
args2.noup = 1
local shader1, shader2 = nil, nil
if shader then
shader1, shader2 = table.clone(shader), table.clone(shader)
shader1.noup = 2
shader2.noup = 1
end
local ps1 = Particles.new(def, 1, args1, shader1)
ps1.toback = true
local ps2 = Particles.new(def, 1, args2, shader2)
self:addParticles(ps1)
self:addParticles(ps2)
return ps1, ps2
end
--- Removes a particles emitter following the entity
-- @param[type=Particles] ps
function _M:removeParticles(ps)
if not ps then return end
self.__particles[ps] = nil
ps:dieDisplay()
if self.x and self.y and game.level and game.level.map then
ps.x = nil
ps.y = nil
self:defineDisplayCallback()
end
end
--- Get the particle emitters of this entity
-- @param[type=string|bool] back "all" is a valid value
function _M:getParticlesList(back)
local ps = {}
for e, _ in pairs(self.__particles) do
if (not back and not e.toback) or (back and e.toback) or (back == "all") then
e:checkDisplay()
ps[#ps+1] = e
end
end
return ps
end
--- Removes the particles from the running threads but keep the data for later
function _M:closeParticles()
for e, _ in pairs(self.__particles) do
e:dieDisplay()
end
end
--- Attach or remove a display callback
-- Defines particles to display
function _M:defineDisplayCallback()
if self.add_displays then
for i, add in ipairs(self.add_displays) do add:defineDisplayCallback() end
end
if not self._mo then return end
if not next(self.__particles) then self._mo:displayCallback(nil) return end
-- Cunning trick here!
-- the callback we give to mo:displayCallback is a function that references self
-- but self contains mo so it would create a cyclic reference and prevent GC'ing
-- thus we store a reference to a weak table and put self into it
-- this way when self dies the weak reference dies and does not prevent GC'ing
local weak = setmetatable({[1]=self}, {__mode="v"})
local ps = self:getParticlesList()
self._mo:displayCallback(function(x, y, w, h)
local self = weak[1]
if not self or not self._mo then return end
local e
for i = 1, #ps do
e = ps[i]
e:checkDisplay()
if e.ps:isAlive() then
if game.level and game.level.map then e:shift(game.level.map, self._mo) end
e.ps:toScreen(x + w / 2 + (e.dx or 0) * w, y + h / 2 + (e.dy or 0) * h, true, w / game.level.map.tile_w)
else self:removeParticles(e)
end
end
return true
end)
end
--- Create the "map object" representing this entity
-- Do not touch unless you *KNOW* what you are doing.<br/>
-- You do *NOT* need this, this is used by the engine.Map class automatically.<br/>
-- *DO NOT TOUCH!!!*
-- @param[type=Tiles] tiles
-- @int idx
-- @return[1] nil
-- @return[2] self._mo
-- @return[2] self.z
-- @return[2] last_mo
function _M:makeMapObject(tiles, idx)
if idx > 1 and not tiles.use_images then return nil end
if idx > 1 then
if not self.add_displays or not self.add_displays[idx-1] then return nil end
return self.add_displays[idx-1]:makeMapObject(tiles, 1)
else
if self._mo and self._mo:isValid() then return self._mo, self.z, self._last_mo end
end
-- Texture
local ok, btex, btexx, btexy, w, h, tex_x, tex_y = pcall(tiles.get, tiles, self.display, self.color_r, self.color_g, self.color_b, self.color_br, self.color_bg, self.color_bb, self.image, self._noalpha and 255, self.ascii_outline, true)
local dy, dh = 0, 0
if ok and self.auto_tall and h > w then dy = -1 dh = 1 end
-- Create the map object with 1 + additional textures
self._mo = core.map.newObject(self.uid,
1 + (tiles.use_images and self.textures and #self.textures or 0),
self:check("display_on_seen"),
self:check("display_on_remember"),
self:check("display_on_unknown"),
self:check("display_x") or 0,
(self:check("display_y") or 0) + dy,
self:check("display_w") or 1,
(self:check("display_h") or 1) + dh,
self:check("display_scale") or 1
)
local last_mo = self._mo
-- Setup tint
self._mo:tint(self.tint_r or 1, self.tint_g or 1, self.tint_b or 1)
