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local slab_x = const.SlabSizeX
local slab_y = const.SlabSizeY
function GetGridMarkerTypesCombo()
local marker_types = PresetGroupCombo("GridMarkerType", "Default")()
ClassDescendantsList("GridMarker",
function(name, class_def)
local props = class_def.properties
local prop = table.find_value(props, "id", "Type")
table.insert_unique(marker_types,prop.default)
end)
return marker_types
end
DefineClass.VoxelSnappingObj = {
__parents = { "EditorCallbackObject" }
}
function VoxelSnappingObj:SnapToVoxel()
self:SetPos(SnapToVoxel(self:GetPos()))
end
function VoxelSnappingObj:EditorCallbackPlace()
self:SnapToVoxel()
end
function VoxelSnappingObj:EditorCallbackMove()
self:SnapToVoxel()
end
function GridMarkerFightAreaCombo(first)
local markers = MapGetMarkers()
local items = { first }
for _, marker in ipairs(markers) do
if marker.FightAreaId ~= "" then
items[#items + 1] = marker.FightAreaId
end
end
return items
end
DefineClass.GridMarker = {
__parents = { "EditorMarker", "GameDynamicDataObject", "VoxelSnappingObj", "StripCObjectProperties", "StripComponentAttachProperties" },
enum_flags = { efCollision = false },
properties = {
{ category = "Grid Marker", id = "Type", name = "Type", editor = "dropdownlist", items = function() return GetGridMarkerTypesCombo() end, default = "Position" },
{ category = "Grid Marker", id = "Groups", name = "Groups", editor = "string_list", items = function() return GridMarkerGroupsCombo() end, default = false, arbitrary_value = true, },
{ category = "Grid Marker", id = "Group", name = "Group-for-load-compat", editor = "text", default = "", no_edit = true },
{ category = "Grid Marker", id = "ID", name = "ID", editor = "text", help = "Unique ID of the marker - leave alone, unless necessary", default = "" },
{ category = "Grid Marker", id = "Comment", name = "Comment", editor = "text", help = "Anything that would help you organize the markers", default = "" },
{ category = "Grid Marker", id = "Documentation", editor = "documentation", dont_save = true, }, -- display collapsible Documentation at this position
{ category = "Marker", id = "AreaWidth", name = "Area Width", editor = "number", default = 1, help = "Defining a voxel-aligned rectangle with North-South and East-West axis" },
{ category = "Marker", id = "AreaHeight", name = "Area Height", editor = "number", default = 1, help = "Defining a voxel-aligned rectangle with North-South and East-West axis" },
{ category = "Marker", id = "Reachable", name = "Reachable only", editor = "bool", default = true, help = "Area of marker includes only tiles reachable from marker position, not the entire rectangle"},
{ category = "Marker", id = "GroundVisuals", name = "Ground Visuals", editor = "bool", default = false, help = "Show ground mesh on the marker area"},
{ category = "Marker", id = "DeployRolloverText", name = "Deploy Rollover Text", editor = "text", default = "", translate = true, no_edit = function(self) return self.Type ~= "Entrance" and self.Type ~= "DeployArea" end, help = "Show floating text when area is rollovered"},
{ category = "Marker", id = "Color", no_edit = true, default = RGB(255, 255, 255), },
-- All GridMarkers can watch for a set of conditions (TriggerConditions), and execute some effects (TriggerEffects) depending on them (Trigger)
{ category = "Trigger Logic", id = "Trigger", name = "Trigger", editor = "dropdownlist", items = { "once", "activation", "deactivation", "always", "change", }, default = "once", help = "Effects are executed:\n once - once per game playthrough\n activation - every period when the conditions change from false to true\n always - every period when the conditions are true\n change - every time the conditions change between true and false"},
{ category = "Trigger Logic", id = "TriggerConditions", name = "Trigger Conditions", editor = "nested_list", base_class = "Condition", default = false, help = "Conditions to check periodically" },
{ category = "Trigger Logic", id = "SequentialTriggerEffects", name = "Execute Trigger Effects Sequentially", editor = "bool", default = true, help = "Whether effects should wait for each other when executing in order."},
{ category = "Trigger Logic", id = "TriggerEffects", name = "Trigger Effects", editor = "nested_list", base_class = "Effect", default = false,
help = "Effects to execute, depending of trigger and conditions result that are checked periodicaly"},
{ category = "Enabled Logic", id = "EnabledConditions", name = "Enable Conditions", editor = "nested_list", base_class = "Condition", default = false, help = "Conditions that enable or disable the marker", },
{ category = "Spawn Object", id = "Routine", editor = "combo", default = "Ambient", items = function (self) return UnitRoutines end,
no_edit = function(self) return not IsGridMarkerWithDefenderRole(self) end },
{ category = "Spawn Object", id = "RoutineArea", editor = "combo", default = "self", items = function (self) local g = table.copy(GridMarkerGroupsCombo()) g[1+#g] = "self" return g end,
no_edit = function(self) return not IsGridMarkerWithDefenderRole(self) end },
{ category = "Spawn Object", id = "Name", editor = "text", translate = true, default = "", lines = 1,
no_edit = function(self) return not IsGridMarkerWithDefenderRole(self) end },
{ category = "Spawn Object", id = "Suspicious", editor = "bool", default = false, help = "Set spawned units to Suspicious state",
no_edit = function(self) return not IsGridMarkerWithDefenderRole(self) end },
{ category = "Archetype", id = "Archetypes", name = "Preferred Archetypes", editor = "string_list",
items = function() return PresetsCombo("EnemyRole") end, default = false,
no_edit = function(self) return not IsGridMarkerWithDefenderRole(self) end,
help = "Used for Defender priority markers",
},
{ id = "ArchetypesTriState", name="UnitRoles", category = "Archetype", editor = "set", default = false, three_state = true, items = function() return PresetsCombo("EnemyRole") end,
help = "Only allow or forbid. Not functional if preffered archetypes is used."},
{ category = "Archetype", id = "UnitDef", name = "Unit Definition", editor = "dropdownlist",
default = false, items = function (self) return PresetsCombo("UnitDataCompositeDef") end,
help = "Used for Defender priority markers",
},
{ category = "Fight Area", id = "FightAreaId", name = "Fight Area ID", editor = "text", default = "", help = "if non-empty the marker area will be registered as a fight area, allowing units to be assigned to it via this ID" },
{ category = "Fight Area", id = "FightArea3d", name = "3D", editor = "bool", default = false, no_edit = function(self) return self.FightAreaId == "" end },
{ id = "Handle", },
{ id = "spawned_by_template", },
{ id = "Angle", editor = "number", default = 0, scale = "deg" },
-- Required for map saving purposes only.
{ id = "CollectionIndex", name = "Collection Index", editor = "number", default = 0, read_only = true },
},
activation_thread = false,
contour_polyline = false,
area_ground_mesh = false,
EditorRolloverText = "Base grid marker with area",
EditorIcon = "CommonAssets/UI/Icons/radar.tga",
last_conditions_eval = false,
trigger_count = 0, -- debug (displayed in Ged)
area_box = false,
area_thickness_divisor = 30,
area_positions = false,
area_effect = false,
area_outside_repulse = false,
fl_text = false,
ground_visuals = false,
recalc_area_on_pass_rebuild = true,
hide_reason = false,
GetDocumentation = function(self)
return GameMarkerDocs["GridMarker-"..self.class] or GameMarkerDocs["GridMarker-"..self.Type]
end,
}
function GridMarker:Init()
g_GridMarkersContainer:AddToLabel("GridMarker", self)
g_GridMarkersContainer:AddToLabel(self.Type, self)
self:UpdateVisuals(self.Type)
end
function GridMarker:GameInit()
self.activation_thread = CreateGameTimeThread(self.TriggerThreadProc, self)
end
function GridMarker:Done()
if IsValidThread(self.activation_thread) then
DeleteThread(self.activation_thread)
self.activation_thread = false
end
self:HideArea()
RecalcGroups(self)
self:RemoveFloatTxt()
g_GridMarkersContainer:RemoveFromLabel("GridMarker", self)
g_GridMarkersContainer:RemoveFromLabel(self.Type, self)
end
function GridMarker:SetPos(...)
local lastPosX, lastPosY = WorldToVoxel(self:GetPos())
EditorMarker.SetPos(self, ...)
