Entity.lua 21.9 KB
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-- TE4 - T-Engine 4
-- Copyright (C) 2009, 2010, 2011 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

--- A game entity
-- 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
local Shader = require "engine.Shader"

module(..., package.seeall, class.make)

local next_uid = 1
local entities_load_functions = {}

_M.__mo_repo = {}
_M.__mo_final_repo = {}
_M._no_save_fields = {}
_M.__position_aware = false -- Subclasses can change it to know where they are on the map

-- Setup the uids & MO 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_repo, {__mode="k"})
setmetatable(_M.__mo_final_repo, {__mode="k"})

--- Invalidates the whole MO repository
function _M:invalidateAllMO()
	for mo, _ in pairs(_M.__mo_repo) do
		mo:invalidate()
	end
	_M.__mo_repo = {}
	setmetatable(_M.__mo_repo, {__mode="k"})
	setmetatable(_M.__mo_final_repo, {__mode="k"})
end

local function copy_recurs(dst, src, deep)
	for k, e in pairs(src) do
		if type(e) == "table" and 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.__CLASSNAME then
			copy_recurs(dst[k], e, deep)
		end
	end
end

--- Initialize an entity
-- Any subclass MUST call this constructor
-- @param t a table defining the basic properties of the entity
-- @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

	for k, e in pairs(t) do
		if k ~= "__CLASSNAME" then
			local ee = e
			if type(e) == "table" and not e.__CLASSNAME then ee = table.clone(e, true) end
			self[k] = ee
		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

	next_uid = next_uid + 1

	self.changed = true
	self.__particles = self.__particles or {}
end

--- If we are cloned we need a new uid
function _M:cloned(src)
	self.uid = next_uid
	__uids[self.uid] = self
	next_uid = next_uid + 1

	self.changed = true
end

_M.__autoload = {}
_M.loadNoDelay = true
--- If we are loaded we need a new uid
function _M:loaded()
	local ouid = self.uid
	self.uid = next_uid
	__uids[self.uid] = self
	next_uid = next_uid + 1

	self.changed = true

	-- hackish :/
	if self.autoLoadedAI then self:autoLoadedAI() end
end

--- Change the entity's uid
-- <strong>*WARNING*</strong>: ONLY DO THIS IF YOU KNOW WHAT YOU ARE DOING!. YOU DO NOT !
function _M:changeUid(newuid)
	__uids[self.uid] = nil
	self.uid = newuid
	__uids[self.uid] = self
end

--- Setup minimap color for this entity
-- You may overload this method to customize your minimap
function _M:setupMinimapInfo(mo, map)
end

--- Adds a particles emitter following the entity
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

--- Removes a particles emitter following the entity
function _M:removeParticles(ps)
	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
function _M:getParticlesList()
	local ps = {}
	for e, _ in pairs(self.__particles) do
		e:checkDisplay()
		ps[#ps+1] = e
	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 not self._mo then return end
	if not next(self.__particles) then self._mo:displayCallback(nil) return end

	local ps = self:getParticlesList()
	self._mo:displayCallback(function(x, y, w, h)
		local e
		for i = 1, #ps do
			e = ps[i]
			e:checkDisplay()
			if e.ps:isAlive() then e.ps:toScreen(x + w / 2, y + h / 2, true, w / game.level.map.tile_w)
			else
			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!!!*
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 end
	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,
		self:check("display_w") or 1,
		self:check("display_h") or 1,
		self:check("display_scale") or 1
	)
	_M.__mo_repo[self._mo] = true

	self:defineDisplayCallback()

	-- Setup tint
	self._mo:tint(self.tint_r, self.tint_g, self.tint_b)

	-- Texture 0 is always the normal image/ascii tile
	self._mo:texture(0, tiles:get(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))

	-- Additional MO chained to the same Z order
	if tiles.use_images and self.add_mos then
		local cmo = self._mo
		for i = 1, #self.add_mos do
			local amo = self.add_mos[i]
			-- Create a simple additional chained MO
			local mo = core.map.newObject(self.uid, 1, false, false, false, amo.display_x or 0, amo.display_y or 0, amo.display_w or 1, amo.display_h or 1, amo.display_scale or 1)
			mo:texture(0, tiles:get("", 0, 0, 0, 0, 0, 0, amo.image, false, false))
			cmo:chain(mo)
			cmo = 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) 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) tiles.texture_store[tex] = true
				end
			end
		end
	end

	-- 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) end
	end

	return self._mo, self.z
end

--- Get all "map objects" 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!!!*
function _M:getMapObjects(tiles, mos, z)
	local i = -1
	local mo, dz
	repeat
		i = i + 1
		mo, dz = self:makeMapObject(tiles, 1+i)
		if mo then
			mos[dz or z+i] = mo
		end
	until not mo
end

--- Setup movement animation for the entity
-- The entity is supposed to posses 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
function _M:setMoveAnim(oldx, oldy, speed, blur)
	if not self._mo then return end
	self._mo:setMoveAnim(oldx, oldy, self.x, self.y, speed, blur)

	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:setMoveAnim(oldx, oldy, self.x, self.y, speed, blur)
		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

--- Get the entity image as an sdl surface and texture for the given tiles and size
-- @param 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 the sdl surface and 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"

