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-- the map is considered in bottom-right quadrant, which means that (0, 0) is north, west
local default_color = RGB(100, 100, 100)
local voxelSizeX = const.SlabSizeX or 0
local voxelSizeY = const.SlabSizeY or 0
local voxelSizeZ = const.SlabSizeZ or 0
local halfVoxelSizeX = voxelSizeX / 2
local halfVoxelSizeY = voxelSizeY / 2
local halfVoxelSizeZ = voxelSizeZ / 2
local no_mat = const.SlabNoMaterial
local noneWallMat = no_mat
local gofPermanent = const.gofPermanent
local efVisible = const.efVisible
const.SuppressMultipleRoofEdges = true
DefineClass.Restrictor = {
__parents = { "Object" },
restriction_box = false,
}
local iz = const.InvalidZ
function Restrictor:Restrict()
local b = self.restriction_box
if not b then return end
local x, y, z = self:GetPosXYZ()
x, y, z = self:RestrictXYZ(x, y, z)
self:SetPos(x, y, z)
end
function Restrictor:RestrictXYZ(x, y, z)
local b = self.restriction_box
if not b then return x, y, z end
local minx, miny, minz, maxx, maxy, maxz = b:xyzxyz()
x = Clamp(x, minx, maxx)
y = Clamp(y, miny, maxy)
if z ~= iz and minz ~= iz and maxz ~= iz then
z = Clamp(z, minz, maxz)
end
return x, y, z
end
DefineClass.WallAlignedObj = {
__parents = { "AlignedObj" },
}
function WallAlignedObj:AlignObjAttached()
local p = self:GetParent()
assert(p)
local ap = self:GetPos() + self:GetAttachOffset()
local x, y, z, angle = WallWorldToVoxel(ap, self:GetAngle())
x, y, z = WallVoxelToWorld(x, y, z, angle)
px, py, pz = p:GetPosXYZ()
self:SetAttachOffset(x - px, y - py, z - pz)
self:SetAngle(angle) --havn't tested with parents with angle ~= 0, might not work
end
function WallAlignedObj:AlignObj(pos, angle)
local x, y, z
if pos then
x, y, z, angle = WallWorldToVoxel(pos, angle or self:GetAngle())
else
x, y, z, angle = WallWorldToVoxel(self)
end
x, y, z = WallVoxelToWorld(x, y, z, angle)
self:SetPosAngle(x, y, z, angle)
end
DefineClass.FloorAlignedObj = {
__parents = { "AlignedObj" },
GetGridCoords = rawget(_G, "WorldToVoxel"),
}
function FloorAlignedObj:AlignObj(pos, angle)
local x, y, z
if pos then
x, y, z, angle = WorldToVoxel(pos, angle or self:GetAngle())
else
x, y, z, angle = WorldToVoxel(self)
end
x, y, z = VoxelToWorld(x, y, z)
self:SetPosAngle(x, y, z, angle)
end
DefineClass.CornerAlignedObj = {
__parents = { "AlignedObj" },
}
function CornerAlignedObj:AlignObj(pos, angle)
local x, y, z
if pos then
x, y, z, angle = CornerWorldToVoxel(pos, angle or self:GetAngle())
else
x, y, z, angle = CornerWorldToVoxel(self)
end
x, y, z = CornerVoxelToWorld(x, y, z, angle)
self:SetPosAngle(x, y, z, angle)
end
DefineClass.GroundAlignedObj = {
__parents = { "AlignedObj" },
GetGridCoords = rawget(_G, "WorldToVoxel"),
}
function GroundAlignedObj:AlignObj(pos, angle)
local x, y, z
if pos then
x, y, z, angle = WorldToVoxel(pos, angle or self:GetAngle())
if not pos:IsValidZ() then
z = iz
end
else
x, y, z, angle = WorldToVoxel(self)
if not self:IsValidZ() then
z = iz
end
end
x, y, z = VoxelToWorld(x, y, z)
self:SetPosAngle(x, y, z or iz, angle)
end
local function FloorsComboItems()
local items = {}
for i = -5, 10 do
items[#items + 1] = tostring(i)
end
return items
end
function SlabMaterialComboItems()
return PresetGroupCombo("SlabPreset", Slab.MaterialListClass, Slab.MaterialListFilter)
end
----
-- CObject slab variant (no Lua object)
DefineClass.CSlab = {
__parents = { "EntityChangeKeepsFlags", "AlignedObj" },
flags = { efBuilding = true },
entity_base_name = "Slab",
material = false, -- will store only temporally the value as the CObject Lua tables are subject to GC