self:RecalcAreaPositions()
local posX, posY = WorldToVoxel(self:GetPos())
if self.Type == "BorderArea" and (lastPosX ~= posX or lastPosY ~= posY) then
self:RecalcImpassableOutsideBorderArea(nil, { x = lastPosX, y = lastPosY})
end
end
function GridMarker:SetAreaWidth(val)
self.AreaWidth = val
self:RecalcAreaPositions()
end
function GridMarker:SetAreaHeight(val)
self.AreaHeight = val
self:RecalcAreaPositions()
end
function GetGridRangeContour(marker)
local chamf_div = marker.area_thickness_divisor
local contour_width = marker.Type == "BorderArea" and const.ContoursWidth or 2 * slab_x / chamf_div
local radius2D = slab_x / chamf_div
local contour
if marker.Type == "BorderArea" then
local bbox = marker:GetBBox()
local mx, my, mz = marker:GetPosXYZ()
local z = (mz or terrain.GetHeight(mx, my)) + const.ContoursOffsetZ
local x1, y1, z1, x2, y2, z2 = bbox:xyzxyz()
x1 = x1 - slab_x / 2
x2 = x2 + slab_x / 2
y1 = y1 - slab_y / 2
y2 = y2 + slab_y / 2
contour = { GetMapBorderPstr(box(x1, y1, z, x2, y2, z), contour_width, radius2D) }
elseif marker.Reachable or marker.Type == "BorderArea" then
local positions = marker:GetAreaPositions(true)
contour = GetRangeContour(positions, contour_width, radius2D)
else
local bbox = marker:GetBBox()
local mx, my, mz = marker:GetPosXYZ()
local z = (mz or terrain.GetHeight(mx, my)) + const.ContoursOffsetZ
local x1, y1, z1, x2, y2, z2 = bbox:xyzxyz()
x1 = x1 - slab_x / 2
x2 = x2 + slab_x / 2
y1 = y1 - slab_y / 2
y2 = y2 + slab_y / 2
local box_contour = GetRectContourPStr(box(x1, y1, z, x2, y2, z), contour_width, radius2D)
if box_contour then
contour = { box_contour }
end
end
return contour
end
function GridMarker:RecalcAreaPositions(force_show)
self.area_positions = false
if self.Type == "BorderArea" then
g_BorderAreaRangeContour = GetGridRangeContour(self) or false
end
if force_show or self:IsAreaVisible() then
self:ShowArea()
end
end
function GridMarker:EditorEnter()
if self:GetGameFlags(const.gofPermanent) == 0 then
return
end
EditorMarker.EditorEnter(self)
self:RecalcAreaPositions()
self:SetVisible(true)
end
function GridMarker:EditorExit()
self.area_box = nil -- clear cached value
if self:GetGameFlags(const.gofPermanent) == 0 then
return
end
self:SetVisible(false)
EditorMarker.EditorExit(self)
self:RecalcAreaPositions()
end
function GridMarker:RemoveFloatTxt()
if self.fl_text then
self.fl_text:delete()
self.fl_text = false
end
end
function GridMarker:SetVisible(bShow)
if bShow then
self:UpdateVisuals(self.Type)
self:SetEnumFlags(const.efVisible)
if self:IsAreaVisible() then
self:ShowArea()
end
else
if not self:IsAreaVisible() then
self:HideArea()
end
self:DestroyAttaches("Text")
self:ClearEnumFlags(const.efVisible)
end
end
function GridMarker:SetColor(clr)
self.Color = clr
self:SetColorModifier(clr)
end
function GridMarker:EditorGetText()
return false
end
function GridMarker:GetDuplicatedStateHash()
return self:CalculatePersistHash()
end
function GridMarker:SetType(marker_type)
self:UpdateVisuals(marker_type)
g_GridMarkersContainer:RemoveFromLabel(self.Type, self)
self.Type = marker_type
g_GridMarkersContainer:AddToLabel(marker_type, self)
if self.Type == "BorderArea" then
if rawget(self, "Reachable") == nil then
self:SetProperty("Reachable", false)
end
end
if self:IsAreaVisible() then
self:ShowArea()
end
end
function GridMarker:SetGroups(groups)
CObject.SetGroups(self, groups)
self:UpdateVisuals(self.Type)
end
function GridMarker:SetID(id)
self.ID = id
self:UpdateVisuals(self.Type)
end
function GridMarker:UpdateVisuals(marker_type, force)
if IsChangingMap() then
return
end
assert(marker_type)
local marker_type_item = Presets.GridMarkerType.Default[marker_type]
if marker_type_item and (force or marker_type ~= self.Type or self:GetEntity() ~= marker_type_item.Entity) then
self:ChangeEntity(marker_type_item.Entity or self.entity)
self:SetScale(marker_type_item.Scale or 100)
if self.AreaWidth == self:GetDefaultPropertyValue("AreaWidth") and self.AreaHeight == self:GetDefaultPropertyValue("AreaHeight") then
self.AreaWidth = marker_type_item.AreaWidth
self.AreaHeight = marker_type_item.AreaHeight
end
if (not self.Groups or #self.Groups == 0) and marker_type_item.MarkerGroup and marker_type_item.MarkerGroup ~= "" then
self:AddToGroup(marker_type_item.MarkerGroup)
end
self.area_thickness_divisor = MulDivRound(slab_x, 2, marker_type_item.AreaThickness)
end
if marker_type_item then
self:SetColorModifier(marker_type_item.Color)
end
self:UpdateText(marker_type_item)
end
function GridMarker:UpdateText(marker_type_item)
self:DestroyAttaches("Text")
local bbox = GetEntityBoundingBox(self:GetEntity())
local ztop = bbox:max():z() + 50 * guic
local text = PlaceObject("Text")
self:Attach(text)
if self.Groups and #self.Groups > 0 and self.ID and self.ID ~= "" then
text:SetText(string.format("%s-%s", table.concat(self.Groups, ","), self.ID))
elseif self.Groups and #self.Groups > 0 then
text:SetText(table.concat(self.Groups, ","))
elseif self.ID and self.ID ~= "" then
text:SetText(self.ID)
else
text:SetText("")
end
if marker_type_item then
text:SetColorModifier(marker_type_item.Color)
end
text:SetAttachOffset(point(0, 0, ztop))
end
function GridMarker:SnapToVoxel()
VoxelSnappingObj.SnapToVoxel(self)
RefreshOverlappingGridMarkersOffset()
end
function GridMarker:SetAngle(angle, ...)
EditorMarker.SetAngle(self, CardinalDirection(angle), ...)
end
function GridMarker:SetAxisAngle(axis, angle, ...)
EditorMarker.SetAxisAngle(self, axis, CardinalDirection(angle), ...)
end
function GridMarker:TriggerThreadProc()
if not self.TriggerConditions and not self.TriggerEffects then
return
end
Sleep(1)
while IsValid(self) do
self:ActivateTrigger({})
Sleep(1000)
end
end
function GridMarker:ActivateTrigger(context)
if self.Trigger == "once" and self.last_conditions_eval then return end
if IsSetpiecePlaying() then return end
if not Game or not Game.CampaignStarted then return end
local prev_conditions_eval = self.last_conditions_eval
self.last_conditions_eval = self:EvaluateTriggerConditions(context)
if self.Trigger == "always" or
(self.Trigger == "once" and self.last_conditions_eval) or
((self.Trigger == "activation" or self.Trigger == "change") and self.last_conditions_eval and not prev_conditions_eval) or
((self.Trigger == "deactivation" or self.Trigger == "change") and not self.last_conditions_eval and prev_conditions_eval) then
self:ExecuteTriggerEffects(context)
end
end
function GridMarker:EvaluateTriggerConditions(context)
return self:IsMarkerEnabled() and EvalConditionList(self.TriggerConditions, self, context)
end
function GridMarker:ExecuteTriggerEffects(context)
self.trigger_count = self.trigger_count + 1
ObjModified(self)
if self.SequentialTriggerEffects then
ExecuteSequentialEffects(self.TriggerEffects, "ObjAndContext", self.handle, context)
else
ExecuteEffectList(self.TriggerEffects, self, context)
end
end
-- Defender Markers, Defender Priority Markers and Villain Defender Priority markers - conditions that enable or disable them
function GridMarker:IsMarkerEnabled(context)
if EvalConditionList(self.EnabledConditions, self, context) then
return true
end
return false
end
function GridMarker:SetDynamicData(data)
self.last_conditions_eval = data.last_conditions_eval
self.trigger_count = data.trigger_count
end
function GridMarker:GetDynamicData(data)
data.last_conditions_eval = self.last_conditions_eval or nil
data.trigger_count = self.trigger_count ~= 0 and self.trigger_count or nil
end
function GridMarker:IsVoxelInsideArea2D(x, y)
local markerOnTerrain = not self:IsValidZ()
local pos_voxel_x, pos_voxel_y, pos_voxel_z = WorldToVoxel(self)
local area_width = self.AreaWidth
local area_left = pos_voxel_x - area_width / 2
if x < area_left then return end
if x >= area_left + area_width then return end
local area_height = self.AreaHeight
local area_top = pos_voxel_y - area_height / 2
if y < area_top then return end
if y >= area_top + area_height then return end
return pos_voxel_z, markerOnTerrain
end
function GridMarker:IsVoxelInsideArea(x, y, z)
local pos_voxel_z, markerOnTerrain = self:IsVoxelInsideArea2D(x, y)
if not pos_voxel_z then
return false
end
-- If both the marker and the position being querried are on terrain, they should be considered
-- on the same height regardless of the difference as the terrain can vary
local passX, passY, passZ = GetPassSlabXYZ(VoxelToWorld(x, y, z))
if passX and not passZ and markerOnTerrain then
return true
end
-- If the position or the marker isn't on terrain then the allowed difference is up to 2 Z voxel (default deviation of GetPassSlab)
-- and the slab at the height of the marker at the position shouldn't be passable
if z then
local markerX, markerY, markerZ = GetPassSlabXYZ(VoxelToWorld(x, y, pos_voxel_z))
if markerX and markerX == passX and markerY == passY and markerZ == passZ then
