Entity.lua
21.9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
-- 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