-- Texture 0 is always the normal image/ascii tile
-- we pcall it because some weird cases can not find a tile
if ok then
if self.anim then
self._mo:texture(0, btex, false, btexx / self.anim.max, btexy, tex_x, tex_y)
self._mo:setAnim(0, self.anim.max, self.anim.speed or 1, self.anim.loop or -1)
else
-- print("=======", self.image, btexx, btexy, te)
self._mo:texture(0, btex, false, btexx, btexy, tex_x, tex_y)
end
end
-- Additional MO chained to the same Z order
if tiles.use_images and self.add_mos then
local tex, texx, texy, pos_x, pos_y
local cmo = self._mo
for i = 1, #self.add_mos do
local amo = self.add_mos[i]
local dy, dh = amo.display_y or 0, amo.display_h or 1
-- Create a simple additional chained MO
if amo.image_alter == "sdm" then
local _, bw, bh
local oldrepo = tiles.repo
tiles.repo = {}
tex, _, _, bw, bh = tiles:get("", 0, 0, 0, 0, 0, 0, amo.image, false, false, false)
tiles.repo = oldrepo
local sdm_double = amo.sdm_double
if sdm_double == "dynamic" then
if bh > bw then sdm_double = false else sdm_double = true end
end
tex = tex:generateSDM(sdm_double)
texx, texy = 1,1,nil,nil
elseif amo.image then
local w, h
tex, texx, texy, w, h, pos_x, pos_y = tiles:get("", 0, 0, 0, 0, 0, 0, amo.image, false, false, true)
if amo.auto_tall and h > w then dy = -1 dh = 2 end
end
local mo = core.map.newObject(self.uid, 1 + (tiles.use_images and amo.textures and #amo.textures or 0), false, false, false, amo.display_x or 0, dy, amo.display_w or 1, dh, amo.display_scale or 1)
mo:texture(0, tex, false, texx, texy, pos_x, pos_y)
if amo.particle then
local args = amo.particle_args or {}
local e = engine.Particles.new(amo.particle, 1, args)
mo:displayCallback(function(x, y, w, h)
e:checkDisplay()
if e.ps:isAlive() then e.ps:toScreen(x + w / 2 + (args.x or 0), y + h / 2 + (args.y or 0), true, w / game.level.map.tile_w) end
return true
end)
end
-- Setup additional textures
if tiles.use_images and amo.textures then
for i = 1, #amo.textures do
local t = amo.textures[i]
if type(t) == "function" then local tex, is3d = t(amo, tiles); if tex then mo:texture(i, tex, is3d, 1, 1) tiles.texture_store[tex] = true end
elseif type(t) == "table" then
if t[1] == "image" then local tex = tiles:get('', 0, 0, 0, 0, 0, 0, t[2], nil, nil, nil, true); mo:texture(i, tex, false, 1, 1) tiles.texture_store[tex] = true
end
end
end
end
-- Setup shader
if tiles.use_images and core.shader.active() and amo.shader then
local shad = Shader.new(amo.shader, amo.shader_args)
if shad.shad then
mo:shader(shad.shad)
amo._shader = shad
end
end
cmo:chain(mo)
cmo = mo
last_mo = mo
end
end
-- Setup additional textures
if tiles.use_images and self.textures then
for i = 1, #self.textures do
local t = self.textures[i]
if type(t) == "function" then local tex, is3d = t(self, tiles); if tex then self._mo:texture(i, tex, is3d, 1, 1) tiles.texture_store[tex] = true end
elseif type(t) == "table" then
if t[1] == "image" then local tex = tiles:get('', 0, 0, 0, 0, 0, 0, t[2]); self._mo:texture(i, tex, false, 1, 1) tiles.texture_store[tex] = true
end
end
end
end
self._mo, self.z, last_mo = self:alterMakeMapObject(tiles, self._mo, self.z, last_mo)
-- Setup shader
if tiles.use_images and core.shader.active() and self.shader then
local shad = Shader.new(self.shader, self.shader_args)
if shad.shad then
self._mo:shader(shad.shad)
self._shader = shad
end
end
return self._mo, self.z, last_mo
end
--- Allows to alter the generated map objects
-- Does nothing by default
-- @param[type=Tiles] tiles
-- @param mo Map Object
-- @param z
-- @param last_mo last Map Object
-- @return mo
-- @return z
-- @return last_mo
function _M:alterMakeMapObject(tiles, mo, z, last_mo)
return mo, z, last_mo
end
--- Get all "map objects" representing this entity
-- Do not touch unless you *KNOW* what you are doing.
-- You do *NOT* need this, this is used by the engine.Map class automatically.
