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function GetSpotOffset(obj, name, idx, state, phase)
assert(obj)
if not IsValid(obj) then
return 0, 0, 0, "obj"
end
idx = idx or obj:GetSpotBeginIndex(name) or -1
if idx == -1 then
return 0, 0, 0, "spot"
end
state = state or "idle"
phase = phase or 0
local x, y, z = GetEntitySpotPos(obj, state, phase, idx, idx, true):xyz()
local s = obj:GetWorldScale()
if s ~= 100 then
x, y, z = x * s / 100, y * s / 100, z * s / 100
end
return x, y, z
end
function GetLocalAngleDiff(attach, local_angle)
return abs(AngleDiff(attach:GetVisualAngleLocal(), local_angle))
end
function GetLocalRotationTime(attach, local_angle, speed)
return MulDivRound(1000, GetLocalAngleDiff(attach, local_angle), speed)
end
function GetLocalAngle(obj, angle)
return AngleDiff(angle, obj:GetAngle())
end
----
DefineClass.CompositeBodyPart = {
__parents = { "ComponentAnim", "ComponentAttach", "ColorizableObject" },
flags = { gofSyncState = true, efWalkable = false, efApplyToGrids = false, efCollision = false, efSelectable = true },
}
function CompositeBodyPart:GetName()
local parent = self:GetParent()
while IsValid(parent) do
if IsKindOf(parent, "CompositeBody") then
for name, part in pairs(parent.attached_parts) do
if part == self then
return name
end
end
return
else
parent = parent:GetParent()
end
end
end
local function RecomposeBody(obj)
for name, part in pairs(obj.attached_parts) do
if part ~= obj then
obj:RemoveBodyPart(part, name)
end
end
obj.attached_parts = nil
obj:ComposeBodyParts()
end
local function EditorRecomposeBodiesOnMap(obj, root, prop_id, ged)
if IsValid(obj) then
RecomposeBody(obj)
elseif obj.object_class then
MapForEach("map", obj.object_class, RecomposeBody)
end
end
local function get_body_parts_count(self)
local class_name = self.id
local class = g_Classes[class_name] or empty_table
local target = self.composite_part_target or class.composite_part_target or class_name
local composite_part_groups = self.composite_part_groups or class.composite_part_groups or { class_name }
local part_presets = Presets.CompositeBodyPreset
local count = 0
for _, part_name in ipairs(self.composite_part_names or class.composite_part_names) do
for _, part_group in ipairs(composite_part_groups) do
for _, part_preset in ipairs(part_presets[part_group] or empty_table) do
if (not target or part_preset.Target == target) and (part_preset.Parts or empty_table)[part_name] then
count = count + 1
end
end
end
end
return count
end
-- Composite bodies change the entity, scale and colors of the unit."
DefineClass.CompositeBody = {
__parents = { "Object", "CompositeBodyPart" },
properties = {
{ category = "Composite Body", id = "recompose", name = "Recompose", editor = "buttons", default = false, template = true, buttons = { { name = "Recompose", func = function(...) return EditorRecomposeBodiesOnMap(...) end, } } },
{ category = "Composite Body", id = "composite_part_names", name = "Parts", editor = "string_list", template = true, help = "Composite body parts. Each body preset may cover one or more parts. Each part may have another part as a parent and a custom attach spot.", body_part_match = true },
{ category = "Composite Body", id = "composite_part_main", name = "Main Part", editor = "choice", items = PropGetter("composite_part_names"), template = true, help = "Main body part to be applied directly to the composite object." },
{ category = "Composite Body", id = "composite_part_target", name = "Target", editor = "text", template = true, help = "Will match composite body presets having the same target. If not specified, the class name is used.", body_part_match = true },
{ category = "Composite Body", id = "composite_part_groups", name = "Groups", editor = "string_list", items = PresetGroupsCombo("CompositeBodyPreset"), template = true, help = "Will match composite body presets from those groups. If not specified, the class name is used as a group name.", body_part_match = true },
{ category = "Composite Body", id = "CompositePartCount", name = "Parts Found", editor = "number", template = true, default = 0, dont_save = true, read_only = 0, getter = get_body_parts_count },
{ category = "Composite Body", id = "composite_part_parent", name = "Parent", editor = "prop_table", read_only = true, template = true, help = "Defines custom parent for each body part." },
{ category = "Composite Body", id = "composite_part_spots", name = "Spots", editor = "prop_table", read_only = true, template = true, help = "Defines custom attach spots for each body part." },
{ category = "Composite Body", id = "cycle_colors", name = "Cycle Colors", editor = "bool", default = false, template = true, help = "If you can cycle through the composite body colors during construction.", },
},
flags = { gofSyncState = false, gofPropagateState = true },
composite_seed = false,
colorization_offset = 0,
composite_part_target = false,
composite_part_names = { "Body" },
composite_part_spots = false,
composite_part_parent = false,
composite_part_main = "Body",
composite_part_groups = false,
attached_parts = false,
override_parts = false,
override_parts_spot = false,
InitBodyParts = empty_func,
SetAutoAttachMode = empty_func,
ChangeEntityDisabled = empty_func,
}
function CompositeBody:CheatCompose()
self:ComposeBodyParts()
end
local props = CompositeBody.properties
for i=1,10 do
local category = "Composite Body Hierarchy"
local function no_edit(self)
local names = self:GetProperty("composite_part_names") or empty_table
local name = names[i]
return not name or name == self:GetProperty("composite_part_main")
end
local function GetPartName(self)
local names = self:GetProperty("composite_part_names")
return names[i] or ""
end
local function GetSpotName(self)
local name = GetPartName(self)
return name .. " Spot"
end
local function GetParentName(self)
local name = GetPartName(self)
return name .. " Parent"
end
local spot_id = "composite_part_spot_" .. i
local parent_id = "composite_part_parent_" .. i
local function getter(self, prop_id)
local target_id
if prop_id == spot_id then