markerX = nil
end
return not markerX and abs(pos_voxel_z - z) <= 2
end
return true
end
function GridMarker:GetMarkerCornerPositions()
local positions = self:GetAreaPositions()
if not positions or #positions == 0 then
return {}
end
local pos_voxel_x, pos_voxel_y = self:GetPosXYZ()
local area_width = self.AreaWidth * slab_x
local area_height = self.AreaHeight * slab_y
local area_left = pos_voxel_x - area_width / 2
local area_right = area_left + area_width
local area_top = pos_voxel_y - area_height / 2
local area_bottom = area_top + area_height
local p1 = positions[1]
local x, y = point_unpack(p1)
local left_top_min, left_top_min_x, left_top_min_y = p1, x, y
local right_top_min, right_top_min_x, right_top_min_y = p1, x, y
local left_bottom_min, left_bottom_min_x, left_bottom_min_y = p1, x, y
local right_bottom_min, right_bottom_min_x, right_bottom_min_y = p1, x, y
for i = 2, #positions do
local p = positions[i]
local x, y = point_unpack(p)
if IsCloser2D(area_left, area_top, x, y, left_top_min_x, left_top_min_y) then
left_top_min = p
left_top_min_x = x
left_top_min_y = y
end
if IsCloser2D(area_right, area_top, x, y, right_top_min_x, right_top_min_y) then
right_top_min = p
right_top_min_x = x
right_top_min_y = y
end
if IsCloser2D(area_left, area_bottom, x, y, left_bottom_min_x, left_bottom_min_y) then
left_bottom_min = p
left_bottom_min_x = x
left_bottom_min_y = y
end
if IsCloser2D(area_right, area_bottom, x, y, right_bottom_min_x, right_bottom_min_y) then
right_bottom_min = p
right_bottom_min_x = x
right_bottom_min_y = y
end
end
local result = {
{ point(point_unpack(left_top_min)) },
{ point(point_unpack(right_top_min)) },
{ point(point_unpack(right_bottom_min)) },
{ point(point_unpack(left_bottom_min)) },
}
return result
end
local ignore_occupied_bit = 1
local outside_repulse_bit = 2
local skip_tunnels_bit = 4
local z_tolerance_bit = 8
function GridMarker:GetAreaPositions(ignore_occupied, outside_repulse, skip_tunnels, z_tolerance)
local area_positions = self.area_positions
if not area_positions then
area_positions = {}
self.area_positions = area_positions
end
local key =
(ignore_occupied and ignore_occupied_bit or 0) |
((outside_repulse or outside_repulse == nil and self.area_outside_repulse) and outside_repulse_bit or 0) |
(skip_tunnels and skip_tunnels_bit or 0) |
(z_tolerance and z_tolerance_bit or 0)
local positions = area_positions[key]
if positions then
return positions
end
if z_tolerance then
local p = self:GetAreaPositions(ignore_occupied, outside_repulse, skip_tunnels)
positions = self:FilterZTolerance(p)
if #positions == #p then
area_positions[key] = p
return p
end
elseif outside_repulse or outside_repulse == nil and self.area_outside_repulse then
local p = self:GetAreaPositions(ignore_occupied, false, skip_tunnels)
positions = FilterPackedPositionsRepulsionZone(p)
if #positions == #p then
area_positions[key] = p
return p
end
elseif skip_tunnels then
local p = self:GetAreaPositions(ignore_occupied, false, false)
positions = table.ifilter(p, function(_, packed_pos) return not pf.GetTunnel(point_unpack(packed_pos)) end)
if #positions == #p then
area_positions[key] = p
return p
end
elseif not (IsEditorActive() and IsDeployMarker(self)) and self.Reachable then
local width = self.AreaWidth * slab_x
local height = self.AreaHeight * slab_y
if width == 0 or height == 0 then
return empty_table
end
local pos = GetPassSlab(self) or self:GetPos()
local area_left = pos:x() - width/2
local area_top = pos:y() - height/2
local restrict_area = box(area_left, area_top, area_left + width, area_top + height)
positions = GetCombatPathDestinations(nil, pos, nil, nil, nil, nil, restrict_area, ignore_occupied, "move_through_occupied", "avoid_mines")
-- Apply IsOccupiedExploration to all positions outside of combat
if not ignore_occupied and not g_Combat then
local allUnits = MapGet("map", "Unit") -- this is used in SpawnSquads so we can't use g_Units
local unitPositionsPacked = {}
for i, u in ipairs(allUnits) do
if not u:IsValidPos() then goto continue end
if gv_Deployment and not IsUnitDeployed(u) then goto continue end
unitPositionsPacked[point_pack(SnapToVoxel(u:GetPosXYZ()))] = true
::continue::
end
local total = #positions
for i = 1, total do
local pos = positions[i]
if unitPositionsPacked[pos] then
positions[i] = nil
end
end
table.compact(positions)
end
else
positions = self:GetAllVoxels()
end
-- recached
if #positions == 0 then
area_positions[key] = empty_table
return empty_table
end
local values = {}
for _, v in ipairs(positions) do
values[v] = true
end
positions.values = values
area_positions[key] = positions
return positions
end
function OnMsg.OnPassabilityChanged()
for _, marker in ipairs(g_GridMarkersContainer and g_GridMarkersContainer.labels.GridMarker) do
marker.area_positions = false
end
end
function GridMarker:ResetRepulseAreaPositions()
local area_positions = self.area_positions
if not area_positions then
return
end
area_positions["reachable|ignore_occupied|outside_repulse|skip_tunnels"] = nil
area_positions["reachable|outside_repulse|skip_tunnels"] = nil
area_positions["reachable|ignore_occupied|outside_repulse"] = nil
area_positions["reachable|outside_repulse"] = nil
end
function GridMarker:GetBBox()
local sizex = self.AreaWidth * slab_x
local sizey = self.AreaHeight * slab_y
local posx, posy, posz = self:GetPosXYZ()
local bbox = sizebox(posx - sizex / 2, posy - sizey / 2, sizex, sizey)
local border_box = not IsEditorActive() and GetBorderAreaLimits()
if border_box then
bbox = IntersectRects(bbox, border_box)
end
local minx, miny, minz, maxx, maxy, maxz = bbox:xyzxyz()
local x1, y1 = VoxelToWorld(WorldToVoxel(minx, miny))
local x2, y2 = VoxelToWorld(WorldToVoxel(maxx, maxy))
if x1 < minx then x1 = x1 + (minx - x1 + slab_x - 1) / slab_x * slab_x end
if y1 < miny then y1 = y1 + (miny - y1 + slab_y - 1) / slab_y * slab_y end
if x2 >= maxx then x2 = x2 - (x2 - maxx + slab_x) / slab_x * slab_x end
if y2 >= maxy then y2 = y2 - (y2 - maxy + slab_y) / slab_y * slab_y end
local z = SnapToVoxelZ(posx, posy, posz)
return box(x1, y1, z, x2, y2, z)
end
function GridMarker:GetAllVoxels(filter)
local bbox = self:GetBBox()
local x1, y1, z1, x2, y2, z2 = bbox:xyzxyz()
local voxels = {}
local insert = table.insert
for x = x1, x2, slab_x do
for y = y1, y2, slab_y do
insert(voxels, point_pack(x, y, z1))
end
end
return voxels
end
-- a, b, c, d - vertices per voxel; A, B, C, D - vertices of the whole marker area
local corner_offs = {
A = {a = point(20*guic, 20*guic, 0)},
B = {b = point(-20*guic, 20*guic, 0)},
C = {c = point(-20*guic, -20*guic, 0)},
D = {d = point(20*guic, -20*guic, 0)},
}
function GridMarker:GetAreaTrianglePtOffs(i, j, width, height)
local corner = i == 1 and j == 1 and "A" or i == width and j == 1 and "B" or
i == width and j == height and "C" or i == 1 and j == height and "D"
return corner_offs[corner] or empty_table
end
function GridMarker:GetAreaTriangleFadeArg(pt, center, width, height)
local w = width * slab_x
local h = height * slab_y
local max_dist, dist
if w > h then
max_dist = h / 2
dist = abs(pt:y() - center:y())
else
max_dist = w / 2
dist = abs(pt:x() - center:x())
end
return 100 - MulDivRound(dist, 100, max_dist)
end
function GridMarker:GetAreaBox()
local area = self.area_box
if not area then
local center_x, center_y = self:GetPosXYZ()
local width, height = self.AreaWidth, self.AreaHeight
local x = center_x - (width / 2) * slab_x - slab_x / 2
local y = center_y - (height / 2) * slab_y - slab_y / 2
area = box(x, y, x + width * slab_x, y + height * slab_y)
local border = GetBorderAreaLimits()
if border then
area = IntersectRects(border, area)
end
self.area_box = area
end
return area
end
function GridMarker:GetAreaTrianglePstr()
local v_pstr = pstr("")
if IsDeployMarker(self) then
local voxels = self:GetAreaPositions(true)
local points = table.imap(voxels, function(v) return point(point_unpack(v)) end)
local xAvg, yAvg = AppendVerticesAOETilesWithDF(v_pstr, points, {--[[step_objs]]}, {--[[values]]}, RGB(255, 255, 255), 100)
if true then return v_pstr end
end
local white = const.clrWhite
local center = self:GetPos()
local first_x = center:x() - (self.AreaWidth/2)*slab_x - slab_x/2
local first_y = center:y() - (self.AreaHeight/2)*slab_y - slab_y/2
local first_z = center:z()
local voxels = {}
local z_offset = guim/4
local width, height = self.AreaWidth, self.AreaHeight
if not IsEditorActive() then
local border = GetBorderAreaLimits()
if border then
local new_box = IntersectRects(border, box(first_x, first_y, first_x + self.AreaWidth*slab_x, first_y + self.AreaHeight*slab_y))
center = new_box:Center()
width = (new_box:sizex() + slab_x/2) / slab_x
height = (new_box:sizey() + slab_y/2) / slab_y
first_x = new_box:minx()
first_y = new_box:miny()
end
end
for i = 1, width do