-- *DO NOT TOUCH!!!*
-- @param[type=Tiles] tiles
-- @param mos map objects
-- @int z recursive index
function _M:getMapObjects(tiles, mos, z)
local tgt = self
if self.replace_display then tgt = self.replace_display end
local i = -1
local nextz = 0
local mo, dz, lm
local last_mo
repeat
i = i + 1
mo, dz, lm = tgt:makeMapObject(tiles, 1+i)
if mo then
if i == 0 then self._mo = mo end
if dz then mos[dz] = mo
else mos[z + nextz] = mo nextz = nextz + 1 end
last_mo = lm
end
until not mo
self._last_mo = last_mo
self:defineDisplayCallback()
end
--- Remove all Map objects for this entity
-- @param[type=boolean] no_invalidate don't invalidate the map object
function _M:removeAllMOs(no_invalidate)
if self._mo and not no_invalidate then self._mo:invalidate() end
self._mo = nil
self._last_mo = nil
if not self.add_displays then return end
for i = 1, #self.add_displays do
if self.add_displays[i]._mo then
if not no_invalidate then self.add_displays[i]._mo:invalidate() end
self.add_displays[i]._mo = nil
end
end
end
--- Setup movement animation for the entity
-- The entity is supposed to possess a correctly set x and y pair of fields - set to the current (new) position
-- @param oldx the coords from where the animation will seem to come from
-- @param oldy the coords from where the animation will seem to come from
-- @param speed the number of frames the animation lasts (frames are normalized to 30/sec no matter the actual FPS)
-- @param blur apply a motion blur effect of this number of frames
-- @param twitch_dir defaults to 8, the direction to do movement twitch
-- @param twitch defaults to 0, the amplitude of movement twitch
function _M:setMoveAnim(oldx, oldy, speed, blur, twitch_dir, twitch)
if not self._mo then return end
self._mo:setMoveAnim(oldx, oldy, self.x, self.y, speed, blur, twitch_dir, twitch)
local add_displays = self.add_displays
if self.replace_display then add_displays = self.replace_display.add_displays end
if not add_displays then return end
for i = 1, #add_displays do
if add_displays[i]._mo then
add_displays[i]._mo:setMoveAnim(oldx, oldy, self.x, self.y, speed, blur, twitch_dir, twitch)
end
end
end
--- Reset movement animation for the entity - removes any anim
function _M:resetMoveAnim()
if not self._mo then return end
self._mo:resetMoveAnim()
if not self.add_displays then return end
for i = 1, #self.add_displays do
if self.add_displays[i]._mo then
self.add_displays[i]._mo:resetMoveAnim()
end
end
end
--- Sets the flip state of MO and associated MOs
-- @param v passed to the map object's flipX()
function _M:MOflipX(v)
if not self._mo then return end
self._mo:flipX(v)
self._flipx = v
if not self.add_displays then return end
for i = 1, #self.add_displays do
if self.add_displays[i]._mo then
self.add_displays[i]._mo:flipX(v)
end
end
end
--- Sets the flip state of MO and associated MOs
-- @param v passed to the map object's flipY()
function _M:MOflipY(v)
if not self._mo then return end
self._mo:flipY(v)
self._flipy = v
if not self.add_displays then return end
for i = 1, #self.add_displays do
if self.add_displays[i]._mo then
self.add_displays[i]._mo:flipY(v)
end
end
end
--- Get the entity image as an sdl surface and texture for the given tiles and size
-- @param[type=Tiles] tiles a Tiles instance that will handle the tiles (usually pass it the current Map.tiles)
-- @param w the width
-- @param h the height
-- @return[1] nil if no texture
-- @return[2] the sdl surface
-- @return[2] the texture
function _M:getEntityFinalSurface(tiles, w, h)
local id = w.."x"..h
if _M.__mo_final_repo[self] and _M.__mo_final_repo[self][id] then return _M.__mo_final_repo[self][id].surface, _M.__mo_final_repo[self][id].tex end
local Map = require "engine.Map"
tiles = tiles or Map.tiles
local mos = {}
local list = {}
self:getMapObjects(tiles, mos, 1)
for i = 1, Map.zdepth do
if mos[i] then list[#list+1] = mos[i] end
end
local tex = core.map.mapObjectsToTexture(w, h, unpack(list))
if not tex then return nil end
_M.__mo_final_repo[self] = _M.__mo_final_repo[self] or {}
_M.__mo_final_repo[self][id] = {surface=tex:toSurface(), tex=tex}