target_id = "composite_part_spots"
elseif prop_id == parent_id then
target_id = "composite_part_parent"
else
return ""
end
local name = GetPartName(self)
local map = self:GetProperty(target_id)
return map and map[name] or ""
end
local function setter(self, value, prop_id)
local target_id
if prop_id == spot_id then
target_id = "composite_part_spots"
elseif prop_id == parent_id then
target_id = "composite_part_parent"
else
return
end
local name = GetPartName(self)
local map = self:GetProperty(target_id) or empty_table
map = table.raw_copy(map)
map[name] = (value or "") ~= "" and value or nil
rawset(self, target_id, map)
end
local function GetParentItems(self)
local names = self:GetProperty("composite_part_names") or empty_table
if names[i] then
names = table.icopy(names)
table.remove_value(names, names[i])
end
return names, return_true
end
table.iappend(props, {
{ category = category, id = spot_id, name = GetSpotName, editor = "text", default = "", dont_save = true, getter = getter, setter = setter, no_edit = no_edit, template = true },
{ category = category, id = parent_id, name = GetParentName, editor = "choice", default = "", items = GetParentItems, dont_save = true, getter = getter, setter = setter, no_edit = no_edit, template = true },
})
CompositeBody["Get" .. spot_id] = function(self)
return getter(self, spot_id)
end
CompositeBody["Get" .. parent_id] = function(self)
return getter(self, parent_id)
end
CompositeBody["Set" .. spot_id] = function(self, value)
return setter(self, spot_id, value)
end
CompositeBody["Set" .. parent_id] = function(self, value)
return setter(self, parent_id, value)
end
end
function CompositeBody:Done()
-- allow garbage collection of CompositeBody objects which otherwise have a non-weak reference to themselves
self.attached_parts = nil
self.override_parts = nil
end
function CompositeBody:GetPart(name)
local parts = self.attached_parts
return parts and parts[name]
end
function CompositeBody:GetPartName(part_to_find)
for name, part in pairs(self.attached_parts) do
if part == part_to_find then
return name
end
end
end
function CompositeBody:ForEachBodyPart(func, ...)
local attached_parts = self.attached_parts or empty_table
for _, name in ipairs(self.composite_part_names) do
local part = attached_parts[name]
if part then
func(part, self, ...)
end
end
end
function CompositeBody:UpdateEntity()
return self:ComposeBodyParts()
end
local function ResolveCompositeMainEntity(classdef)
if not classdef then return end
local composite_part_groups = classdef.composite_part_groups
local composite_part_group = composite_part_groups and composite_part_groups[1] or classdef.class
local part_presets = table.get(Presets, "CompositeBodyPreset", composite_part_group)
if next(part_presets) then
local composite_part_target = classdef.composite_part_target
local composite_part_main = classdef.composite_part_main or "Body"
for _, part_preset in ipairs(part_presets) do
if not composite_part_target or composite_part_target == part_preset.Target then
if (part_preset.Parts or empty_table)[composite_part_main] then
return part_preset.Entity
end
end
end
end
return classdef.entity or classdef.class
end
function ResolveTemplateEntity(self)
local entity = IsValid(self) and self:GetEntity()
if IsValidEntity(entity) then
return entity
end
local class = self.id or self.class
local classdef = g_Classes[class]
if not classdef then return end
entity = ResolveCompositeMainEntity(classdef)
return IsValidEntity(entity) and entity
end
function TemplateSpotItems(self)
local entity = ResolveTemplateEntity(self)
if not entity then return {} end
local spots = {{ value = false, text = "" }}
local seen = {}
local spbeg, spend = GetAllSpots(entity)
for spot = spbeg, spend do
local name = GetSpotName(entity, spot)
if not seen[name] then
seen[name] = true
spots[#spots + 1] = { value = name, text = name }
end
end
table.sortby_field(spots, "text")
return spots
end
function CompositeBody:CollectBodyParts(part_to_preset, seed)
local target = self.composite_part_target or self.class
local composite_part_groups = self.composite_part_groups or { self.class }
local part_presets = Presets.CompositeBodyPreset
for _, part_name in ipairs(self.composite_part_names) do
if not part_to_preset[part_name] then
local matched_preset, matched_presets
for _, part_group in ipairs(composite_part_groups) do
for _, part_preset in ipairs(part_presets[part_group]) do
if (not target or part_preset.Target == target) and (part_preset.Parts or empty_table)[part_name] then
local matched = true
for _, filter in ipairs(part_preset.Filters) do
if not filter:Match(self) then
matched = false
break
end
end
if matched then
if not matched_preset or matched_preset.ZOrder < part_preset.ZOrder then
matched_preset = part_preset
matched_presets = nil
elseif matched_preset.ZOrder == part_preset.ZOrder then
if matched_presets then
matched_presets[#matched_presets + 1] = part_preset
else
matched_presets = { matched_preset, part_preset }
end
end
end
end
end
end
if matched_presets then
seed = self:ComposeBodyRand(seed)
matched_preset = table.weighted_rand(matched_presets, "Weight", seed)
end
if matched_preset then
part_to_preset[part_name] = matched_preset
end
end
end
return seed
end
function CompositeBody:GetConstructionCopyObjectData(copy_data)
table.rawset_values(copy_data, self, "composite_seed", "colorization_offset")
end
function CompositeBody:GetConstructionCursorDynamicData(controller, cursor_data)
table.rawset_values(cursor_data, controller, "composite_seed", "colorization_offset")
end
function CompositeBody:GetConstructionControllerDynamicData(controller_data)
table.rawset_values(controller_data, self, "composite_seed", "colorization_offset")
end
function OnMsg.GatherConstructionInitData(construction_init_data)
rawset(construction_init_data, "composite_seed", true)
rawset(construction_init_data, "colorization_offset", true)
end
function CompositeBody:ComposeBodyRand(seed, ...)
seed = seed or self.composite_seed or self:RandSeed("Body")
self.composite_seed = self.composite_seed or seed
return BraidRandom(seed, ...)