for j = 1, height do
local x = first_x + (i - 1) * slab_x
local y = first_y + (j - 1) * slab_y
local a = point(x, y, SnapToVoxelZ(x, y, first_z) + z_offset)
local b = point(x + slab_x, y, SnapToVoxelZ(x + slab_x, y, first_z) + z_offset)
local c = point(x + slab_x, y + slab_y, SnapToVoxelZ(x + slab_x, y + slab_y, first_z) + z_offset)
local d = point(x, y + slab_y, SnapToVoxelZ(x, y + slab_y, first_z) + z_offset)
local offs = self:GetAreaTrianglePtOffs(i, j)
local a_arg = self:GetAreaTriangleFadeArg(a, center, width, height)
local b_arg = self:GetAreaTriangleFadeArg(b, center, width, height)
local c_arg = self:GetAreaTriangleFadeArg(c, center, width, height)
local d_arg = self:GetAreaTriangleFadeArg(d, center, width, height)
v_pstr:AppendVertex(a + (offs.a or point30), white, a_arg)
v_pstr:AppendVertex(b + (offs.b or point30), white, b_arg)
v_pstr:AppendVertex(d + (offs.d or point30), white, d_arg)
v_pstr:AppendVertex(b + (offs.b or point30), white, b_arg)
v_pstr:AppendVertex(c + (offs.c or point30), white, c_arg)
v_pstr:AppendVertex(d + (offs.d or point30), white, d_arg)
end
end
return v_pstr
end
function GridMarker:IsAreaVisible()
if IsEditorActive() then
return LocalStorage.FilteredCategories.GridMarker ~= "invisible" and
(table.find(mv_SelectedGridMarkers, self) or self.Type == "Entrance" or self.Type == "BorderArea")
end
if not self:IsMarkerEnabled() then return false end
local conflict = GetSectorConflict()
if self.Type == "Entrance" then
-- deploy attackers
if gv_DeploymentStarted and gv_Deployment == "attack" then
return true
end
-- travel to neighbor sectors
if not gv_DeploymentStarted and not (conflict and conflict.disable_travel) then
local exitInteractable = MapGetMarkers("ExitZoneInteractable", self.Groups and self.Groups[1])
exitInteractable = exitInteractable and exitInteractable[1]
return exitInteractable and exitInteractable:GetNextSector()
end
end
-- deploy defender
if gv_DeploymentStarted and gv_Deployment == "defend" and (self.Type == "Defender" or self.Type == "DefenderPriority") then
return true
end
if self.Type == "BorderArea" then
if self.hide_reason and next(self.hide_reason) then
return false
end
return true
end
return false
end
function GridMarker:IsAreaShown()
return not not self.contour_polyline
end
function GridMarker:UpdateHideReason(reason, hide)
if not hide then hide = nil end
if not self.hide_reason then self.hide_reason = {} end
self.hide_reason[reason] = hide
if self:IsAreaVisible() then
self:ShowArea()
else
self:HideArea()
end
end
local updateBorderMarkerVisiblity = function(reason, hide)
local marker = GetBorderAreaMarker()
if marker then
marker:UpdateHideReason(reason, hide)
end
end
function OnMsg.SettingActionCamera() updateBorderMarkerVisiblity("actioncamera", true) end
function OnMsg.ActionCameraRemoved() updateBorderMarkerVisiblity("actioncamera", false) end
function OnMsg.SetpieceStarting() updateBorderMarkerVisiblity("setpiece", true) end
function OnMsg.SetpieceEnding() updateBorderMarkerVisiblity("setpiece", false) end
function GridMarker:ShowArea()
self:HideArea()
if self.AreaWidth == 0 or self.AreaHeight == 0 then
return
end
local marker_type = Presets.GridMarkerType.Default[self.Type]
local area_color = marker_type and marker_type.Color or self.Color
local shader_or_material = IsEditorActive() and "default_mesh"
local contour
if self.Type == "BorderArea" then
shader_or_material = CRM_RangeContourControllerPreset:GetById(IsEditorActive() and "MapBorderAreaEdgeEditor" or "MapBorderAreaEdge"):Clone()
shader_or_material.fade_inout_start = RealTime()
shader_or_material:SetIsInside(true)
contour = g_BorderAreaRangeContour
else
contour = GetGridRangeContour(self)
end
if IsDeployMarker(self) and not IsEditorActive() then
self.area_ground_mesh = GridMarkerDeploymentVisuals:new({
marker = self,
})
self.area_ground_mesh:SetPos(point30)
else
self.contour_polyline = contour and PlaceContourPolyline(contour, area_color, shader_or_material) or false
if self.ground_visuals or IsEditorActive() and self.GroundVisuals then
local textstyle = "DeploymentArea"
local mat = false
self.area_ground_mesh = PlaceGroundRectMesh(self:GetAreaTrianglePstr(), textstyle, mat)
end
end
end
function GridMarker:HideArea()
if self.contour_polyline then
DestroyContourPolyline(self.contour_polyline)
self.contour_polyline = false
end
if self.area_ground_mesh then
self.area_ground_mesh:delete()
self.area_ground_mesh = false
end
end
function GridMarker:IsMarkerAreaPosition(pt)
if not self.Reachable then return true end
local x, y, z = SnapToPassSlabXYZ(pt)
local packed_pos = x and point_pack(x, y, z) or IsPoint(pt) and point_pack(pt) or point_pack(pt:GetPosXYZ())
local area_positions = self:GetAreaPositions(true)
if (area_positions.values or empty_table)[packed_pos] then
return true
end
return false
end
function GridMarker:IsInsideArea2D(pt)
if self.Reachable then
return self:IsMarkerAreaPosition(pt)
else
local x, y = WorldToVoxel(pt)
return self:IsVoxelInsideArea2D(x, y)
end
end
function GridMarker:IsInsideArea(pt)
if self.Reachable then
return self:IsMarkerAreaPosition(pt)
else
local x, y, z = WorldToVoxel(pt)
return self:IsVoxelInsideArea(x, y, z)
end
end
function GridMarker:OnEditorSetProperty(prop_id, old_value)
if prop_id == "AreaWidth"
or prop_id == "AreaHeight"
or prop_id == "Reachable"
or prop_id == "Color"
or prop_id == "GroundVisuals"
then
self:RecalcAreaPositions()
if prop_id == "AreaWidth" or prop_id == "AreaHeight" then
self:RecalcImpassableOutsideBorderArea(prop_id, old_value)
end
end
end
local function EditorSelectObjects(objects)
if not IsEditorActive() then
EditorActivate()
end
editor.ClearSel()
editor.AddToSel(objects)
end
function GridMarker:EditorCallbackPlace()
VoxelSnappingObj.EditorCallbackPlace(self)
if GedGridMarkerEditor then
UpdateGedGridMarkerRoot()
ObjModified(GedGridMarkerEditorRoot)
end
editor.ClearSel()
editor.AddToSel({self})
end
function GridMarker:EditorCallbackClone(marker)
if GedGridMarkerEditor then
UpdateGedGridMarkerRoot("with_cursor_obj")
ObjModified(GedGridMarkerEditorRoot)
end
end
function GridMarker:EditorCallbackMove()
EditorMarker.EditorCallbackMove(self)
VoxelSnappingObj.EditorCallbackMove(self)
self:RecalcAreaPositions("force show")
end
function GridMarker:EditorCallbackDelete()
GedGridMarkerEditorRebuildRootOnDeletedMarker()
end
function GridMarker:OnEditorDelete()
GedGridMarkerEditorRebuildRootOnDeletedMarker()
end
function GridMarker:GetError()
local firstVal
for name, value in pairs(self.ArchetypesTriState) do
if type(firstVal) ~= "boolean" then firstVal = value end
if value ~= firstVal then
return "Marker has both allowed and forbidden entries in ArchetypesTriState."
end
end
end
function GridMarker:GetWarning()
if self.Type == "Entrance" and (not self.Groups or #self.Groups == 0) then
return "Entrance marker has no group!"
end
if self.Type == "Entrance" and not self.Reachable then
return "Entrance marker should be set to reachable only to prevent units from getting stuck!"
end
end
function GridMarker:AddPosition(positions, around_center)
local pos, idx
if around_center then
idx = table.find(positions, point_pack(self:GetPos():SetInvalidZ()))
if idx then
pos = positions[idx]
else
local min_dist = max_int
for i, packed_pt in ipairs(positions) do
local pt = point(point_unpack(packed_pt))
local dist = pt:Dist(self:GetPos())
if dist < min_dist then
pos = packed_pt
idx = i
min_dist = dist
end
end
end
end
if not pos then
pos, idx = table.interaction_rand(positions, "GridMarker")
end
if idx then
positions[idx] = positions[#positions]
positions[#positions] = nil
end
return point(point_unpack(pos))
end
function GridMarker:GetRandomPositions(number, around_center, positions, req_pos, avoid_close_pos)
positions = positions or self:GetAreaPositions()
if not next(positions) then
return empty_table, self:GetAngle()
end
assert(number <= #positions)
local x, y, z
if req_pos then
x, y, z = req_pos:xyz()
else
if around_center then
x, y, z = self:GetPosXYZ()
else
local packedPoint = table.interaction_rand(positions, "GridMarker")
x, y, z = point_unpack(packedPoint)
end
end
z = z or terrain.GetHeight(x, y)
local level_z = SnapToVoxelZ(x, y, z)
local first_x, first_y, first_z = SnapToPassSlabXYZ(x, y, level_z)
-- SpawnMarkers are usually set to Reachable only but they are (there is a VME for this)
-- accidentally toggled on some maps, prevent position overlap due to duplicate z
if first_x and not self.Reachable and not first_z then
first_z = level_z
end
local result = table.icopy(positions)
-- Score positions based on avoid_close_pos
-- The function will return closest positions always, but in the avoid_close_pos case
-- it will prioritize positions at least some distance away, while in the false case it will
-- return positions that are closer than that distance.