return _M.__mo_final_repo[self][id].surface, _M.__mo_final_repo[self][id].tex
end
--- Get the entity image as an sdl texture for the given tiles and size
-- @param[type=Tiles] tiles a Tiles instance that will handle the tiles (usually pass it the current Map.tiles)
-- @param w the width
-- @param h the height
-- @return[1] nil if no texture
-- @return[2] the texture
function _M:getEntityFinalTexture(tiles, w, h)
local id = w.."x"..h
if _M.__mo_final_repo[self] and _M.__mo_final_repo[self][id] then return _M.__mo_final_repo[self][id].tex end
local Map = require "engine.Map"
tiles = tiles or Map.tiles
local mos = {}
local list = {}
self:getMapObjects(tiles, mos, 1)
local listsize = #list
for i = 1, Map.zdepth do
if mos[i] then list[listsize+i] = mos[i] end
end
local tex = core.map.mapObjectsToTexture(w, h, unpack(list))
if not tex then return nil end
_M.__mo_final_repo[self] = _M.__mo_final_repo[self] or {}
_M.__mo_final_repo[self][id] = {tex=tex}
return _M.__mo_final_repo[self][id].tex
end
--- Get a string that will display in text the texture of this entity
-- @string[opt] tstr
function _M:getDisplayString(tstr)
if tstr then
if core.display.FBOActive() or true then
return tstring{{"uid", self.uid}}
else
return tstring{}
end
else
if core.display.FBOActive() or true then
return "#UID:"..self.uid..":0#"
else
return ""
end
end
end
--- Displays an entity somewhere on screen, outside the map
-- @param[type=Tiles] tiles a Tiles instance that will handle the tiles (usually pass it the current Map.tiles, it will if this is null)
-- @int x where to display
-- @int y where to display
-- @int w the width
-- @int h the height
-- @param[type=?number] a the alpha setting
-- @param allow_cb
-- @param allow_shader
function _M:toScreen(tiles, x, y, w, h, a, allow_cb, allow_shader)
local Map = require "engine.Map"
tiles = tiles or Map.tiles
local mos = {}
local list = {}
self:getMapObjects(tiles, mos, 1)
for i = 1, Map.zdepth do
if mos[i] then list[#list+1] = mos[i] end
end
core.map.mapObjectsToScreen(x, y, w, h, a, allow_cb, allow_shader, unpack(list))
end
--- Resolves an entity, finishing resolvers previously defined for it
-- Called when generating the final clones of (instantiating) a prototype entity for use in the game
-- This may be used to make random enchants on objects, add random properties on actors, etc.
-- Recursively searches for all property fields assigned a resolver table, assigning final values to those properties
-- (resolver tables are tables containing a __resolver field by default)
-- @see resolvers.lua
-- @param[type=?table] t table to search recursively for resolver tables (defaults to self)
-- @param[type=?boolean] last handle resolvers with .__resolve_last set (which are skipped if this is not set)
-- @param[type=?table] on_entity alternate entity for which to evaluate resolvers
-- @param[type=?table] key_chain (defaults to {}) contains keys recursively traversed while resolving
-- During the recursive search:
-- subtables with .__ATOMIC or .__CLASSNAME are skipped
-- the key_chain table is appended with each recursive key
-- resolver tables (containing .__resolver) are evaluated
-- resolvers are 2-part functions:
-- resolver.foo(...) (called when creating the entity prototype) assigns a resolver table to a property field within the entity
-- The resolver table contains .__resolver == "foo" and all other data needed to create the final value for the property field when the final entity instance is prepared (performed here)
--- If the resolver table contains .__resolve_instant, it will be resolved immediately (before the next level of recursion)
-- resolver.calc.foo(t, e) (called here) calculates the final value for ("resolves") the property field where:
-- t = table generated by resolver.foo and stored in the property field
-- e = the entity on which to perform the changes
-- the property field is set to the return value of this function
function _M:resolve(t, last, on_entity, key_chain)
t = t or self
key_chain = key_chain or {}
-- First we grab the whole list to handle
local list = {}