end
function CompositeBody:GetPartFXTarget(part)
return self
end
function CompositeBody:ComposeBodyParts(seed)
if self:ChangeEntityDisabled() then
return
end
local part_to_preset = { }
-- collect the best matched body presets for the remaining parts without equipment
seed = self:CollectBodyParts(part_to_preset, seed) or seed
-- apply the main body entity (all others are attached to this one)
local main_name = self.composite_part_main
local main_preset = main_name and part_to_preset[main_name]
if not main_preset and not IsValidEntity(self:GetEntity()) then
return
end
local applied_presets = {}
local changed
if main_preset then
local changed_i, seed_i = self:ApplyBodyPart(self, main_preset, main_name, seed)
assert(IsValidEntity(self:GetEntity()))
changed = changed_i or changed
seed = seed_i or seed
applied_presets = { [main_preset] = true }
end
local last_part_class, part_def
local override_parts = self.override_parts or empty_table
-- apply all the remaining as attaches (removing the unused ones from the previous procedure)
local attached_parts = self.attached_parts or {}
attached_parts[main_name] = self
self.attached_parts = attached_parts
for _, part_name in ipairs(self.composite_part_names) do
if part_name == main_name then
goto continue
end
local part_obj = attached_parts[part_name]
--body part overriding
local override = override_parts[part_name]
if override then
if override ~= part_obj then
if part_obj then
self:RemoveBodyPart(part_obj, part_name)
end
attached_parts[part_name] = override
local parent = self
if override:GetParent() ~= parent then
local spot = self.override_parts_spot and self.override_parts_spot[part_name]
spot = spot or self.composite_part_spots[part_name]
local spot_idx = spot and parent:GetSpotBeginIndex(spot)
parent:Attach(override, spot_idx)
end
end
goto continue
end
--preset search
local preset = part_to_preset[part_name]
if preset and not applied_presets[preset] then
applied_presets[preset] = true
if preset.Entity ~= "" then
local part_class = preset.PartClass or "CompositeBodyPart"
if not IsValid(part_obj) or part_obj.class ~= part_class then
if last_part_class ~= part_class then
last_part_class = part_class
part_def = g_Classes[part_class]
assert(part_def)
part_def = part_def or CompositeBodyPart
end
DoneObject(part_obj)
part_obj = part_def:new()
attached_parts[part_name] = part_obj
changed = true
end
local changed_i, seed_i = self:ApplyBodyPart(part_obj, preset, part_name, seed)
changed = changed_i or changed
seed = seed_i or seed
goto continue
end
end
-- 1) body part preset not found
-- 2) part already covered, should be removed
-- 3) part used to specify a missing part
if part_obj then
attached_parts[part_name] = nil
self:RemoveBodyPart(part_obj, part_name)
end
::continue::
end
if changed then
self:NetUpdateHash("BodyChanged", seed)
end
self:InitBodyParts()
return changed
end
local def_scale = range(100, 100)
function CompositeBody:ChangeBodyPartEntity(part, preset, name)
local entity = preset.Entity
if (preset.AffectedBy or "") ~= "" and (preset.EntityWhenAffected or "") ~= "" and self.attached_parts[preset.AffectedBy] then
entity = preset.EntityWhenAffected
end
local current_entity = part:GetEntity()
if current_entity == entity or not IsValidEntity(entity) then
return
end
if current_entity ~= "" then
PlayFX("ApplyBodyPart", "end", part, self:GetPartFXTarget(part))
end
local state = part:GetGameFlags(const.gofSyncState) == 0 and EntityStates.idle or nil
part:ChangeEntity(entity, state)
return true
end
function CompositeBody:ChangeBodyPartScale(part, name, scale)
if part:GetScale() ~= scale then
part:SetScale(scale)
return true
end
end
function CompositeBody:ApplyBodyPart(part, preset, name, seed)
-- entity
local changed_entity = self:ChangeBodyPartEntity(part, preset, name)
local changed = changed_entity
-- mirrored
if part:GetMirrored() ~= preset.Mirrored then
part:SetMirrored(preset.Mirrored)
changed = true
end
-- scale
local scale = 100
local scale_range = preset.Scale
if scale_range ~= def_scale then
local scale_min, scale_max = scale_range.from, scale_range.to
if scale_min == scale_max then
scale = scale_min
else
scale, seed = self:ComposeBodyRand(seed, scale_min, scale_max)
end
end
if self:ChangeBodyPartScale(part, name, scale) then
changed = true
end
-- color
seed = self:ColorizeBodyPart(part, preset, name, seed) or seed
-- attach
if part ~= self then
local axis = preset.Axis
if axis and part:GetAxisLocal() ~= axis then
part:SetAxis(axis)
changed = true
end
local angle = preset.Angle
if angle and part:GetAngleLocal() ~= angle then
part:SetAngle(angle)
changed = true
end
local spot_name = preset.AttachSpot or ""
if spot_name == "" then
local spots = self.composite_part_spots
spot_name = spots and spots[name] or ""
if spot_name == "" then
spot_name = "Origin"
end
end
local sync_state = preset.SyncState
if sync_state == "auto" then
sync_state = spot_name == "Origin"
end
if not sync_state then
part:ClearGameFlags(const.gofSyncState)
else
part:SetGameFlags(const.gofSyncState)
end
local prev_parent, prev_spot_idx = part:GetParent(), part:GetAttachSpot()
local parents = self.composite_part_parent
local parent_part = preset.Parent or parents and parents[name] or ""
local parent = parent_part ~= "" and self.attached_parts[parent_part] or self
local spot_idx = parent:GetSpotBeginIndex(spot_name)