if first_x then
local close_dist = number*guim
local scores = {}
for i, packedPos in ipairs(positions) do
local x, y, z = point_unpack(packedPos)
if not z and first_z then
z = terrain.GetHeight(x, y)
end
local distance = GetLen(x - first_x, y - first_y, z and first_z and z - first_z or 0)
local score
if avoid_close_pos then
score = distance > close_dist and distance or max_int
else
score = distance < close_dist and distance or max_int
end
if z and first_z and z ~= first_z then
score = score + close_dist + 100
end
scores[packedPos] = score
end
local reqPositionPacked = point_pack(first_x, first_y, first_z)
if not scores[reqPositionPacked] then
table.insert(result, reqPositionPacked)
end
-- Fill preferred positions first
scores[reqPositionPacked] = -1
table.stable_sort(result, function(a, b) return scores[a] < scores[b] end)
end
for i = #result, number + 1, -1 do
result[i] = nil
end
for i, packed_pos in ipairs(result) do
result[i] = point(point_unpack(packed_pos))
end
return result
end
function GridMarker:GetExtraEditorText(texts)
-- override in child classes, append Ts to texts
end
function GridMarker:GetGroupsText()
if not self.Groups then return "" end
return table.concat(self.Groups, ",")
end
function GridMarker:GetEditorTypeText()
return Untranslated("[<Type>]")
end
function GridMarker:GetEditorText()
local texts = {Untranslated("<style GedName><EditorTypeText></style> <GroupsText> <ID><if(not_eq(trigger_count,0))><color 0 196 0>(<trigger_count> triggers)<color></if></style>")}
if self.Comment ~= "" then
texts[#texts+1] = Untranslated("\t<style GedComment><Comment></style>")
end
GetEditorConditionsAndEffectsText(texts, self)
self:GetExtraEditorText(texts)
return table.concat(texts, "\n")
end
function GridMarker:SetGroup(g)
self.Groups = { g }
end
local function SortMarkers(markers)
table.sort(markers, function(a, b)
local a_type = IsKindOf(a, "AmbientLifeMarker") and "AL" or a.Type
local b_type = IsKindOf(b, "AmbientLifeMarker") and "AL" or b.Type
if a_type < b_type then
return true
elseif a_type > b_type then
return false
else
return (a.Groups and a.Groups[1] or "") < (b.Groups and b.Groups[1] or "")
end
end)
end
function GetGridMarkers(no_sorting, with_cursor_obj, no_AL_markers)
if GetMap() == "" or IsChangingMap() then
return {}
end
local function filter(marker, with_cursor_obj)
return (with_cursor_obj or not EditorCursorObjs[marker]) and not marker:IsKindOf("SetpieceMarker")
end
local markers = MapGetMarkers("GridMarker", nil, filter, with_cursor_obj) or {}
if not no_AL_markers then
table.iappend(markers, MapGet("map", "AmbientLifeMarker", filter, with_cursor_obj))
end
if not no_sorting then
SortMarkers(markers)
end
return markers
end
function UpdateGedGridMarkerRoot(with_cursor_obj)
local grid_markers = GetGridMarkers(nil, with_cursor_obj)
table.clear(GedGridMarkerEditorRoot)
for _, marker in ipairs(grid_markers) do
table.insert(GedGridMarkerEditorRoot, marker)
end
end
function GedGridMarkerEditorRebuildRootOnDeletedMarker()
if not GedGridMarkerEditor then return end
CreateRealTimeThread(function() -- wait for the marker to be removed
UpdateGedGridMarkerRoot()
ObjModified(GedGridMarkerEditorRoot)
end)
end
if FirstLoad then
XEditorShowGridMarkersAreas = config.ModdingToolsInUserMode or false
end
function XEditorUpdateGridMarkersAreas()
if not IsEditorActive() then return end
MapForEachMarker(nil, nil, function(marker)
if XEditorShowGridMarkersAreas then
marker:ShowArea()
else
if not table.find(mv_SelectedGridMarkers, marker) then
marker:HideArea()
end
end
end)
end
OnMsg.GameEnterEditor = XEditorUpdateGridMarkersAreas
OnMsg.ChangeMapDone = XEditorUpdateGridMarkersAreas
MapVar("gv_AllMarkersGroups", false)
function GridMarkerGroupsCombo()
if not gv_AllMarkersGroups then
local groups = {}
local markers = GetGridMarkers("no sorting", nil, "no AL markers")
for _, marker in ipairs(markers) do
for _, group in ipairs(marker.Groups or empty_table) do
groups[group] = true
end
end
gv_AllMarkersGroups = table.keys2(groups, true)
end
local items = table.icopy(gv_AllMarkersGroups)
local groups = table.keys2(Groups or empty_table, "sorted")
table.append(items, groups)
return items
end
OnMsg.ChangeMapDone = function()
gv_AllMarkersGroups = false
gv_AllMarkersGroups = GridMarkerGroupsCombo()
end
if FirstLoad then
GedGridMarkerEditor = false
GedGridMarkerEditorRoot = false
s_DestroyingContainers = false
end
function OverlappingGridMarkersOffset(markers)
markers = markers or GetGridMarkers("no sorting", "with_cursor_obj")
local pos_markers = {}
for _, marker in ipairs(markers) do
local pos = marker:GetPos()
local id
if pos:z() then
id = string.format("%d-%d-%d", pos:x(), pos:y(), pos:z())
else
id = string.format("%d-%d", pos:x(), pos:y())
end
pos_markers[id] = pos_markers[id] or {}
table.insert(pos_markers[id], marker)
end
for _, overlap_markers in pairs(pos_markers) do
if #overlap_markers > 1 then
OffsetOverlappingMarkers(overlap_markers)
end
end
end
if FirstLoad then
OffsetMarkers = {}
end
local dir = point(0, slab_y/4)
local up = point(0, 0, 4096)
local angle = 90 * 60
function OffsetOverlappingMarkers(markers)
local pos_packed = point_pack(markers[1]:GetPos())
for idx, marker in ipairs(markers) do
if idx > 4 then break end
table.insert(OffsetMarkers, marker)
local pos = marker:GetPos()
marker:SetPos(pos + (pos:IsValidZ() and dir:SetZ(0) or dir))
dir = RotateAxis(dir, up, angle)
end
end
function RemoveOverlappingGridMarkersOffset()
for _, marker in pairs(OffsetMarkers) do
if IsValid(marker) then
VoxelSnappingObj.SnapToVoxel(marker)
end
end
OffsetMarkers = {}
end
function RefreshOverlappingGridMarkersOffset()
if GedGridMarkerEditor and not terminal.IsKeyPressed(const.vkAlt) then
RemoveOverlappingGridMarkersOffset()
OverlappingGridMarkersOffset()
end
end
function GedGridMarkerEditorContext()
local classes = ClassDescendantsListInclusive("GridMarker")
local context = {}
context.rollovers = {}
context.icons = {}
for _, cls in ipairs(classes) do
context.rollovers[cls] = g_Classes[cls].EditorRolloverText
context.icons[cls] = g_Classes[cls].EditorIcon
end
context.WarningsUpdateRoot = "root"
return context
end
function SelectMarkerInGedGridMarkerEditor(selected_markers)
if not selected_markers or #selected_markers == 0 then
return
end
assert(GedGridMarkerEditor)
local selected_marker_indeces = {}
for _, marker in ipairs(selected_markers) do
table.insert(selected_marker_indeces, table.find(GedGridMarkerEditorRoot, marker))
end
GedGridMarkerEditor:SetSelection("root", selected_marker_indeces)
end
function OpenGedGridMarkersEditor(selected_markers)
if GedGridMarkerEditor then
if selected_markers then
SelectMarkerInGedGridMarkerEditor(selected_markers)
end
return
end
CreateRealTimeThread(function()
if not GedGridMarkerEditor or not IsValid(GedGridMarkerEditor) then
GedGridMarkerEditorRoot = GetGridMarkers()
GedGridMarkerEditor = OpenGedApp("GedGridMarkerEditor", GedGridMarkerEditorRoot, GedGridMarkerEditorContext()) or false
if GedGridMarkerEditor then
OverlappingGridMarkersOffset(GedGridMarkerEditorRoot)
end
SelectMarkerInGedGridMarkerEditor(selected_markers, GedGridMarkerEditorRoot)
end
end)
end
function GridMarkerEditorSelect(root, obj, prop_id, socket)
CreateRealTimeThread(function(root, obj, prop_id, socket)
if not GedGridMarkerEditor then
GedGridMarkerEditorRoot = GetGridMarkers()
GedGridMarkerEditor = OpenGedApp("GedGridMarkerEditor", GedGridMarkerEditorRoot, GedGridMarkerEditorContext()) or false
if GedGridMarkerEditor then
OverlappingGridMarkersOffset(GedGridMarkerEditorRoot)
end
end
local handle = string.match(prop_id, "h_(.*)_")
local idx = table.find(GedGridMarkerEditorRoot, "handle", tonumber(handle or "0"))
if idx then
GedGridMarkerEditor:SetSelection("root", idx)
end
end,root, obj, prop_id, socket)
end
local SelectionFromGed
function OnMsg.GedOnEditorSelect(obj, selected, ged_editor)
if selected and ged_editor == GedGridMarkerEditor then
SelectionFromGed = true
EditorSelectObjects({obj})
SelectionFromGed = false
end
end
function OnMsg.GedOnEditorMultiSelect(data, selected, ged_editor)
if selected and ged_editor == GedGridMarkerEditor then
SelectionFromGed = true
EditorSelectObjects(data.__objects)
SelectionFromGed = false
end
end
function SelectInGedEditorSelected(objects)
if not GedGridMarkerEditor or SelectionFromGed then
return
end
CreateRealTimeThread(function(objects) -- wait for other msgs
local ged_selection = {}
for _, obj in ipairs(objects) do
if IsKindOf(obj, "GridMarker") then
local marker_ged_idx = table.find(GedGridMarkerEditorRoot,obj)
if marker_ged_idx then
table.insert(ged_selection, marker_ged_idx)
end
end
end
local filter = GedGridMarkerEditor:FindFilter("root")
if filter then
for _, idx in ipairs(ged_selection) do
if not filter:FilterObject(GedGridMarkerEditorRoot[idx]) then
GedGridMarkerEditor:ResetFilter("root")
break
end
end
end
GedGridMarkerEditor:SetSelection("root", ged_selection)
end, objects)
end
MapVar("mv_SelectedGridMarkers", {})
function OnMsg.EditorSelectionChanged(objects)
objects = objects or {}
local old_markers = mv_SelectedGridMarkers
mv_SelectedGridMarkers = {}
for _, obj in ipairs(old_markers) do
if obj and IsValid(obj) then
if not obj:IsAreaVisible() then
if not XEditorShowGridMarkersAreas then
obj:HideArea()
end
end
end
end
for _, obj in ipairs(objects) do
if IsKindOf(obj, "GridMarker") then
obj:ShowArea()
mv_SelectedGridMarkers[#mv_SelectedGridMarkers+1] = obj
end
end
SelectInGedEditorSelected(objects)
end
DefineClass.GridMarkerFilter = {
__parents = { "GedFilter" },
properties = {
{ id = "Type", name = "Type", editor = "dropdownlist", items = function() return GetGridMarkerTypesCombo()end, default = "" },
{ id = "Group", name = "Group", editor = "dropdownlist", items = function() return GridMarkerGroupsCombo() end, default = "" },
{ id = "QuestId", name = "Quest id", editor = "preset_id", default = "", preset_class = "QuestsDef" },
}
}
function GridMarkerFilter:CheckQuestFilter(marker)
return CheckMarkerQuestDependencies(marker, self.QuestId)
end
function GridMarkerFilter:FilterObject(marker)
if self.Type ~= "" and self.Type ~= marker.Type then
return false
end
if self.Group ~= "" and not table.find(marker.Groups, self.Group) then
return false
end
if self.QuestId ~= "" and not self:CheckQuestFilter(marker) then
return false
end
return true
end
function GridMarkerFilter:DoneFiltering(displayed_items, filtered)
local markers = GetGridMarkers()
for idx, marker in ipairs(markers) do
if marker:GetGameFlags(const.gofPermanent) ~= 0 then
marker:SetVisible(not filtered[idx])
end
end
end
function OnMsg.GedClosing(ged_id)
if GedGridMarkerEditor and GedGridMarkerEditor.ged_id == ged_id then
RemoveOverlappingGridMarkersOffset()
GedGridMarkerEditor = false
end
end
function OnMsg.GedPropertyEdited(ged_id, object, prop_id, old_value)
if GedGridMarkerEditor and GedGridMarkerEditor.ged_id == ged_id then
local obj = GedGridMarkerEditor:ResolveObj("root")
if prop_id=="Groups" then
-- recalc map vars
RecalcGroups()
end
ObjModified(obj)
end
end
OnMsg.SaveMap = RemoveOverlappingGridMarkersOffset
OnMsg.PostSaveMap = OverlappingGridMarkersOffset
function OnMsg.ChangeMap()
if GedGridMarkerEditor then
GedGridMarkerEditor:Send("rfnApp", "Exit")
end
end
function GedOpPlaceGridMarker(socket, marker, marker_type)
XEditorStartPlaceObject(marker_type == "GridMarker" and "GridMarker-Position" or marker_type)
end
function MapGetMarkers(marker_type, group, filter, ...)