for k, e in pairs(t) do
if type(e) == "table" and e.__resolver and (not e.__resolve_last or last) then
list[k] = e
elseif type(e) == "table" and not e.__ATOMIC and not e.__CLASSNAME then
list[k] = e
end
end
-- Then we handle it, this is because resolvers can modify the list with their returns, or handlers, so we must make sure to not modify the list we are iterating over
local r
for k, e in pairs(list) do
-- if type(e) == "table" and e.__resolver then
-- end
if type(e) == "table" and e.__resolver and (not e.__resolve_last or last) then
if not resolvers.calc[e.__resolver] then error("missing resolver "..e.__resolver.." on entity "..tostring(t).." key "..table.concat(key_chain, ".")) end
r = resolvers.calc[e.__resolver](e, on_entity or self, self, t, k, key_chain)
t[k] = r
if type(r) == "table" and r.__resolver and r.__resolve_instant and (not r.__resolve_last or last) then --handle a nested instant resolver immediately
t[k] = resolvers.calc[r.__resolver](r, on_entity or self, self, t, k, key_chain)
end
elseif type(e) == "table" and not e.__ATOMIC and not e.__CLASSNAME then
local key_chain = table.clone(key_chain)
key_chain[#key_chain+1] = k
self:resolve(e, last, on_entity, key_chain)
end
end
-- Finish resolving stuff
if on_entity then return end
if t == self then
if last then
if self.resolveLevel then self:resolveLevel() end
if self.unique and type(self.unique) == "boolean" then
self.unique = self.name
end
else
-- Handle IDed if possible
if self.resolveIdentify then self:resolveIdentify() end
end
end
end
--- Print all resolvers registered
-- @param[type=?table] t defaults to self
function _M:printResolvers(t)
for k, e in pairs(t or self) do
if type(e) == "table" and e.__resolver then
print(" * Resolver on entity", self.name, "::", e.__resolver, e.__resolve_last, " (with params) ", table.serialize(e, nil, true))
end
end
end
--- Call when the entity is actually added to a level/whatever
-- This helps ensure uniqueness of uniques
function _M:added()
if self.unique then
local ustr = tostring(self.unique)
game.uniques[self.__CLASSNAME.."/"..ustr] = (game.uniques[self.__CLASSNAME.."/"..ustr] or 0) + 1
print("Added unique", self.__CLASSNAME.."/"..ustr, "::", game.uniques[self.__CLASSNAME.."/"..ustr])
end
end
--- Call when the entity is actually removed from existence
-- This helps ensure uniqueness of uniques.
-- This recursively removes inventories too, if you need anything special, overload this
function _M:removed()
if self.inven then
for _, inven in pairs(self.inven) do
for i, o in ipairs(inven) do
o:removed()
end
end
end
if game and game.hasEntity and game:hasEntity(self) then game:removeEntity(self) end
if self.unique then
local ustr = tostring(self.unique)
game.uniques[self.__CLASSNAME.."/"..ustr] = (game.uniques[self.__CLASSNAME.."/"..ustr] or 0) - 1
if game.uniques[self.__CLASSNAME.."/"..ustr] <= 0 then game.uniques[self.__CLASSNAME.."/"..ustr] = nil end
print("Removed unique", self.__CLASSNAME.."/"..ustr, "::", game.uniques[self.__CLASSNAME.."/"..ustr])
end
end
--- Check for an entity's property
-- If not a function it returns it directly, otherwise it calls the function
-- with the extra parameters
-- @param prop the property name to check
-- @param[opt] ... the functions arguments
function _M:check(prop, ...)
if type(self[prop]) == "function" then return self[prop](self, ...)
else return self[prop]
end
end
--- temporary values storage
_M.temporary_values_conf = {}
--- Computes a "temporary" value into a property
-- Example: You want to give an actor a boost to life_regen, but you do not want it to be permanent
-- You cannot simply increase life_regen, so you use this method which will increase it AND
-- store the increase. it will return an "increase id" that can be passed to removeTemporaryValue()
-- to remove the effect.
-- @param[opt=tab|string] prop the property to affect. This can be either a string or a table of strings, the latter allowing nested properties to be modified.
-- @param[opt=number|tab] v the value to add. This should either be a number or a table of properties and numbers.