assert(spot_idx ~= -1, string.format("Failed to attach body part %s to spot %s of %s with state %s", name, spot_name, parent:GetEntity(), parent:GetStateText()))
if prev_parent ~= parent or prev_spot_idx ~= spot_idx then
parent:Attach(part, spot_idx)
changed = true
end
local attach_offset = preset.AttachOffset or point30
local attach_axis = preset.AttachAxis or axis_z
local attach_angle = preset.AttachAngle or 0
if attach_offset ~= part:GetAttachOffset() or attach_axis ~= part:GetAttachAxis() or attach_angle ~= part:GetAttachAngle() then
part:SetAttachOffset(attach_offset)
part:SetAttachAxis(attach_axis)
part:SetAttachAngle(attach_angle)
changed = true
end
end
local changed_fx
local fx_actor_class = (preset.FxActor or "") ~= "" and preset.FxActor or nil
local current_fx_actor = rawget(part, "fx_actor_class") -- avoid clearing class fx actor with the default FxActor value
if current_fx_actor ~= fx_actor_class then
if current_fx_actor then
PlayFX("ApplyBodyPart", "end", part, self:GetPartFXTarget(part))
end
part.fx_actor_class = fx_actor_class
changed_fx = true
end
if changed_fx or changed_entity then
PlayFX("ApplyBodyPart", "start", part, self:GetPartFXTarget(part))
end
return changed, seed
end
function CompositeBody:ColorizeBodyPart(part, preset, name, seed)
local inherit_from = preset.ColorInherit
local colorization = inherit_from ~= "" and table.get(self.attached_parts, inherit_from)
if not colorization then
seed = self:ComposeBodyRand(seed)
local colors = preset.Colors or empty_table
local idx
colorization, idx = table.weighted_rand(colors, "Weight", seed)
local offset = self.colorization_offset
if idx and offset then
idx = ((idx + offset - 1) % #colors) + 1
colorization = colors[idx]
end
end
part:SetColorization(colorization)
return seed
end
function CompositeBody:SetColorizationOffset(offset)
local part_to_preset = {}
local seed = self.composite_seed
self:CollectBodyParts(part_to_preset, seed)
local attached_parts = self.attached_parts
self.colorization_offset = offset
for _, part_name in ipairs(self.composite_part_names) do
local preset = part_to_preset[part_name]
if preset then
local part = attached_parts[part_name]
self:ColorizeBodyPart(part, preset, part_name, seed, offset)
end
end
end
function CompositeBody:RemoveBodyPart(part, name)
DoneObject(part)
end
function CompositeBody:OverridePart(name, obj, spot)
if not IsValid(self) or IsBeingDestructed(self) then
return
end
assert(table.find(self.composite_part_names, name), "Invalid part name")
if type(obj) == "string" and IsValidEntity(obj) then
local entity = obj
obj = CompositeBodyPart:new()
obj:ChangeEntity(entity)
AutoAttachObjects(obj)
end
if IsValid(obj) then
self.override_parts = self.override_parts or {}
assert(not self.override_parts[name], "Part already overridden")
self.override_parts[name] = obj
self.override_parts_spot = self.override_parts_spot or {}
self.override_parts_spot[name] = spot
elseif self.override_parts then
obj = self.override_parts[name]
if self.attached_parts[name] == obj then
self.attached_parts[name] = nil
end
self.override_parts[name] = nil
self.override_parts_spot[name] = nil
end
self:ComposeBodyParts()
return obj
end
function CompositeBody:RemoveOverridePart(name)
local part = self:OverridePart(name, false)
if IsValid(part) then
self:RemoveBodyPart(part)
end
end
local composite_body_targets, composite_body_filters, composite_body_parts, composite_body_defs
function CompositeBody:OnEditorSetProperty(prop_id, old_value, ged)
local prop_meta = self:GetPropertyMetadata(prop_id) or empty_table
if prop_meta.body_part_match then
composite_body_targets = nil
end
if prop_meta.body_part_filter then
self:ComposeBodyParts()
end
return Object.OnEditorSetProperty(self, prop_id, old_value, ged)
end
----
-- Editor only code:
local function UpdateItems()
if composite_body_targets then
return
end
composite_body_filters, composite_body_parts, composite_body_defs = {}, {}, {}
ClassDescendantsList("CompositeBody", function(class, def)
local target = def.composite_part_target or class
local filters = composite_body_filters[target] or {}
for _, prop in ipairs(def:GetProperties()) do
if prop.body_part_filter then
filters[prop.id] = filters[prop.id] or prop
end
end
composite_body_filters[target] = filters
local defs = composite_body_defs[target] or {}
if not defs[class] then
defs[class] = true
table.insert(defs, def)
end
composite_body_defs[target] = defs
local parts = composite_body_parts[target] or {}
for _, part in ipairs(def.composite_part_names) do
table.insert_unique(parts, part)
end
composite_body_parts[target] = parts
end, "")
composite_body_targets = table.keys2(composite_body_parts, true, "")
end
function GetBodyPartEntityItems()
local items = {}
for entity in pairs(GetAllEntities()) do
local data = EntityData[entity]
if data then
items[#items + 1] = entity
end
end
table.sort(items)
table.insert(items, 1, "")
return items
end
function GetBodyPartNameItems(preset)
UpdateItems()
return composite_body_parts[preset.Target]
end
function GetBodyPartNameCombo(preset)
local items = table.copy(GetBodyPartNameItems(preset) or empty_table)
table.insert(items, 1, "")
return items
end
function GetBodyPartTargetItems(preset)
UpdateItems()
return composite_body_targets
end
function EntityStatesCombo(entity, ...)
entity = entity or ""
if entity == "" then
return { ... }
end
local anims = GetStates(entity)
table.sort(anims)
table.insert(anims, 1, "")
return anims
end
function EntityStateMomentsCombo(entity, anim, ...)