	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 a string that will display in text the texture of this entity
function _M:getDisplayString(tstr)
	if tstr then
		if core.display.FBOActive() then
			return tstring{{"uid", self.uid}}
		else
			return tstring{}
		end
	else
		if core.display.FBOActive() then
			return "#UID:"..self.uid..":0#"
		else
			return ""
		end
	end
end

--- Displays an entity somewhere on screen, outside the map
-- @param tiles a Tiles instance that will handle the tiles (usually pass it the current Map.tiles, it will if this is null)
-- @param w the width
-- @param h the height
-- @return the sdl surface and the texture
function _M:toScreen(tiles, x, y, w, h)
	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, unpack(list))
end

--- Resolves an entity
-- This is called when generating the final clones of an entity for use in a level.
-- This can be used to make random enchants on objects, random properties on actors, ...
-- by default this only looks for properties with a table value containing a __resolver field
function _M:resolve(t, last, on_entity, key_chain)
	t = t or self
	key_chain = key_chain or {}
	for k, e in pairs(t) do
		if type(e) == "table" and e.__resolver and (not e.__resolve_last or last) then
			t[k] = resolvers.calc[e.__resolver](e, on_entity or self, self, t, k, key_chain)
		elseif type(e) == "table" 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

--- Call when the entity is actually added to a level/whatever
-- This helps ensuring uniqueness of uniques
function _M:added()
	if self.unique then
		game.uniques[self.__CLASSNAME.."/"..self.unique] = (game.uniques[self.__CLASSNAME.."/"..self.unique] or 0) + 1
		print("Added unique", self.__CLASSNAME.."/"..self.unique, "::", game.uniques[self.__CLASSNAME.."/"..self.unique])
	end
end

--- Call when the entity is actually removed from existence
-- This helps ensuring 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 self.unique then
		game.uniques[self.__CLASSNAME.."/"..self.unique] = (game.uniques[self.__CLASSNAME.."/"..self.unique] or 0) - 1
		if game.uniques[self.__CLASSNAME.."/"..self.unique] <= 0 then game.uniques[self.__CLASSNAME.."/"..self.unique] = nil end
		print("Removed unique", self.__CLASSNAME.."/"..self.unique, "::", game.uniques[self.__CLASSNAME.."/"..self.unique])
	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
function _M:check(prop, ...)
	if type(self[prop]) == "function" then return self[prop](self, ...)
	else return self[prop]
	end
end

_M.temporary_values_conf = {}

--- Computes a "temporary" value into a property
-- Example: You cant to give an actor a boost to life_regen, but you do not want it to be permanent<br/>
-- 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 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 v the value to add.  This should either be a number or a table of properties and numbers.
-- @param 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
			else
				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
		else
			error("unsupported temporary value type: "..type(v).." :=: "..tostring(v))
		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 prop the property to affect
-- @param id the id of the increase to delete
-- @param noupdate if true the actual property is not changed and needs to be changed by the caller
function _M:removeTemporaryValue(prop, id, noupdate)
	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
			else
				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
		else
			error("unsupported temporary value type: "..type(v).." :=: "..v)
		end
	end

	-- Update the base prop
	if not noupdate then
		recursive(initial_base, initial_prop, oldval, "add")
	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

--- 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 v the value to add, if nil this the function return
-- @param fix forces the value to v, do not add
-- @return nil if v was specified. If not then it returns the current value if it exists and is not 0 otherwise returns nil
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
-- @param file the file to load from
-- @param no_default if true then no default values will be assigned
-- @param res the table to load into, defaults to a new one
-- @param mod an optional function to which will be passed each entity as they are created. Can be used to adjust some values on the fly
-- @usage MyEntityClass:loadList("/data/my_entities_def.lua")
function _M:loadList(file, no_default, res, mod, loaded)
	if type(file) == "table" then
		res = res or {}
		for i, f in ipairs(file) do
			self:loadList(f, no_default, res, mod)
		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
		f = function() end
	end
	if err then error(err) end

	loaded = loaded or {}
	loaded[file] = true

	local newenv newenv = {
		class = self,
		loaded = loaded,
		resolvers = resolvers,
		DamageType = require "engine.DamageType",
		entity_mod = mod,
		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,
		newEntity = function(t)
			-- Do we inherit things ?
			if t.base then
				-- Append array part
				for i = 1, #res[t.base] do
					local b = res[t.base][i]
					if type(b) == "table" and not b.__CLASSNAME then b = table.clone(b, true)
					elseif type(b) == "table" and b.__CLASSNAME then b = b:clone()
					end
					table.insert(t, b)
				end

				for k, e in pairs(res[t.base]) do
					if k ~= "define_as" and type(k) ~= "number" then
						if type(t[k]) == "table" and type(e) == "table" then
							copy_recurs(t[k], e)
						elseif not t[k] and type(t[k]) ~= "boolean" then
							t[k] = e
						end
					end
				end
				t.base = nil
			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
		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,
		loadList = function(f, new_mod)
			return self:loadList(f, no_default, nil, new_mod or mod, nil)
		end,
	}
	setfenv(f, setmetatable(newenv, {__index=_G}))
	f()

	return res
end