MaterialListClass = "SlabMaterials",
MaterialListFilter = false,
isVisible = true,
always_visible = false,
ApplyMaterialProps = empty_func,
class_suppression_strenght = 0,
variable_entity = true,
}
function CSlab:GetBaseEntityName()
return string.format("%s_%s", self.entity_base_name, self.material)
end
function CSlab:GetSeed(max, const)
assert(self:IsValidPos())
return BraidRandom(EncodeVoxelPos(self) + (const or 0), max)
end
function CSlab:ComposeEntityName()
local base_entity = self:GetBaseEntityName()
local material_preset = self:GetMaterialPreset()
local subvariants = material_preset and material_preset.subvariants or empty_table
if #subvariants > 0 then
local seed = self:GetSeed()
local remaining = subvariants
while true do
local subvariant, idx = table.weighted_rand(remaining, "chance", seed)
if not subvariant then
break
end
local entity = subvariant.suffix ~= "" and (base_entity .. "_" .. subvariant.suffix) or base_entity
if IsValidEntity(entity) then
return entity
end
remaining = remaining == subvariants and table.copy(subvariants) or remaining
table.remove(remaining, idx)
end
end
return IsValidEntity(base_entity) and base_entity or (base_entity .. "_01")
end
function CSlab:UpdateEntity()
local name = self:ComposeEntityName()
if IsValidEntity(name) then
self:ChangeEntity(name)
self:ApplyMaterialProps()
elseif self.material ~= no_mat then
self:ReportMissingSlabEntity(name)
end
end
if Platform.developer and config.NoPassEditsOnSlabEntityChange then
function CSlab:ChangeEntity(entity, ...)
DbgSetErrorOnPassEdit(self, "%s: Entity %s --> %s", self.class, self:GetEntity(), entity)
EntityChangeKeepsFlags.ChangeEntity(self, entity, ...)
DbgClearErrorOnPassEdit(self)
end
end
function CSlab:GetArtMaterialPreset()
return CObject.GetMaterialPreset(self)
end
function CSlab:GetMaterialPreset()
local material_list = Presets.SlabPreset[self.MaterialListClass]
return material_list and material_list[self.material]
end
function CSlab:SetSuppressor(suppressor, initiator, reason)
reason = reason or "suppressed"
if suppressor then
self:TurnInvisible(reason)
else
self:TurnVisible(reason)
end
return true
end
function CSlab:ShouldUpdateEntity(agent)
return true
end
--presumably cslabs don't need reasons
function CSlab:TurnInvisible(reason)
self:ClearHierarchyEnumFlags(const.efVisible)
end
function CSlab:TurnVisible(reason)
self:SetHierarchyEnumFlags(const.efVisible)
end
function CSlab:GetMaterialType()
--this gets the combat or obj material, not to be confused with slab material..
local preset = self:GetMaterialPreset()
return preset and preset.obj_material or self.material
end
----
local function ListAddObj(list, obj)
if not list[obj] then
list[obj] = true
list[#list + 1] = obj
end
end
local function ListForEach(list, func, ...)
for _, obj in ipairs(list or empty_table) do
if IsValid(obj) then
procall(obj[func], obj)
end
end
end
local DelayedUpdateEntSlabs = {}
local DelayedUpdateVariantEntsSlabs = {}
local DelayedAlignObj = {}
function SlabUpdate()
SuspendPassEdits("SlabUpdate", false)
ListForEach(DelayedUpdateEntSlabs, "UpdateEntity")
table.clear(DelayedUpdateEntSlabs)
ListForEach(DelayedUpdateVariantEntsSlabs, "UpdateVariantEntities")
table.clear(DelayedUpdateVariantEntsSlabs)
ListForEach(DelayedAlignObj, "AlignObj")
table.clear(DelayedAlignObj)
ResumePassEdits("SlabUpdate")
end
local first = false
function OnMsg.NewMapLoaded()
first = true
end
function DelayedSlabUpdate()
--assert(mapdata.GameLogic, "Thread will never resume on map with no GameLogic.")