entity = entity or ""
anim = anim or ""
if entity == "" or anim == "" then
return { ... }
end
local moments = GetStateMomentsNames(entity, anim)
table.insert(moments, 1, "")
return moments
end
----
DefineClass.CompositeBodyPreset = {
__parents = { "Preset" },
properties = {
{ id = "Target", name = "Target", editor = "choice", default = "", items = GetBodyPartTargetItems },
{ id = "Parts", name = "Covered Parts", editor = "set", default = false, items = GetBodyPartNameItems },
{ id = "CustomMatch", name = "Custom Match", editor = "bool", default = false, },
{ id = "BodiesFound", name = "Bodies Found", editor = "text", default = "", dont_save = true, read_only = 0, lines = 1, max_lines = 3, no_edit = PropChecker("CustomMatch", true) },
{ id = "Parent", name = "Parent Part", editor = "choice", default = false, items = GetBodyPartNameItems },
{ id = "Entity", name = "Entity", editor = "choice", default = "", items = GetBodyPartEntityItems },
{ id = "PartClass", name = "Custom Class", editor = "text", default = false, translate = false, validate = function(self) return self.PartClass and not g_Classes[self.PartClass] and "Invalid class" end },
{ id = "AttachSpot", name = "Attach Spot", editor = "text", default = "", translate = false, help = "Force attach spot" },
{ id = "Scale", name = "Scale", editor = "range", default = def_scale },
{ id = "Axis", name = "Axis", editor = "point", default = false, help = "Force a specific axis" },
{ id = "Angle", name = "Angle", editor = "number", default = false, scale = "deg", min = -180*60, max = 180*60, slider = true, help = "Force a specific angle" },
{ id = "Mirrored", name = "Mirrored", editor = "bool", default = false },
{ id = "SyncState", name = "Sync State", editor = "choice", default = "auto", items = {true, false, "auto"}, help = "Force sync state" },
{ id = "ZOrder", name = "ZOrder", editor = "number", default = 0, },
{ id = "Weight", name = "Weight", editor = "number", default = 1000, min = 0, scale = 10 },
{ id = "FxActor", name = "Fx Actor", editor = "combo", default = "", items = ActorFXClassCombo },
{ id = "Filters", name = "Filters", editor = "nested_list", default = false, base_class = "CompositeBodyPresetFilter", inclusive = true },
{ id = "ColorInherit", name = "Color Inherit", editor = "choice", default = "", items = GetBodyPartNameCombo },
{ id = "Colors", name = "Colors", editor = "nested_list", default = false, base_class = "CompositeBodyPresetColor", inclusive = true, no_edit = function(self) return self.ColorInherit ~= "" end },
{ id = "Lights", name = "Lights", editor = "nested_list", default = false, base_class = "CompositeBodyPresetLight", inclusive = true },
{ id = "AffectedBy", name = "Affected by", editor = "choice", default = "", items = GetBodyPartNameCombo },
{ id = "EntityWhenAffected", name = "Entity when affected", editor = "choice", default = "", items = GetBodyPartEntityItems, no_edit = function(o) return not o.AffectedBy end },
{ id = "AttachOffset", name = "Attach Offset", editor = "point", default = point30, },
{ id = "AttachAxis", name = "Attach Axis", editor = "point", default = axis_z, },
{ id = "AttachAngle", name = "Attach Angle", editor = "number", default = 0, scale = "deg", min = -180*60, max = 180*60, slider = true },
{ id = "ApplyAnim", name = "Apply Anim", editor = "choice", default = "", items = function(self) return EntityStatesCombo(self.AnimTestEntity, "") end },
{ id = "UnapplyAnim", name = "Unapply Anim", editor = "choice", default = "", items = function(self) return EntityStatesCombo(self.AnimTestEntity, "") end },
{ id = "ApplyAnimMoment", name = "Apply Anim Moment", editor = "choice", default = "hit", items = function(self) return EntityStateMomentsCombo(self.AnimTestEntity, self.ApplyAnim, "", "hit") end, },
{ id = "AnimTestEntity", name = "Anim Test Entity", editor = "text", default = false },
},
GlobalMap = "CompositeBodyPresets",
EditorMenubar = "Editors.Art",
EditorMenubarName = "Composite Body Parts",
EditorIcon = "CommonAssets/UI/Icons/atom molecule science.png",
StoreAsTable = false,
}
CompositeBodyPreset.Documentation = [[The composite body system is a matching system for attaching parts to a body.
A body collects its potential parts not from all part presets, but from a specified preset <style GedHighlight>Group</style>. The matched parts are those having the same <style GedHighlight>Target</style> property as the body target property.
If no matching information is specified in the body, then its class name is used instead for all matching.
Each part can contain filters for additional conditions during the matching process.
Each part covers a specific named location on the body specified by <style GedHighlight>Covered Parts</style> property. If several parts are matched for the same location, a single one is chosen based on the <style GedHighlight>ZOrder</style> property. If there are still multiple parts with equal ZOrder, then a part is randomly selected based on the <style GedHighlight>Weight</style> property.]]
function CompositeBodyPreset:GetError()
if self.CustomMatch then
return
end
local parts = self.Parts
if not next(parts) then
return "No covered parts specified!"
