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-- ========== GENERATED BY ClassDef Editor (Ctrl-Alt-F3) DO NOT EDIT MANUALLY! ==========
DefineClass.CheckAND = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate",
editor = "bool", default = false, },
{ id = "Conditions",
editor = "nested_list", default = false, base_class = "Condition", },
},
EditorView = Untranslated("AND"),
EditorViewNeg = Untranslated("NOT AND"),
Documentation = "Checks if all of the nested conditions are true.",
}
function CheckAND:__eval(obj, ...)
for _, cond in ipairs(self.Conditions) do
if cond:__eval(obj, ...) then
if cond.Negate then
return false
end
else
if not cond.Negate then
return false
end
end
end
return true
end
function CheckAND:GetWarning()
if #(self.Conditions or empty_table) < 2 then
return "CheckAND should have at least 2 parameters"
end
end
DefineClass.CheckCooldown = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition",
editor = "bool", default = false, },
{ id = "CooldownObj", name = "Cooldown object",
editor = "combo", default = "Game", items = function (self) return {"obj", "context", "Player", "Game"} end, },
{ id = "Cooldown",
editor = "preset_id", default = "Disabled", preset_class = "CooldownDef", },
},
EditorView = Untranslated("<CooldownObj> cooldown <Cooldown> is not active"),
EditorViewNeg = Untranslated("<CooldownObj> cooldown <Cooldown> is active"),
Documentation = "Checks if a given cooldown is active",
EditorNestedObjCategory = "",
}
function CheckCooldown:__eval(obj, context)
local cooldown_obj = self.CooldownObj
if cooldown_obj == "Player" then
obj = ResolveEventPlayer(obj, context)
elseif cooldown_obj == "Game" then
obj = Game
elseif cooldown_obj == "context" then
obj = context
end
assert(not obj or IsKindOf(obj, "CooldownObj"))
return not IsKindOf(obj, "CooldownObj") or not obj:GetCooldown(self.Cooldown)
end
function CheckCooldown:GetError()
if not CooldownDefs[self.Cooldown] then
return "No such cooldown"
end
end
DefineClass.CheckDifficulty = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate",
editor = "bool", default = false, },
{ id = "Difficulty", name = "Difficulty",
editor = "preset_id", default = "", preset_class = "GameDifficultyDef", },
},
EditorView = Untranslated("Difficulty <Difficulty>"),
EditorViewNeg = Untranslated("Difficulty not <Difficulty>"),
Documentation = "Checks game difficulty.",
}
function CheckDifficulty:__eval(obj, context)
return GetGameDifficulty() == self.Difficulty
end
DefineClass.CheckExpression = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "EditorViewComment", help = "Text that explains the expression and is shown in the editor view field.",
editor = "text", default = "Check expression", },
{ id = "Params",
editor = "text", default = "self, obj", },
{ id = "Expression",
editor = "expression", default = function (self) return true end,
params = function(self) return self.Params end, },
},
Documentation = "Checks expression (function) result.",
}
function CheckExpression:GetEditorView()
return self.EditorViewComment and Untranslated(self.EditorViewComment) or Untranslated("Check expression")
end
function CheckExpression:__eval(...)
return self:Expression(...)