if group == "" then group = nil end
if group and not Groups[group] then
return
end
local all_markers = g_GridMarkersContainer.labels[marker_type or "GridMarker"]
if not group and not filter then
return all_markers
end
local markers
for _, marker in ipairs(all_markers) do
if (not group or marker:IsInGroup(group)) and (not filter or filter(marker, ...)) then
if not markers then markers = {} end
table.insert(markers, marker)
end
end
return markers
end
function MapCountMarkers(marker_type, group, filter, ...)
if group == "" then group = nil end
if group and not Groups[group] then
return 0
end
local all_markers = g_GridMarkersContainer.labels[marker_type or "GridMarker"]
local count = 0
for _, marker in ipairs(all_markers) do
if (not group or marker:IsInGroup(group)) and (not filter or filter(marker, ...)) then
count = count + 1
end
end
return count
end
function MapForEachMarker(marker_type, group, exec, ...)
g_GridMarkersContainer:ForEachInLabel(marker_type or "GridMarker", function(marker, ...)
if not group or group == "" or marker:IsInGroup(group) then
exec(marker, ...)
end
end, ...)
end
function MapGetFirstMarker(marker_type, filter)
return g_GridMarkersContainer:GetFirstInLabel(marker_type or "GridMarker", filter)
end
function UpdateEntranceAreasVisibility()
if CurrentMap == "" or IsChangingMap() then return end
MapForEachMarker("Entrance", false, function(marker)
if marker:IsAreaVisible() then
marker:ShowArea()
else
marker:HideArea()
end
end)
end
function OnMsg.ValidateMap()
if not mapdata.GameLogic or not IsCampaignMap(GetMapName()) then
return
end
local defender_markers = 0
local border_area_markers = 0
local first_ba_marker
MapForEach("map", "GridMarker", function(marker)
if marker.Type == "Entrance" and not SnapToPassSlabXYZ(marker) then
StoreErrorSource(marker, string.format("Entrance marker '%s' on impassable!", marker.class))
end
if marker.Type == "Defender" then
defender_markers = defender_markers + 1
elseif marker.Type == "BorderArea" then
if not first_ba_marker then
first_ba_marker = marker
end
border_area_markers = border_area_markers + 1
end
-- We have the info we need, we can stop counting early
if defender_markers > 0 and border_area_markers > 1 then
return "break"
end
end)
-- Defender markers
if defender_markers == 0 then
local w, h = terrain.GetMapSize()
StoreWarningSource(point(w/2, h/2), "This map has no defender markers, where should defenders be placed in case of a conflict?")
end
-- Border area markers
local msg = BorderAreaMarkerMessage(border_area_markers)
if msg then
StoreErrorSource(first_ba_marker, msg)
end
end
OnMsg.ValidateMap = ValidateGameObjectProperties("GridMarker")
function GetBorderAreaMarker()
if not g_GridMarkersContainer then return false end
local label = g_GridMarkersContainer.labels["BorderArea"]
assert(not label or #label <= 1)
return label and label[1]
end
MapVar("g_InteractableAreaMarkers", {})
MapVar("g_BorderAreaRangeContour", false)
MapVar("g_GridMarkersContainer", false)
function OnMsg.NewMap()
for _, marker in ipairs(g_InteractableAreaMarkers) do
marker:RemoveFloatTxt()
end
table.clear(g_InteractableAreaMarkers)
g_GridMarkersContainer = LabelContainer:new{}
end
function OnMsg.NewMapLoaded()
MapForEachMarker("Entrance", nil, function(marker) table.insert(g_InteractableAreaMarkers, marker) end)
SetImpassableOutsideBorderMarker()
end
local function GetMinMaxBorder(x, y, width, height, noOffset)
local voxel_left = x - width / 2
local voxel_top = y - height / 2
local left, top = VoxelToWorld(voxel_left - 1, voxel_top - 1)
local right, bottom = VoxelToWorld(voxel_left + width, voxel_top + height)
local offset = noOffset and 0 or slab_x / 2
return left + offset, top + offset, right - offset, bottom - offset
end
function SetImpassableOutsideBorderMarker(clear)
local bam = GetBorderAreaMarker()
if IsValid(bam) then
local x, y = WorldToVoxel(bam)
local left, top, right, bottom = GetMinMaxBorder(x, y, bam.AreaWidth, bam.AreaHeight, true)
local width, height = terrain.GetMapSize()
-- the boxes are extened by const.PassTileSize
if clear then
terrain.SetForcedImpassableBox(0, 0, width, height, false)
end
terrain.SetForcedImpassableBox(0, 0, width, top, true)
terrain.SetForcedImpassableBox(0, bottom, width, height, true)
terrain.SetForcedImpassableBox(0, top, left, bottom, true)
terrain.SetForcedImpassableBox(right, top, width, bottom, true)
end
end
function GridMarker:RecalcImpassableOutsideBorderArea(prop_id, old_value)
if not self.Type == "BorderArea" then return end
local offset = slab_x / 2
local newX, newY = WorldToVoxel(self)
local newAreaW = self.AreaWidth
local newAreaH = self.AreaHeight
local oldX, oldY, oldAreaW, oldAreaH
if prop_id and old_value then -- coming from changeprop
oldX = newX
oldY = newY
oldAreaW = prop_id == "AreaWidth" and old_value or self.AreaWidth
oldAreaH = prop_id == "AreaHeight" and old_value or self.AreaHeight
elseif not prop_id and old_value then -- coming from EditorCallbackMove
oldX = old_value.x
oldY = old_value.y
oldAreaW = self.AreaWidth
oldAreaH = self.AreaHeight
end
local newL, newT, newR, newB = GetMinMaxBorder(newX, newY, newAreaW, newAreaH)
local oldL, oldT, oldR, oldB = GetMinMaxBorder(oldX, oldY, oldAreaW, oldAreaH)
local intersect = BoxIntersectsBox(box(newL, newT, newR, newB), box(oldL, oldT, oldR, oldB))
if not intersect then
SetImpassableOutsideBorderMarker("clear")
terrain.RebuildPassability(box(newL, newT, newR, newB))
return
end
local function UpdateBorders()
if newL < oldL then
terrain.SetForcedImpassableBox(newL, newT, oldL, newB, false)
terrain.RebuildPassability(box(newL, newT, oldL, newB))
elseif newL > oldL then
terrain.SetForcedImpassableBox(oldL, oldT, newL - offset, oldB, true)
terrain.RebuildPassability(box(oldL, oldT, newL, oldB))
end
if newT < oldT then
terrain.SetForcedImpassableBox(newL, newT, newR, oldT, false)
terrain.RebuildPassability(box(newL, newT, newR, oldT))
elseif newT > oldT then
terrain.SetForcedImpassableBox(oldL, oldT, oldR, newT - offset, true)
terrain.RebuildPassability(box(oldL, oldT, oldR, newT))
end
if newR < oldR then
terrain.SetForcedImpassableBox(newR + offset, oldT, oldR, oldB, true)
terrain.RebuildPassability(box(newR, oldT, oldR, oldB))
elseif newR > oldR then
terrain.SetForcedImpassableBox(oldR, newT, newR, newB, false)
terrain.RebuildPassability(box(oldR, newT, newR, newB))
end
if newB < oldB then
terrain.SetForcedImpassableBox(oldL, newB + offset, oldR, oldB, true)
terrain.RebuildPassability(box(oldL, newB, oldR, oldB))
elseif newB > oldB then
terrain.SetForcedImpassableBox(newL, oldB, newR, newB, false)
terrain.RebuildPassability(box(newL, oldB, newR, newB))
end
end
UpdateBorders(newL, newT, newR, newB, oldL, oldT, oldR, oldB)
end
function OnMsg.PostNewMapLoaded()
MapForEachMarker("GridMarker", nil, function(marker)
marker:RecalcAreaPositions()
end)
UpdateEntranceAreasVisibility()
end
local batchedWork = false
local maxPerTick = 4
local maxTicksPerTick = 3
local delay = 33
local function ProcessGridMarkersOnPassChanged()
local c = 0
local ignoreCount = IsChangingMap() or IsEditorActive()
local start = GetPreciseTicks()
for marker, _ in pairs(batchedWork) do
c = c + 1
batchedWork[marker] = nil
--local s = GetPreciseTicks()
if marker:IsAreaShown() and marker:GetGameFlags(const.gofPermanent) ~= 0 then
marker:RecalcAreaPositions()
end
--print(marker.handle, marker.class, marker.Type, GetPreciseTicks() - s)
if not ignoreCount and (c >= maxPerTick or GetPreciseTicks() - start >= maxTicksPerTick) then
break
end
end
if next(batchedWork) then
DelayedCall(delay, ProcessGridMarkersOnPassChanged)
else
batchedWork = false
end
end
function OnMsg.OnPassabilityChanged(clip)
if IsEditorSaving() then return end
batchedWork = batchedWork or {}
clip = clip:grow(slab_x * 10)
MapForEach(clip, "GridMarker", function(marker, batchedWork)
if marker.recalc_area_on_pass_rebuild and marker.Reachable and marker.Type ~= "BorderArea" then
batchedWork[marker] = true
end
end, batchedWork)
DelayedCall(delay, ProcessGridMarkersOnPassChanged)
end
function BorderAreaMarkerMessage(count)
if count > 1 then
return "Border area markers should be no more than one per map."
elseif count == 0 then
return "Border area marker not present on map."