end
UpdateItems()
local defs = composite_body_defs[self.Target]
if not defs then
return string.format("No composite bodies found with target '%s'", self.Target)
end
local group = self.group
local count_group = 0
local count_part = 0
for _, def in ipairs(defs) do
local composite_part_groups = def.composite_part_groups or { def.class }
if table.find(composite_part_groups, group) then
count_group = count_group + 1
for _, part_name in ipairs(def.composite_part_names) do
if parts[part_name] then
count_part = count_part + 1
break
end
end
end
end
if count_group == 0 then
return string.format("No composite bodies found with group '%s'", tostring(group))
end
if count_part == 0 then
return string.format("No composite bodies found with parts %s", table.concat(table.keys(parts, true)))
end
end
function CompositeBodyPreset:GetBodiesFound()
UpdateItems()
local parts = self.Parts
if not next(parts) then
return 0
end
local found = {}
for _, def in ipairs(composite_body_defs[self.Target]) do
local composite_part_groups = def.composite_part_groups or { def.class }
if table.find(composite_part_groups, self.group) then
for _, part_name in ipairs(def.composite_part_names) do
if parts[part_name] then
found[def.class] = true
break
end
end
end
end
return table.concat(table.keys(found, true), ", ")
end
function CompositeBodyPreset:OnEditorSetProperty(prop_id, old_value, ged)
if prop_id == "Entity" then
for _, obj in ipairs(self.Colors) do
ObjModified(obj) -- properties for modifiable colors have changed
end
end
end
local function FindParentPreset(obj, member)
return GetParentTableOfKind(obj, "CompositeBodyPreset")
end
function OnMsg.ClassesGenerate()
DefineModItemPreset("CompositeBodyPreset", {
EditorSubmenu = "Other",
EditorName = "Composite body",
EditorShortcut = false,
})
end
----
local function GetBodyFilters(filter)
UpdateItems()
local parent = FindParentPreset(filter)
local props = parent and composite_body_filters[parent.Target]
if not props then
return {}
end
local filters = {}
for _, def in ipairs(composite_body_defs[parent.Target]) do
for name, prop in pairs(props) do
local items
if prop.items then
items = prop_eval(prop.items, def, prop)
elseif prop.preset_class then
local filter = prop.preset_filter
items = {}
ForEachPreset(prop.preset_class, function(preset, group, items)
if not filter or filter(preset) then
items[#items + 1] = preset.id
end
end, items)
table.sort(items)
end
if items and #items > 0 then
local prev_filters = filters[name]
if not prev_filters then
filters[name] = items
else
for _, value in ipairs(items) do
table.insert_unique(prev_filters, value)
end
end
end
end
end
return filters
end
local function GetFilterNameItems(filter)
local filters = GetBodyFilters(filter)
local items = filters and table.keys(filters, true)
if items[1] ~= "" then
table.insert(items, 1, "")
end
return items
end
local function GetFilterValueItems(filter)
local filters = GetBodyFilters(filter)
return filters and filters[filter.Name] or {""}
end
DefineClass.CompositeBodyPresetFilter = {
__parents = { "PropertyObject" },
properties = {
{ id = "Name", name = "Name", editor = "choice", default = "", items = GetFilterNameItems, },
{ id = "Value", name = "Value", editor = "choice", default = "", items = GetFilterValueItems, },
{ id = "Test", name = "Test", editor = "choice", default = "=", items = {"=", ">", "<"}, },
},
EditorView = Untranslated("<Name> <Test> <Value>"),
}
function CompositeBodyPresetFilter:Match(obj)
local obj_value, value, test = obj[self.Name], self.Value, self.Test
if test == '=' then
return obj_value == value
elseif test == '>' then
return obj_value > value
elseif test == '<' then
return obj_value < value
end
end
----
DefineClass.CompositeBodyPresetColor = {
__parents = { "ColorizationPropSet" },
properties = {
{ id = "Weight", name = "Weight", editor = "number", default = 1000, min = 0, scale = 10 },
},
}
function CompositeBodyPresetColor:GetMaxColorizationMaterials()
PopulateParentTableCache(self)
if not ParentTableCache[self] then
return ColorizationPropSet.GetMaxColorizationMaterials(self)
end
local parent = FindParentPreset(self)
return parent and ColorizationMaterialsCount(parent.Entity) or 0
end
function CompositeBodyPresetColor:GetError()
if self:GetMaxColorizationMaterials() == 0 then
local parent = FindParentPreset(self)
if not parent or parent.Entity == "" then
return "The composite body entity is not set."
else
return "There are no modifiable colors in the composite body entity."
end
end
end
----
local light_props = {}
function OnMsg.ClassesBuilt()
local function RegisterProps(class, classdef)
local props = {}
for _, prop in ipairs(classdef:GetProperties()) do
if prop.category == "Visuals"
and not prop_eval(prop.no_edit, classdef, prop)
and not prop_eval(prop.read_only, classdef, prop) then
props[#props + 1] = prop
props[prop.id] = classdef:GetDefaultPropertyValue(prop.id, prop)
end
end
light_props[class] = props
end
RegisterProps("Light", Light)
ClassDescendants("Light", RegisterProps)
end
function OnMsg.GatherFXActors(list)
for _, preset in pairs(CompositeBodyPresets) do
if (preset.FxActor or "") ~= "" then
list[#list + 1] = preset.FxActor
end
end
end
function OnMsg.DataLoaded()
PopulateParentTableCache(Presets.CompositeBodyPreset)
end
local function GetEntitySpotsItems(light)
local parent = FindParentPreset(light)
local entity = parent and parent.Entity or ""
local states = IsValidEntity(entity) and GetStates(entity) or ""
if #states == 0 then return empty_table end
local idx = table.find(states, "idle")
local spots = {}
local spbeg, spend = GetAllSpots(entity, states[idx] or states[1])
for spot = spbeg, spend do
spots[GetSpotName(entity, spot)] = true
end
return table.keys(spots, true)
end
DefineClass.CompositeBodyPresetLight = {
__parents = { "PropertyObject" },
properties = {
{ id = "LightType", name = "Light Type", editor = "choice", default = "Light", items = ToCombo(light_props) },
{ id = "LightSpot", name = "Light Spot", editor = "combo", default = "Origin", items = GetEntitySpotsItems },
{ id = "LightSIEnable", name = "SI Apply", editor = "bool", default = true },
{ id = "LightSIModulation", name = "SI Modulation", editor = "number", default = 255, min = 0, max = 255, slider = true, no_edit = function(self) return not self.LightSIEnable end },
{ id = "night_mode", name = "Night mode", editor = "dropdownlist", items = { "Off", "On" }, default = "On" },
{ id = "day_mode", name = "Day mode", editor = "dropdownlist", items = { "Off", "On" }, default = "Off" },
},
EditorView = Untranslated("<LightType>: <LightSpot>"),
}
function CompositeBodyPresetLight:GetError()
if not light_props[self.LightType] then
return "Invalid light type selected!"