end
DefineClass.CheckGameRule = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate",
editor = "bool", default = false, },
{ id = "Rule", name = "Rule",
editor = "preset_id", default = false, preset_class = "GameRuleDef", },
},
EditorView = Untranslated("Game rule <Rule> is active"),
EditorViewNeg = Untranslated("Game rule <Rule> is not active"),
Documentation = "Checks if a game rule is active.",
}
function CheckGameRule:__eval(obj, context)
return IsGameRuleActive(self.Rule)
end
DefineClass.CheckGameState = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate",
editor = "bool", default = false, },
{ id = "GameState", name = "Game state",
editor = "preset_id", default = false, preset_class = "GameStateDef", },
},
EditorView = Untranslated("Game state <u(GameState)> is active"),
EditorViewNeg = Untranslated("Game state <u(GameState)> is not active"),
Documentation = "Checks if a game state is active.",
}
function CheckGameState:__eval(obj, context)
return GameState[self.GameState]
end
function CheckGameState:GetError()
if not GameStateDefs[self.GameState] then
return "No such GameState"
end
end
DefineClass.CheckMapRandom = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Chance",
editor = "number", default = 10, scale = "%", min = 0, max = 100, },
{ id = "Seed", help = "Seed should be different on each instance.",
editor = "number", default = false, buttons = { {name = "Rand", func = "Rand"}, }, },
},
EditorView = Untranslated("Map chance <percent(Chance)>"),
Documentation = "Checks a random chance which stays the same until the map changes.",
}
function CheckMapRandom:__eval(obj, context)
return abs(MapLoadRandom + self.Seed) % 100 < self.Chance
end
function CheckMapRandom:OnEditorNew(parent, ged, is_paste)
self.Seed = AsyncRand()
end
function CheckMapRandom:Rand()
self.Seed = AsyncRand()
ObjModified(self)
end
DefineClass.CheckOR = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate",
editor = "bool", default = false, },
{ id = "Conditions",
editor = "nested_list", default = false, base_class = "Condition", },
},
EditorView = Untranslated("OR"),
EditorViewNeg = Untranslated("NOT OR"),
Documentation = "Checks if one of the nested conditions is true.",
}
function CheckOR:__eval(obj, ...)
for _, cond in ipairs(self.Conditions) do
if cond:__eval(obj, ...) then
if not cond.Negate then
return true
end
else
if cond.Negate then
return true
end
end
end
end
function CheckOR:GetWarning()
if #(self.Conditions or empty_table) < 2 then
return "CheckOR should have at least 2 parameters"
end
end
DefineClass.CheckPropValue = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "BaseClass", name = "Class",
editor = "combo", default = false, items = function (self) return ClassDescendantsList("PropertyObject") end, },
{ id = "NonMatching", name = "Non-matching objects", help = "When the object does not match the provided class. \nnot IsKindOf(obj, Class)",
editor = "choice", default = "fail", items = function (self) return {"fail", "succeed"} end, },
{ id = "PropId", name = "Prop",
editor = "combo", default = false, items = function (self) return self:GetNumericProperties() end, },
{ id = "Condition", name = "Condition",
editor = "choice", default = "==", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
{ id = "Amount", name = "Amount",
editor = "number", default = 0,
scale = function(self) return self:GetAmountMeta("scale") end, },
},
EditorView = Untranslated("<BaseClass>.<PropId> <Condition> <Amount>"),
Documentation = "Checks the value of a property.",
}
function CheckPropValue:__eval(obj, context)
if not obj or not IsKindOf(obj, self.BaseClass) then
return self.NonMatching ~= "fail"
end
local value = obj:GetProperty(self.PropId) or 0
return self:CompareOp(value, context)
end
function CheckPropValue:GetError()
local class = g_Classes[self.BaseClass]
if not class then
return "No such class"
end
local prop_meta = class:GetPropertyMetadata(self.PropId)
if not prop_meta then
return "No such property"
end
end
function CheckPropValue:GetNumericProperties()