-- @param[type=boolean] noupdate if true the actual property is not changed and needs to be changed by the caller
-- @return an id that can be passed to removeTemporaryValue() to delete this value
function _M:addTemporaryValue(prop, v, noupdate)
if not self.compute_vals then self.compute_vals = {n=0} end
local t = self.compute_vals
local id = t.n + 1
while t[id] ~= nil do id = id + 1 end
t[id] = v
t.n = id
-- Find the base, one removed from the last prop
local initial_base, initial_prop
if type(prop) == "table" then
initial_base = self
local idx = 1
while idx < #prop do
initial_base = initial_base[prop[idx]]
idx = idx + 1
end
initial_prop = prop[idx]
else
initial_base = self
initial_prop = prop
end
-- The recursive enclosure
local recursive
recursive = function(base, prop, v, method)
method = self.temporary_values_conf[prop] or method
if type(v) == "number" then
-- Simple addition
if method == "mult" then
base[prop] = (base[prop] or 1) * v
elseif method == "mult0" then
base[prop] = (base[prop] or 1) * (1 + v)
elseif method == "perc_inv" then
v = v / 100
local b = (base[prop] or 0) / 100
b = 1 - (1 - b) * (1 - v)
base[prop] = b * 100
elseif method == "inv1" then
v = util.bound(v, -0.999, 0.999)
t[id] = v
local b = (base[prop] or 1) - 1
b = 1 - (1 - b) * (1 - v)
base[prop] = b + 1
elseif method == "highest" then
base["__thighest_"..prop] = base["__thighest_"..prop] or {[-1] = base[prop]}
base["__thighest_"..prop][id] = v
base[prop] = table.max(base["__thighest_"..prop])
elseif method == "lowest" then
base["__tlowest_"..prop] = base["__tlowest_"..prop] or {[-1] = base[prop]}
base["__tlowest_"..prop][id] = v
base[prop] = table.min(base["__tlowest_"..prop])
elseif method == "last" then
base["__tlast_"..prop] = base["__tlast_"..prop] or {[-1] = base[prop]}
local b = base["__tlast_"..prop]
b[id] = v
b = table.listify(b)
table.sort(b, function(a, b) return a[1] > b[1] end)
base[prop] = b[1] and b[1][2]
else
if type(base[prop] or 0) ~= "number" or type(v) ~= "number" then
print("ERROR: Attempting to add value", v, "property", prop, "to", base[prop]) table.print(base[prop]) table.print(v)
print("Entity:", self) -- table.print(self)
game.debug._debug_entity = self
end
base[prop] = (base[prop] or 0) + v
end
self:onTemporaryValueChange(prop, v, base)
-- print("addTmpVal", base, prop, v, " :=: ", #t, id, method)
elseif type(v) == "table" then
for k, e in pairs(v) do
-- print("addTmpValTable", base[prop], k, e)
base[prop] = base[prop] or {}
recursive(base[prop], k, e, method)
end
elseif type(v) == "string" then
-- Only last works on strings
if true or method == "last" then
base["__tlast_"..prop] = base["__tlast_"..prop] or {[-1] = base[prop]}
local b = base["__tlast_"..prop]
b[id] = v
b = table.listify(b)
table.sort(b, function(a, b) return a[1] > b[1] end)
base[prop] = b[1] and b[1][2]
else
base[prop] = (base[prop] or 0) + v
end
-- print("addTmpVal", base, prop, v, " :=: ", #t, id, method)
else
error("unsupported temporary value type: "..type(v).." :=: "..tostring(v).." (on key "..tostring(prop)..")")
end
end
-- Update the base prop
if not noupdate then
recursive(initial_base, initial_prop, v, "add")
end
return id
end
--- Removes a temporary value, see addTemporaryValue()
-- @param[opt=tab|string] prop the property to affect
-- @int id the id of the increase to delete
-- @param[type=boolean] noupdate if true the actual property is not changed and needs to be changed by the caller
function _M:removeTemporaryValue(prop, id, noupdate)
if not self.compute_vals then util.send_error_backtrace("removeTemporaryValue: attempting to remove prop "..tostring(prop).." with no temporary values initialized") return end
if not id then util.send_error_backtrace("removeTemporaryValue: error removing prop "..tostring(prop).." with id "..tostring(id)) return end
local oldval = self.compute_vals[id]
-- print("removeTempVal", prop, oldval, " :=: ", id)
self.compute_vals[id] = nil
-- Find the base, one removed from the last prop
local initial_base, initial_prop
if type(prop) == "table" then
initial_base = self
local idx = 1
while idx < #prop do