end
end
function CompositeBodyPresetLight:ApplyToLight(light)
local props = light_props[self.LightType] or empty_table
for _, prop in ipairs(props) do
local prop_id = prop.id
local prop_value = rawget(self, prop_id)
if prop_value ~= nil then
light:SetProperty(prop_id, prop_value)
end
end
end
function CompositeBodyPresetLight:GetProperties()
local props = table.icopy(self.properties)
table.iappend(props, light_props[self.LightType] or empty_table)
return props
end
function CompositeBodyPresetLight:GetDefaultPropertyValue(prop_id, prop_meta)
local def = table.get(light_props, self.LightType, prop_id)
if def ~= nil then
return def
end
return PropertyObject.GetDefaultPropertyValue(self, prop_id, prop_meta)
end
DefineClass.BaseLightObject = {
__parents = { "Object" },
}
function BaseLightObject:UpdateLight(lm, delayed)
end
function BaseLightObject:GameInit()
Game:AddToLabel("Lights", self)
end
function BaseLightObject:Done()
Game:RemoveFromLabel("Lights", self)
end
if FirstLoad then
UpdateLightsThread = false
end
function OnMsg.DoneMap()
UpdateLightsThread = false
end
function UpdateLights(lm, delayed)
local lights = table.get(Game, "labels", "Lights")
for _, obj in ipairs(lights) do
obj:UpdateLight(lm, delayed)
end
end
function UpdateLightsDelayed(lm, delayed_time)
DeleteThread(UpdateLightsThread)
UpdateLightsThread = false
if delayed_time > 0 then
UpdateLightsThread = CreateGameTimeThread(function(lm, delayed_time)
Sleep(delayed_time)
UpdateLights(lm, true)
UpdateLightsThread = false
end, lm, delayed_time)
else
UpdateLights(lm)
end
end
function OnMsg.LightmodelChange(view, lm, time)
UpdateLightsDelayed(lm, time/2)
end
function OnMsg.GatherAllLabels(labels)
labels.Lights = true
end
DefineClass.CompositeLightObject = {
__parents = { "CompositeBody", "BaseLightObject" },
light_parts = false,
light_objs = false,
}
function CompositeLightObject:ComposeBodyParts(seed)
self.light_parts = nil
local changed = CompositeBody.ComposeBodyParts(self, seed)
local light_parts = self.light_parts
local light_objs = self.light_objs
for i = #(light_objs or ""),1,-1 do
local config = light_objs[i]
local part = light_parts and light_parts[config]
if not part then
DoneObject(light_objs[config])
light_objs[config] = nil
table.remove_value(light_objs, config)
end
end
for _, config in ipairs(light_parts) do
light_objs = light_objs or {}
if light_objs[config] == nil then
light_objs[config] = false
light_objs[#light_objs + 1] = config
end
end
self.light_objs = light_objs
return changed
end
function CompositeLightObject:ApplyBodyPart(part, preset, ...)
local light_parts = self.light_parts
for _, config in ipairs(preset.Lights) do
light_parts = light_parts or {}
light_parts[config] = part
light_parts[#light_parts + 1] = config
end
self.light_parts = light_parts
return CompositeBody.ApplyBodyPart(self, part, preset, ...)
end
function CompositeLightObject:IsBodyPartLightOn(config)
local mode = GameState.Night and config.night_mode or config.day_mode
return mode == "On"
end
function CompositeLightObject:UpdateLight(delayed)
local light_objs = self.light_objs or empty_table
local IsBodyPartLightOn = self.IsBodyPartLightOn
for _, config in ipairs(light_objs) do
local light = light_objs[config]
local part = self.light_parts[config]
local turned_on = IsBodyPartLightOn(self, config)
if turned_on and not light then
light = PlaceObject(config.LightType)
config:ApplyToLight(light)
part:Attach(light, GetSpotBeginIndex(part, config.LightSpot))
light_objs[config] = light
elseif not turned_on and light then
DoneObject(light)
light_objs[config] = false
end
if config.LightSIEnable then
part:SetSIModulation(turned_on and config.LightSIModulation or 0)
end
end
end
----
DefineClass.BlendedCompositeBody = {
__parents = { "CompositeBody", "Object" },
composite_part_blend = false,
blended_body_parts_params = false,
blended_body_parts = false,
}
function BlendedCompositeBody:Init()
self.blended_body_parts_params = { }
self.blended_body_parts = { }
end
function BlendedCompositeBody:ForceComposeBlendedBodyParts()
self.blended_body_parts_params = { }
self.blended_body_parts = { }
self:ComposeBodyParts()
end
function BlendedCompositeBody:ForceRevertBlendedBodyParts()
if next(self.attached_parts) then
local part_to_preset = {}
self:CollectBodyParts(part_to_preset)
for name,preset in sorted_pairs(part_to_preset) do
local part = self.attached_parts[name]
local entity = preset.Entity
if IsValid(part) and IsValidEntity(entity) then
Msg("RevertBlendedBodyPart", part)
part:ChangeEntity(entity)
end
end
end
end
function BlendedCompositeBody:UpdateBlendPartParams(params, part, preset, name, seed)
return part:GetEntity()
end
function BlendedCompositeBody:ShouldBlendPart(params, part, preset, name, seed)
return false
end
if FirstLoad then
g_EntityBlendLocks = { }
--g_EntityBlendLog = { }
end
local function BlendedEntityLocksGet(entity_name)
return g_EntityBlendLocks[entity_name] or 0
end
function BlendedEntityIsLocked(entity_name)
--table.insert(g_EntityBlendLog, GameTime() .. " lock " .. entity_name)
return BlendedEntityLocksGet(entity_name) > 0
end
function BlendedEntityLock(entity_name)
--table.insert(g_EntityBlendLog, GameTime() .. " unlock " .. entity_name)
g_EntityBlendLocks[entity_name] = BlendedEntityLocksGet(entity_name) + 1