local class = g_Classes[self.BaseClass]
local properties = class and class:GetProperties() or empty_table
local props = {}
for i = #properties, 1, -1 do
if properties[i].editor == "number" then
props[#props + 1] = properties[i].id
end
end
return props
end
function CheckPropValue:GetAmountMeta(meta, default)
local class = g_Classes[self.BaseClass]
local prop_meta = class and class:GetPropertyMetadata(self.PropId)
if prop_meta then return prop_meta[meta] end
return default
end
DefineClass.CheckRandom = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Chance",
editor = "number", default = 10, scale = "%", min = 0, max = 100, },
},
EditorView = Untranslated("Chance <percent(Chance)>"),
Documentation = "Checks a random chance.",
}
function CheckRandom:__eval(obj, context)
return InteractionRand(100, "CheckRandom") < self.Chance
end
DefineClass.CheckTime = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "TimeScale", name = "Time Scale",
editor = "choice", default = "h", items = function (self) return GetTimeScalesCombo() end, },
{ id = "TimeMin", name = "Min Time",
editor = "number", default = false, },
{ id = "TimeMax", name = "Max Time",
editor = "number", default = false, },
},
EditorView = Untranslated("Time<opt(TimeMin,' after ',TimeScale)><opt(TimeMax,' before ',TimeScale)>"),
Documentation = "Checks if the game time matches an interval.",
}
function CheckTime:__eval(obj, context)
local scale = const.Scale[self.TimeScale] or 1
local min, max = self.TimeMin, self.TimeMax
local time = GameTime()
return (not min or time >= min * scale) and (not max or time <= max * scale)
end
function CheckTime:GetError()
if not self.TimeMin and not self.TimeMax then
return "No time restriction specified"
end
end
DefineClass.ScriptAND = {
__parents = { "ScriptCondition", },
__generated_by_class = "ScriptConditionDef",
HasNegate = true,
EditorView = Untranslated("AND"),
EditorViewNeg = Untranslated("NOT AND"),
EditorName = "AND",
EditorSubmenu = "Conditions",
Documentation = "Checks if all of the nested conditions are true.",
CodeTemplate = "(self[and])",
ContainerClass = "ScriptValue",
}
DefineClass.ScriptCheckCooldown = {
__parents = { "ScriptCondition", },
__generated_by_class = "ScriptConditionDef",
properties = {
{ id = "CooldownObj", name = "Cooldown object",
editor = "combo", default = "Game", items = function (self) return {"parameter", "Player", "Game"} end, },
{ id = "Cooldown",
editor = "preset_id", default = "Disabled", preset_class = "CooldownDef", },
},
HasNegate = true,
EditorName = "Check cooldown",
EditorSubmenu = "Conditions",
Documentation = "Checks if a given cooldown is active.",
CodeTemplate = "",
Param1Name = "Object",
}
function ScriptCheckCooldown:GetEditorView()
return string.format("%s%s cooldown %s is %sactive",
self.CooldownObj == "Game" and 'Game' or self.Param1,
self.CooldownObj == "Player" and "'s player" or "",
self.Cooldown or "false",
self.Negate and "not " or "")
end
function ScriptCheckCooldown:GenerateCode(pstr, indent)
if self.Negate then pstr:append("not ") end
if self.CooldownObj == "Game" then
pstr:appendf('Game:GetCooldown("%s")', self.Cooldown)
elseif self.CooldownObj == "Player" then
pstr:appendf('ResolveEventPlayer(%s):GetCooldown("%s")', self.Param1, self.Cooldown)
else
pstr:appendf('(IsKindOf(%s, "CooldownObj") and %s:GetCooldown("%s"))', self.Param1, self.Param1, self.Cooldown)
end
end
function ScriptCheckCooldown:GetError()
if not CooldownDefs[self.Cooldown] then
return "No such cooldown"
end
end
DefineClass.ScriptCheckGameState = {
__parents = { "ScriptCondition", },
__generated_by_class = "ScriptConditionDef",
properties = {
{ id = "GameState", name = "Game state",
editor = "preset_id", default = false, preset_class = "GameStateDef", },
},
HasNegate = true,
EditorView = Untranslated("Game state <u(GameState)> is active"),
EditorViewNeg = Untranslated("Game state <u(GameState)> not active"),
EditorName = "Check game state",
EditorSubmenu = "Conditions",
Documentation = "Checks if a game state is active.",
CodeTemplate = "GameState[self.GameState]",
}