initial_base = initial_base[prop[idx]]
idx = idx + 1
end
initial_prop = prop[idx]
else
initial_base = self
initial_prop = prop
end
-- The recursive enclosure
local recursive
recursive = function(base, prop, v, method)
method = self.temporary_values_conf[prop] or method
if type(v) == "number" then
-- Simple addition
if method == "mult" then
base[prop] = base[prop] / v
elseif method == "mult0" then
base[prop] = base[prop] / (1 + v)
elseif method == "perc_inv" then
v = v / 100
local b = base[prop] / 100
b = 1 - (1 - b) / (1 - v)
base[prop] = b * 100
elseif method == "inv1" then
local b = base[prop] - 1
b = 1 - (1 - b) / (1 - v)
base[prop] = b + 1
elseif method == "highest" then
base["__thighest_"..prop] = base["__thighest_"..prop] or {}
base["__thighest_"..prop][id] = nil
base[prop] = table.max(base["__thighest_"..prop])
if not next(base["__thighest_"..prop]) then base["__thighest_"..prop] = nil end
elseif method == "lowest" then
base["__tlowest_"..prop] = base["__tlowest_"..prop] or {}
base["__tlowest_"..prop][id] = nil
base[prop] = table.min(base["__tlowest_"..prop])
if not next(base["__tlowest_"..prop]) then base["__tlowest_"..prop] = nil end
elseif method == "last" then
base["__tlast_"..prop] = base["__tlast_"..prop] or {}
local b = base["__tlast_"..prop]
b[id] = nil
b = table.listify(b)
table.sort(b, function(a, b) return a[1] > b[1] end)
base[prop] = b[1] and b[1][2]
if not next(base["__tlast_"..prop]) then base["__tlast_"..prop] = nil end
else
if not base[prop] then util.send_error_backtrace("Error removing property "..tostring(prop).." with value "..tostring(v).." : base[prop] is nil") return end
base[prop] = base[prop] - v
end
self:onTemporaryValueChange(prop, -v, base)
-- print("delTmpVal", prop, v, method)
elseif type(v) == "table" then
for k, e in pairs(v) do
recursive(base[prop], k, e, method)
end
elseif type(v) == "string" then
-- Only last works on strings
if true or method == "last" then
base["__tlast_"..prop] = base["__tlast_"..prop] or {}
local b = base["__tlast_"..prop]
b[id] = nil
b = table.listify(b)
table.sort(b, function(a, b) return a[1] > b[1] end)
base[prop] = b[1] and b[1][2]
if b[1] and b[1][1] == -1 then base["__tlast_"..prop][-1] = nil end
if not next(base["__tlast_"..prop]) then base["__tlast_"..prop] = nil end
else
if not base[prop] then util.send_error_backtrace("Error removing property "..tostring(prop).." with value "..tostring(v).." : base[prop] is nil") return end
base[prop] = base[prop] - v
end
-- print("delTmpVal", prop, v, method)
else
if config.settings.cheat then
if type(v) == "nil" then
error("ERROR!!! unsupported temporary value type: "..type(v).." :=: "..tostring(v).." for "..tostring(prop)..(" [%s] %s"):format(tostring(self.uid), tostring(self.name)))
else
error("unsupported temporary value type: "..type(v).." :=: "..tostring(v).." for "..tostring(prop)..(" [%s] %s"):format(tostring(self.uid), tostring(self.name)))
end
end
end
end
-- Update the base prop
if not noupdate then
recursive(initial_base, initial_prop, oldval, "add")
end
end
--- Returns a previously set temporary value, see addTemporaryValue()
-- @int id the index of the previously set property
function _M:getTemporaryValue(id)
return self.compute_vals and self.compute_vals[id]
end
--- Helper function to add temporary values
-- @param[type=table] t
-- @param k
-- @param v
function _M:tableTemporaryValue(t, k, v)
t[#t+1] = {k, self:addTemporaryValue(k, v)}
end
--- Helper function to remove temporary values
-- @param[type=table] t
function _M:tableTemporaryValuesRemove(t)
for i = 1, #t do
self:removeTemporaryValue(t[i][1], t[i][2])
end
end
--- Called when a temporary value changes (added or deleted)
-- This does nothing by default, you can overload it to react to changes
-- @param prop the property changing
-- @param v the value of the change
-- @param base the base table of prop
function _M:onTemporaryValueChange(prop, v, base)
end
--- Gets the change in an attribute/function based on changing another.
-- Measures the difference in result_attr from adding temporary values from and to to changed_attr.