end
function BlendedEntityUnlock(entity_name)
local locks_count = BlendedEntityLocksGet(entity_name)
assert(locks_count >= 1, "Unlocking a blended entity that isn't locked")
if locks_count > 1 then
g_EntityBlendLocks[entity_name] = locks_count - 1
else
g_EntityBlendLocks[entity_name] = nil
end
end
function WaitBlendEntityLocks(obj, entity_name)
while BlendedEntityIsLocked(entity_name) do
if obj and not IsValid(obj) then
return false
end
WaitNextFrame(1)
end
return true
end
function BlendedCompositeBody:BlendEntity(t, e1, e2, e3, w1, w2, w3, m2, m3)
--table.insert(g_EntityBlendLog, GameTime() .. " " .. self.class .. " blend " .. t)
assert(BlendedEntityIsLocked(t), "To blend an entity you must lock it using BlendedEntityLock")
assert(t ~= e1 and t ~= e2 and t ~= e3)
SetMaterialBlendMaterials(
GetEntityIdleMaterial(t), --target
GetEntityIdleMaterial(e1), --base
m2, GetEntityIdleMaterial(e2), --weight 1, material
m3, GetEntityIdleMaterial(e3)) --weight 2, material
WaitNextFrame(1)
local err = AsyncOpWait(nil, nil, "AsyncMeshBlend",
t, 0, --target, LOD
e1, w1, --entity 1, weight
e2, w2, --entity 2, weight
e3, w3) --entity 3, weight
if err then print("Failed to blend meshes: ", err) end
end
function BlendedCompositeBody:AsyncBlendEntity(obj, t, e1, e2, e3, w1, w2, w3, m2, m3, callback)
return CreateRealTimeThread(function(self, obj, t, e1, e2, e3, w1, w2, w3, m2, m3, callback)
WaitBlendEntityLocks(obj, t)
BlendedEntityLock(t)
self:BlendEntity(t, e1, e2, e3, w1, w2, w3, m2, m3)
if callback then
callback(self, obj, t, e1, e2, e3, w1, w2, w3, m2, m3)
end
BlendedEntityUnlock(t)
end, self, obj, t, e1, e2, e3, w1, w2, w3, m2, m3, callback)
end
function BlendedCompositeBody:ApplyBlendBodyPart(blended_entity, part, preset, name, seed)
return CompositeBody.ApplyBodyPart(self, preset, name, seed)
end
function BlendedCompositeBody:BlendBodyPartFailed(blended_entity, part, preset, name, seed)
return CompositeBody.ApplyBodyPart(self, part, preset, name, seed)
end
-- if the body part is declared as "to be blended"
function BlendedCompositeBody:IsBlendBodyPart(name)
return self.composite_part_blend and self.composite_part_blend[name]
end
-- if the body part is using a blended entity or is being blended at the moment
function BlendedCompositeBody:IsCurrentlyBlendedBodyPart(name)
return self.blended_body_parts and self.blended_body_parts[name]
end
function BlendedCompositeBody:ColorizeBodyPart(part, preset, name, seed)
if self:IsCurrentlyBlendedBodyPart(name) then
return
end
return CompositeBody.ColorizeBodyPart(self, part, preset, name, seed)
end
function BlendedCompositeBody:ChangeBodyPartEntity(part, preset, name)
if self:IsCurrentlyBlendedBodyPart(name) then
return
end
return CompositeBody.ChangeBodyPartEntity(self, part, preset, name)
end
function BlendedCompositeBody:ApplyBodyPart(part, preset, name, seed)
if self:IsBlendBodyPart(name) then
self.blended_body_parts_params = self.blended_body_parts_params or { }
local params = self.blended_body_parts_params[name]
if not params or self:ShouldBlendPart(params, part, preset, name, seed) then
params = params or { }
local blended_entity = self:UpdateBlendPartParams(params, part, preset, name, seed)
if IsValidEntity(blended_entity) then
self.blended_body_parts_params[name] = params
self.blended_body_parts[name] = (self.blended_body_parts[name] or 0) + 1
return self:ApplyBlendBodyPart(blended_entity, part, preset, name, seed)
else
self.blended_body_parts[name] = nil
return self:BlendBodyPartFailed(blended_entity, part, preset, name, seed)
end
end
end
return CompositeBody.ApplyBodyPart(self, part, preset, name, seed)
end
function BlendedCompositeBody:RemoveBodyPart(part, name)
if self:IsBlendBodyPart(name) and self.blended_body_parts_params then
self.blended_body_parts_params[name] = nil
end
return CompositeBody.RemoveBodyPart(self, part, name)
end
function ForceRecomposeAllBlendedBodies()
local objs = MapGet("map", "BlendedCompositeBody")
for i,obj in ipairs(objs) do
obj:ForceRevertBlendedBodyParts()
end
for i,obj in ipairs(objs) do
obj:ForceComposeBlendedBodyParts()
end
end
function OnMsg.PostLoadGame()
ForceRecomposeAllBlendedBodies()
end
function OnMsg.AdditionalEntitiesLoaded()
if type(__cobjectToCObject) ~= "table" then return end
ForceRecomposeAllBlendedBodies()
end
local body_to_states
function CompositeBodyAnims(classdef)
local id = classdef.id or classdef.class
body_to_states = body_to_states or {}
local states = body_to_states[id]
if not states then
local entity = ResolveTemplateEntity(classdef)
states = IsValidEntity(entity) and GetStates(entity) or empty_table
table.sort(states)
body_to_states[id] = states
end
return states
end
function SavegameFixups.BlendedBodyPartsList()
MapForEach(true, "BlendedCompositeBody", function(obj)
obj.blended_body_parts = {}
end)
end
function SavegameFixups.BlendedBodyBlendIDs()
MapForEach(true, "BlendedCompositeBody", function(obj)
for name in pairs(obj.blended_body_parts) do
obj.blended_body_parts[name] = 1
end
end)
end
function SavegameFixups.FixSyncStateFlag2()
MapForEach(true, "CompositeBody", "Building", function(obj)
obj:ClearGameFlags(const.gofSyncState)
obj:SetGameFlags(const.gofPropagateState)
end)
end
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