function ScriptCheckGameState:GetError()
if not GameStateDefs[self.GameState] then
return "No such GameState"
end
end
DefineClass.ScriptCheckPropValue = {
__parents = { "ScriptCondition", },
__generated_by_class = "ScriptConditionDef",
properties = {
{ id = "BaseClass", name = "Class",
editor = "combo", default = false, items = function (self) return ClassDescendantsList("PropertyObject") end, },
{ id = "PropId", name = "Prop",
editor = "combo", default = false, items = function (self) return self:GetNumericProperties() end, },
{ id = "NonMatchingValue", name = "Value for non-matching objects", help = "Value used when the object does not match the provided class: not IsKindOf(obj, Class)",
editor = "number", default = 0,
scale = function(self) return self:GetAmountMeta("scale") end, },
{ id = "Condition", name = "Condition",
editor = "choice", default = "==", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
{ id = "Amount", name = "Amount",
editor = "number", default = 0,
scale = function(self) return self:GetAmountMeta("scale") end, },
},
EditorView = Untranslated("<Param1>: <BaseClass>.<PropId> <Condition> <Amount>"),
EditorName = "Check a property value",
EditorSubmenu = "Conditions",
Documentation = "Checks the value of a numeric property.",
CodeTemplate = "(IsKindOf($self.Param1, self.BaseClass) and $self.Param1:GetProperty(self.PropId) or self.NonMatchingValue) $self.Condition self.Amount",
Param1Name = "Object",
}
function ScriptCheckPropValue:GetError()
local class = g_Classes[self.BaseClass]
if not class then
return "No such class"
end
local prop_meta = class:GetPropertyMetadata(self.PropId)
if not prop_meta then
return "No such property"
end
end
function ScriptCheckPropValue:GetNumericProperties()
local class = g_Classes[self.BaseClass]
local properties = class and class:GetProperties() or empty_table
local props = {}
for i = #properties, 1, -1 do
if properties[i].editor == "number" then
props[#props + 1] = properties[i].id
end
end
return props
end
function ScriptCheckPropValue:GetAmountMeta(meta, default)
local class = g_Classes[self.BaseClass]
local prop_meta = class and class:GetPropertyMetadata(self.PropId)
if prop_meta then return prop_meta[meta] end
return default
end
DefineClass.ScriptCheckTime = {
__parents = { "ScriptCondition", },
__generated_by_class = "ScriptConditionDef",
properties = {
{ id = "TimeScale", name = "Time Scale",
editor = "choice", default = "h", items = function (self) return GetTimeScalesCombo() end, },
{ id = "TimeMin", name = "Min Time",
editor = "number", default = false, },
{ id = "TimeMax", name = "Max Time",
editor = "number", default = false, },
},
EditorView = Untranslated("Time<opt(TimeMin,' after ',TimeScale)><opt(TimeMax,' before ',TimeScale)>"),
EditorName = "Check time",
EditorSubmenu = "Conditions",
Documentation = "Checks if the game time matches an interval.",
CodeTemplate = "",
}
function ScriptCheckTime:GenerateCode(pstr, indent)
local scale = self.TimeScale
if scale ~= "" then
scale = scale == "sec" and "000" or string.format('*const.Scale["%s"]', self.TimeScale)
end
local min, max = self.TimeMin, self.TimeMax
if min and max then
pstr:appendf("GameTime() >= %d%s and GameTime() <= %d%s", min, scale, max, scale)
elseif min then
pstr:appendf("GameTime() >= %d%s", min, scale)
elseif max then
pstr:appendf("GameTime() <= %d%s", max, scale)
end
end
function ScriptCheckTime:GetError()
if not self.TimeMin and not self.TimeMax then
return "No time restriction specified."
end
if self.TimeMin and self.TimeMax and self.TimeMin > self.TimeMax then
return "TimeMin is greater than TimeMax."
end
end
DefineClass.ScriptOR = {
__parents = { "ScriptCondition", },
__generated_by_class = "ScriptConditionDef",
HasNegate = true,
EditorView = Untranslated("OR"),
EditorViewNeg = Untranslated("NOT OR"),
EditorName = "OR",
EditorSubmenu = "Conditions",
Documentation = "Checks if at least one of the nested conditions is true.",
CodeTemplate = "(self[or])",
ContainerClass = "ScriptValue",
}
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