-- @param changed_attr the attribute being changed
-- @param from the temp value added to changed_attr which we are starting from
-- @param to the temp value added to changed_attr which we are ending on
-- @param result_attr the result we are measuring the difference in
-- @param ... arguments to pass to result_attr if it is a function
-- @return the difference
-- @return the from result
-- @return the to result
function _M:getAttrChange(changed_attr, from, to, result_attr, ...)
local temp = self:addTemporaryValue(changed_attr, from)
local from_result = util.getval(self[result_attr], self, ...)
self:removeTemporaryValue(changed_attr, temp)
temp = self:addTemporaryValue(changed_attr, to)
local to_result = util.getval(self[result_attr], self, ...)
self:removeTemporaryValue(changed_attr, temp)
return to_result - from_result, from_result, to_result
end
--- Increases/decreases an attribute
-- The attributes are just actor properties, but this ensures they are numbers and not booleans
-- thus making them compatible with temporary values system
-- @param prop the property to use
-- @param[opt] v the value to add, if nil the function returns
-- @param[opt] fix forces the value to v, does not add
-- @return nil if v was specified
-- @return nil if property doesn't exist
-- @return If v isn't specified then it returns the current value if it exists and isn't 0
function _M:attr(prop, v, fix)
if v then
if fix then self[prop] = v
else self[prop] = (self[prop] or 0) + v
end
else
if self[prop] and self[prop] ~= 0 then
return self[prop]
else
return nil
end
end
end
--- Loads a list of entities from a definition file
-- @string file the file to load from
-- @param[type=?boolean] no_default if true then no default values will be assigned
-- @param[type=?table] res the table to load into, defaults to a new one
-- @func[opt] mod a function to which will be passed each entity as they are created. Can be used to adjust some values on the fly
-- @param[type=?table] loaded a table of already loaded files
-- @usage MyEntityClass:loadList("/data/my_entities_def.lua")
function _M:loadList(file, no_default, res, mod, loaded)
local Zone = require "engine.Zone"
if type(file) == "table" then
res = res or {}
for i, f in ipairs(file) do
self:loadList(f, no_default, res, mod, loaded)
end
return res
end
no_default = no_default and true or false
res = res or {}
local f, err = nil, nil
if entities_load_functions[file] and entities_load_functions[file][no_default] then
print("Loading entities file from memory", file)
f = entities_load_functions[file][no_default]
elseif fs.exists(file) then
f, err = loadfile(file)
print("Loading entities file from file", file)
entities_load_functions[file] = entities_load_functions[file] or {}
entities_load_functions[file][no_default] = f
else
-- No data
print("Loading entities file from file", file, "which does not exists!")
f = function() end
end
if err then error(err) end
loaded = loaded or {}
if res.ignore_loaded and loaded[file] then return res end
loaded[file] = true
local newenv newenv = {
currentZone = Zone:getCurrentLoadingZone(),
class = self,
loaded = loaded,
resolvers = resolvers,
DamageType = require "engine.DamageType",
entity_mod = mod,
loading_list = res,
ignoreLoaded = function(v) res.ignore_loaded = v end,
rarity = function(add, mult) add = add or 0; mult = mult or 1; return function(e) if e.rarity then e.rarity = math.ceil(e.rarity * mult + add) end end end,
switchRarity = function(name) return function(e) if e.rarity then e[name], e.rarity = e.rarity, nil end end end,
newEntity = function(t)
-- Do we inherit things ?
if t.base then
local base = res[t.base]
if not base and res.import_source then base = res.import_source[t.base] end
t = importBase(t, base)
end
local e = newenv.class.new(t, no_default)
if type(mod) == "function" then mod(e) end
res[#res+1] = e
if t.define_as then res[t.define_as] = e end
return e
end,
importEntity = function(t)
local e = t:cloneFull()
if mod then mod(e) end
res[#res+1] = e
if t.define_as then res[t.define_as] = e end
end,
load = function(f, new_mod)
self:loadList(f, no_default, res, new_mod or mod, loaded)
end,
loadIfNot = function(f, new_mod)
if loaded[f] then return end
self:loadList(f, no_default, res, new_mod or mod, loaded)
end,
loadList = function(f, new_mod, list, loaded)
return self:loadList(f, no_default, list, new_mod or mod, loaded)
end,
}
setfenv(f, setmetatable(newenv, {__index=_G}))
f()
setfenv(f, {})
newenv.currentZone = nil
self:triggerHook{"Entity:loadList", file=file, no_default=no_default, res=res, mod=mod, loaded=loaded}
res.__loaded_files = loaded
return res
end
--- Return the kind of the entity
-- @return "entity"
function _M:getEntityKind()
return "entity"
end
--- Putting this here to avoid errors, not sure if appropriate
-- @string type_str
-- @return false
function _M:checkClassification(type_str)
return false
end