end
end
function GetBorderAreaLimits()
local bam = GetBorderAreaMarker()
if not IsValid(bam) then return end
local bam_pos_x, bam_pos_y = bam:GetPosXYZ()
local border_min_x = bam_pos_x - slab_x * (bam.AreaWidth / 2) - slab_x / 2
local border_min_y = bam_pos_y - slab_y * (bam.AreaHeight / 2) - slab_y / 2
local border_max_x = border_min_x + bam.AreaWidth * slab_x
local border_max_y = border_min_y + bam.AreaHeight * slab_y
return box(border_min_x, border_min_y, border_max_x, border_max_y)
end
function RemoveNeighborVoxelsFromTable(pos, voxels)
local x1, y1, z1 = VoxelToWorld(WorldToVoxel(pos))
for i = #voxels, 1, -1 do
local x2, y2, z2 = VoxelToWorld(WorldToVoxel(point_unpack(voxels[i])))
if z1 == z2 and abs(x1 - x2) <= slab_x and abs(y1 - y2) <= slab_y then
table.remove(voxels, i)
end
end
end
function GetReachablePositionsFromPos(pos, count)
assert(count > 0)
if count == 1 then
local pfflags = const.pfmDestlock + const.pfmImpassableSource + const.pfmVoxelAligned
local has_path, closest_pos = pf.HasPosPath(pos, pos, CalcPFClass("player1"), 0, 0, nil, 0, nil, pfflags)
return { closest_pos or pos }
end
local width = count * slab_x
local height = count * slab_y
local path = PlaceObject("CombatPath")
local area_left = pos:x() - width/2
local area_top = pos:y() - height/2
path.restrict_area = box(area_left, area_top, area_left + width, area_top + height)
path:RebuildPaths(nil, 200000, pos)
local voxels = table.keys(path.paths_ap, true)
local pos1 = path.closest_free_pos and point(point_unpack(path.closest_free_pos)) or pos
local positions = {pos1}
RemoveNeighborVoxelsFromTable(pos1, voxels)
for i = 1, count - 1 do
local v = table.rand(voxels, point_pack(pos))
assert(v)
local pos_v = point(point_unpack(v))
table.insert(positions, pos_v)
RemoveNeighborVoxelsFromTable(pos_v, voxels)
end
return positions
end
function GetInteractableAreaMarkerRollover(m)
if gv_DeploymentStarted then
return (not SelectedObj or IsFirstSquadDeployment(SelectedObj.Squad)) and GetDeploymentAreaRollover(m)
end
end
ArchetypesSorted = false
function ArchetypesCombo()
if not ArchetypesSorted then
ArchetypesSorted = table.keys2(Archetypes, true)
end
return ArchetypesSorted
end
DefineClass.RepositionMarker = {
__parents = {"GridMarker"},
properties =
{
{ category = "Marker", id = "Color", name = "Color", editor = "color", default = RGB(255, 0, 255)},
-- no_edits
{ category = "Grid Marker", id = "Type", name = "Type", editor = "text", default = "Reposition", no_edit = true },
{ category = "Grid Marker", id = "Groups", name = "Groups", editor = "string_list", no_edit = true },
{ category = "Marker", id = "AreaHeight", name = "Area Height", editor = "number", default = 0, no_edit = true },
{ category = "Marker", id = "AreaWidth", name = "Area Width", editor = "number", default = 0, no_edit = true },
{ category = "Marker", id = "Reachable", name = "Reachable only", editor = "bool", default = false, no_edit = true },
{ category = "Logic", id = "Trigger", name = "Trigger", editor = "dropdownlist", default = "once", items = { "once", "activation", "deactivation", "always", "change", }, no_edit = true },
{ category = "Logic", id = "Effects", name = "Effects", editor = "nested_list", default = false, base_class = "Effect", no_edit = true },
{ category = "Archetype", id = "Archetypes", name = "Preferred Archetypes", editor = "string_list", default = false, no_edit = true },
{ category = "Logic", id = "TargetUnits", name = "Target Units", editor = "dropdownlist", items = PresetsCombo("UnitDataCompositeDef"), default = "" },
},
EditorRolloverText = "AI Reposition location",
EditorIcon = "CommonAssets/UI/Icons/refresh repost retweet.tga",
recalc_area_on_pass_rebuild = false,
}
function LightsMarkerGroups()
local light_marker_groups = {}
local groups = GetBehaviorGroups()
for _, group in ipairs(groups) do
local objects = Groups[group]
for _, obj in ipairs(objects) do
if IsKindOf(obj, "LightsMarker") then
table.insert(light_marker_groups, group)
break
end
end
end
return light_marker_groups
end
DefineClass.LightsMarker = {
__parents = {"GridMarker"},
EditorRolloverText = "Lights Turn On/Off Marker",
EditorIcon = "CommonAssets/UI/Icons/refresh repost retweet.tga",
lights_off = false,
lights_intensities = false,
}
function LightsMarker:TurnLightOff(light)
self.lights_intensities = self.lights_intensities or {}
if not self.lights_intensities[light] then
self.lights_intensities[light] = light:GetIntensity()
end
light:SetIntensity(0)
end
function LightsMarker:TurnLightOn(light)
if not self.lights_intensities then return end
if self.lights_intensities[light] then
light:SetIntensity(self.lights_intensities[light])
end
self.lights_intensities[light] = nil
if not next(self.lights_intensities) then
self.lights_intensities = false
end
end
function LightsMarker:GetDynamicData(data)
data.lights_off = self.lights_off
if not self.lights_intensities then return end
data.lights_intensities = {}
for light, intensity in pairs(self.lights_intensities) do
if light.handle then
data.lights_intensities[light.handle] = intensity
end
end
end
function LightsMarker:SetDynamicData(data)
self.lights_off = data.lights_off
if not data.lights_intensities then return end
local invalid_handles = {}
self.lights_intensities = {}
for handle, intensity in pairs(data.lights_intensities) do
local light = HandleToObject[handle]
if light then
self.lights_intensities[light] = intensity
light:SetIntensity(0)
else
table.insert(invalid_handles, handle)
end
end
for _, handle in ipairs(invalid_handles) do
self.lights_intensities[handle] = nil
end
if not next(self.lights_intensities) then
self.lights_intensities = false
end
end
function MapGetLightsMarkers(marker_type, group, filter, ...)
return MapGetMarkers(marker_type, group, function(marker, ...)
return marker:IsKindOf("LightsMarker") and (not filter or filter(marker, ...))
end, ...)
end
function OnMsg.ZuluGameLoaded()
local lights_markers = MapGetLightsMarkers()
local lights = GetLights()
for _, light in ipairs(lights) do
for _, marker in ipairs(lights_markers) do
if marker.lights_off and (not marker.lights_intensities or not marker.lights_intensities[light]) then
if marker:IsInsideArea2D(light) then
marker:TurnLightOff(light)
end
end
end
end
end
function GetEditorFilterNonLeafMarkerClasses()
return {"UnitMarker"}
end
-- for current map
function EditorViewAbridged(obj, id, filter_type)
local value = obj.class
if obj:HasMember("GetEditorView") then
value = _InternalTranslate(T{obj:GetEditorView(), obj})
if not filter_type or filter_type=="quest" then
-- reverse some of the ways GetEditorView mentions the name of this quest to make display more terse,
-- without introducing yet another GetEditorView-like function. Note that other quests will be unaffected
value = value:gsub(" %(" .. id .. "%)", "")
value = value:gsub("[Qq]uest " .. id .. ":? ", "")
elseif filter_type=="conversation" then
value = value:gsub(" " .. id , "")
elseif filter_type=="banter" then
-- value=value
end
end
return value
end
if FirstLoad then
g_DebugMarkersInfo = false
end
function GatherMarkerScriptingData()
local markers_data = {}
local map_name = GetMapName()
local grid_markers = GetGridMarkers(nil, nil, "no AL markers")
for idx, marker in ipairs(grid_markers) do
local data = {}
local name = string.format("%s#%03d", marker.Type, marker.handle % 1000)
if marker.ID ~= "" then
name = name .. " " .. marker.ID
end
if PropObjHasMember(marker, "DisplayName") and marker.DisplayName and marker.DisplayName ~= "" then
name = name .. " \"" .. _InternalTranslate(marker.DisplayName) .. "\""
end
if marker.Groups and next(marker.Groups) then
name = name .. " (" .. table.concat(marker.Groups, ", ") .. ")"
end
local BanterEffects = {}
marker:ForEachSubObject("BanterFunctionObjectBase", function(effect, parents)
table.insert_unique(BanterEffects, effect)
end)
local LootTableIds = {}
marker:ForEachSubObject("ConditionalLoot", function(condLoot, parents)
if condLoot.LootTableId then
table.insert_unique(LootTableIds, condLoot.LootTableId)
end
end)
local path = marker.Type .. " " .. marker.ID
local data = {
type = marker.Type,
name = name,
path = path,
handle = marker.handle,
map = map_name,
Groups = marker.Groups,
BanterGroups = next(marker.BanterGroups) and marker.BanterGroups or nil,
SpecificBanters = next(marker.SpecificBanters) and marker.SpecificBanters or nil,
BanterTriggerEffects = next(BanterEffects) and BanterEffects or nil,
ApproachedBanters = next(marker.ApproachedBanters) and marker.ApproachedBanters or nil,
ApproachBanterGroup = marker.ApproachBanterGroup or nil,
LootTableIds = next(LootTableIds) and LootTableIds or nil,
}
local items = {}
-- quests
marker:ForEachSubObject("QuestFunctionObjectBase", function(obj, parents)
table.insert_unique(items, {
filter_type = "quest",
type = obj.class,
reference_id = obj.QuestId,
editor_view_abridged = EditorViewAbridged(obj, obj.QuestId, "quest"),
var = rawget(obj, "Prop") or rawget(obj, "Vars"),
var2 = rawget(obj, "Prop2"),
})
end)
-- conversations
--Conditions, Effects
marker:ForEachSubObject("ConversationFunctionObjectBase", function(obj, parents)
table.insert_unique(items, {
filter_type = "conversation",
type = obj.class,
reference_id = obj.Conversation,
editor_view_abridged = EditorViewAbridged(obj, obj.Conversation, "conversation"),
})
end)
-- banters
--Conditions, Effects
marker:ForEachSubObject("BanterFunctionObjectBase", function(obj, parents)
for _, banter_str in ipairs(obj.Banters) do
table.insert_unique(items, {
filter_type = "banter",
type = obj.class,
reference_id = banter_str,
editor_view_abridged = EditorViewAbridged(obj, banter_str, "banter"),
})
end
end)
data.items = (next(items) or IsKindOf(marker, "UnitMarker")) and items or nil
local hasBanter = data.BanterGroups or data.SpecificBanters or data.BanterTriggerEffects or data.ApproachedBanters or data.ApproachBanterGroup
local hasLootTable = data.LootTableIds
if IsKindOf(marker, "UnitMarker") or next(items) or hasBanter or hasLootTable then
table.insert_unique(markers_data, data)
end
end
if markers_data and next(markers_data) then
table.sortby_field(markers_data, "handle")
g_DebugMarkersInfo = g_DebugMarkersInfo or {}
g_DebugMarkersInfo[map_name] = markers_data
end
return markers_data
end
function ForEachDebugMarkerData(info_type, preset, call_fn)
-- filter for current quest_id
for map, markers_data in sorted_pairs(g_DebugMarkersInfo or empty_table) do
local currCampaignPreset = GetCurrentCampaignPreset()
local currSectors = currCampaignPreset and currCampaignPreset.Sectors
--local presetCampaign = preset and preset.campaign
for _, marker in ipairs(markers_data) do
if currSectors and table.find(currSectors, "Map", marker.map) then
local items = marker.items
for _, item in ipairs(items) do
if item.filter_type == info_type and item.reference_id == preset.id then
call_fn(marker, item)
end
end
end
end
end
end
function IsGridMarkerWithDefenderRole(marker)
local preset = marker and Presets.GridMarkerType.Default[marker.Type]
return preset and preset.DefenderRole
end
--Catch markers outside border area
function CheckMarkersPos()
local allGridMarkers = GetGridMarkers("no sorting", nil, "no AL markers")
local border = GetBorderAreaLimits()
for _, marker in ipairs(allGridMarkers) do
if not IsKindOf(marker, "ShowHideCollectionMarker") and border and not border:Point2DInside(marker:GetPos()) then
StoreErrorSource(marker, "Marker placed outside the border.")
end
end
end
-- in editor mode
function OnMsg.SaveMap()
CheckMarkersPos()
local markers_data = GatherMarkerScriptingData()
local folder = GetMap()
if markers_data and next(markers_data) then
local path = folder .. "markers.debug.lua"
SaveSVNFile(path, TableToLuaCode(markers_data, nil, pstr("", 1024)))
end
end
local function LoadDebugMarkersInfo(map)
local file = GetMapFolder(map) .. "markers.debug.lua"
if not IsFSUnpacked() and MapData[map] and not MapData[map].ModMapPath then
MountMap(map)
end
if io.exists(file) then
local err, str = AsyncFileToString(GetMapFolder(map) .. "markers.debug.lua")
if str then
local _, markers_data = LuaCodeToTuple(str)
local map_name = markers_data and markers_data[1].map
if map_name then
g_DebugMarkersInfo = g_DebugMarkersInfo or {}
g_DebugMarkersInfo[map_name] = markers_data
end
end
end
end
local function LoadMapPatchMarkersInfo(mapPatchPath)
local path, name, ext = SplitPath(mapPatchPath)
local mapName = string.gsub(name, ".debug", "")
local err, str = AsyncFileToString(mapPatchPath)
if err then return err end
local _, markers_data = LuaCodeToTuple(str)
if mapName then
g_DebugMarkersInfo = g_DebugMarkersInfo or {}
g_DebugMarkersInfo[mapName] = markers_data
end
end
local function LoadModMapPatchDebugMarkers(modData)
--debug markers data from ModItemMapPatch
local err, mapPatchesMarkerData = AsyncListFiles(modData.mod_path .. "MapPatches", "*.debug.lua")
if err then return err end
for _, mapPatchMarkersPath in ipairs(mapPatchesMarkerData) do
LoadMapPatchMarkersInfo(mapPatchMarkersPath)
end
end
function OnMsg.LastEditedModChanged(mod)
g_DebugMarkersInfo = {}
for map, data in sorted_pairs(MapData) do --in the map data are both original and new or modified maps from ModItemSector
LoadDebugMarkersInfo(map)
end
LoadModMapPatchDebugMarkers(mod)
end
function OnMsg.ChangeMapDone(map)
if GetMap() ~= "" then
MapForEachMarker(false, false, function(marker)
marker:UpdateVisuals(marker.Type)
end)
end
if Platform.developer then
if not g_DebugMarkersInfo then
g_DebugMarkersInfo = g_DebugMarkersInfo or {}
for map, data in sorted_pairs(MapData) do
LoadDebugMarkersInfo(map)
end
else
LoadDebugMarkersInfo(map)
end
end
if AreModdingToolsActive() and LastEditedMod then
LoadModMapPatchDebugMarkers(LastEditedMod)
end
end
function SaveDebugMarkersLootTablesCSV()
local csv = {}
for map, data in sorted_pairs(g_DebugMarkersInfo) do
local map_data = {}
for _, marker in ipairs(data) do
for _, loot_table_id in ipairs(marker.LootTableIds) do
map_data[loot_table_id] = map_data[loot_table_id] or 0
map_data[loot_table_id] = map_data[loot_table_id] + 1
end
end
for k,v in sorted_pairs(map_data) do
csv[#csv+1] = { map = map, id = k, count = v }
end
end
local fields = { "map", "id", "count" }
local filename = "DebugMarkersLootTables.csv"
local err = SaveCSV(filename, csv, fields, fields, ",")
print(err or "CSV saved to", ":", ConvertToOSPath(filename), "")
end
function LootPerSectorCSV()
if not SelectedObj or not SelectedObj:IsKindOf("Unit") then
print("Run this with a merc selected on a gameplay map, please")
return
end
local csv = {}
local class_to_group = {}
for group, items in pairs(Presets.InventoryItemCompositeDef) do
if type(group) ~= "number" then
for _, class in ipairs(items) do
class_to_group[class.id] = group
end
end
end
local current_sector_id = gv_CurrentSectorId
local map_to_sector = {}
local campaign = Game and Game.Campaign or rawget(_G, "DefaultCampaign") or "HotDiamonds"
local campaign_presets = rawget(_G, "CampaignPresets") or empty_table
for _, sector in ipairs(campaign_presets[campaign] and campaign_presets[campaign].Sectors or empty_table) do
if sector.Map then
map_to_sector[sector.Map] = sector
gv_CurrentSectorId = sector.Id
local _, enemySquads = GetSquadsInSector(sector.Id, "excludeTravelling", not "includeMilitia", "excludeArriving")
local items = {}
for i = #enemySquads, 1, -1 do
for j = #enemySquads[i].units, 1, -1 do
local id = enemySquads[i].units[j]
local unit = gv_UnitData[id]
Unit.DropLoot(unit)
unit:ForEachItem(function(item, slot_name, left, top, items)
csv[#csv+1] = {
map =sector.Map,
dropped_from = ObjectClass(unit),
label1 = sector.Label1 or "none",
label2 = sector.Label2 or "none",
tier = string.format("%d.%d", sector.MapTier / 10, sector.MapTier%10),
class = ObjectClass(item),
item_group = class_to_group[ObjectClass(item)] or "none",
count = item.Amount or 1,
condition = item.Condition or 0,
guaranteed_drop = item.guaranteed_drop and 1 or 0,
drop_chance = item.drop_chance }
end, items)
end
end
end
end
for map, data in sorted_pairs(g_DebugMarkersInfo) do
local map_data = {}
local loot = {}
local sector = map_to_sector[map]
if sector then
gv_CurrentSectorId = sector.Id
for _, marker in ipairs(data) do
for _, loot_table_id in ipairs(marker.LootTableIds) do
if not LootDefs[loot_table_id] then
print("Invalid loot id in ", marker)
else
LootDefs[loot_table_id]:GenerateLoot(SelectedObj, {}, AsyncRand(), loot)
end
end
end
for _, item in ipairs(loot) do
csv[#csv+1] = {
map = map,
dropped_from = "Marker",
label1 = sector.Label1 or "none",
label2 = sector.Label2 or "none",
tier = string.format("%d.%d", sector.MapTier / 10, sector.MapTier%10),
class = ObjectClass(item),
item_group = class_to_group[ObjectClass(item)] or "none",
count = item.Amount or 1,
condition = item.Condition or 0,
guaranteed_drop = item.guaranteed_drop and 1 or 0,
drop_chance = item.drop_chance
}
end
end
end
gv_CurrentSectorId = current_sector_id
local fields = { "map", "dropped_from", "tier", "label1", "label2", "class", "item_group", "count", "condition", "drop_chance", "guaranteed_drop" }
local filename = "LootPerSector.csv"
local err = SaveCSV(filename, csv, fields, fields, ",")
print(err or "CSV saved to", ":", ConvertToOSPath(filename), "")
end
function OnMsg.EditorCategoryFilterChanged(c, filter)
if c == "Markers" then
local markers = GetGridMarkers("no sorting", nil, "no AL markers")
for _, marker in ipairs(markers) do
marker:SetVisible(filter ~= "invisible")
end
end
end
DefineClass.SaveMapCheckMarker = {
__parents = {"Object"},
}
if Platform.developer then
function GetShowHideCollectionMarkerBiggestRange()
local biggest
ForEachMap(nil, function()
local map_biggest
MapForEach("map", "ShowHideCollectionMarker", function(marker)
local collection_idx = marker:GetCollectionIndex()
if collection_idx and collection_idx ~= 0 then
MapForEach("map", "collection", collection_idx, true, function(o)
local dist = marker:GetDist(o)
map_biggest = ((not map_biggest) or (dist > map_biggest)) and dist or map_biggest
end)
end
end)
if map_biggest then
biggest = ((not biggest) or (map_biggest > biggest)) and map_biggest or biggest
print(string.format("%s: %d / %d", GetMapName(), map_biggest, biggest))
else
print(string.format("No SaveMapCheckMarker objects on map %s", GetMapName()))
end
end)
if biggest then
print(string.format("Biggest Range: %d", biggest))
end
return biggest
end
end
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