Wakeup(PeriodicRepeatThreads["DelayedSlabUpdate"])
end
----
--this class is used when copying/preserving props of slabs and room objs
DefineClass.SlabPropHolder = {
__parents = { "PropertyObject" },
--props we want stored :
properties = {
{ id = "colors", name = "Colors", editor = "nested_obj", base_class = "ColorizationPropSet", inclusive = true, default = false, },
{ id = "interior_attach_colors", name = "Interior Attach Color", editor = "nested_obj", base_class = "ColorizationPropSet", inclusive = true, default = false, help = "Color of the interior attach for ExIn materials.", no_edit = function(self)
return self.variant == "Outdoor"
end,},
{ id = "exterior_attach_colors", name = "Exterior Attach Color", editor = "nested_obj", base_class = "ColorizationPropSet", inclusive = true, default = false, help = "Color of the exterior attach for InIn materials.", no_edit = function(self)
return self.variant == "Outdoor" or self.variant == "OutdoorIndoor"
end},
{ name = "Subvariant", id = "subvariant", editor = "number", default = -1}
},
}
----
DefineClass("SlabAutoResolve")
DefineClass.Slab = {
__parents = { "CSlab", "Object", "DestroyableSlab", "HideOnFloorChange", "ComponentExtraTransform", "EditorSubVariantObject", "Mirrorable", "SlabAutoResolve" },
flags = { gofPermanent = true, cofComponentColorizationMaterial = true, gofDetailClass0 = false, gofDetailClass1 = true },
properties = {
category = "Slabs",
{ id = "buttons", name = "Buttons", editor = "buttons", default = false, dont_save = true, read_only = true, sort_order = -1,
buttons = {
{name = "Select Parent Room", func = "SelectParentRoom"},
},
},
{ id = "material", name = "Material", editor = "preset_id", preset_class = "SlabPreset", preset_group = "SlabMaterials", extra_item = noneWallMat, default = "Planks", },
{ id = "variant", name = "Variant", editor = "dropdownlist", items = PresetGroupCombo("SlabPreset", "SlabVariants"), default = "Outdoor", },
{ id = "forceVariant", name = "Force Variant", editor = "dropdownlist", items = PresetGroupCombo("SlabPreset", "SlabVariants"), default = "", help = "Variants are picked automatically and settings to the variant prop are overriden by internal slab workings, use this prop to force this slab to this variant at all times."},
{ id = "indoor_material_1", name = "Indoor Material 1", editor = "dropdownlist", items = PresetGroupCombo("SlabPreset", "SlabIndoorMaterials", false, no_mat), default = no_mat, no_edit = function(self)
return self.variant == "Outdoor"
end,},
{ id = "indoor_material_2", name = "Indoor Material 2", editor = "dropdownlist", items = PresetGroupCombo("SlabPreset", "SlabIndoorMaterials", false, no_mat), default = no_mat, no_edit = function(self)
return self.variant == "Outdoor" or self.variant == "OutdoorIndoor"
end,},
{ id = "colors", name = "Colors", editor = "nested_obj", base_class = "ColorizationPropSet", inclusive = true, default = false, },
{ id = "colors1", name = "Colors 1", editor = "nested_obj", base_class = "ColorizationPropSet", inclusive = true, default = false, help = "Color of mat1 attach.", no_edit = function(self)
return self.variant == "Outdoor"
end, dont_save = true, no_edit = true}, --TODO: remove, save compat
{ id = "interior_attach_colors", name = "Interior Attach Color", editor = "nested_obj", base_class = "ColorizationPropSet", inclusive = true, default = false, help = "Color of the interior attach for ExIn materials.", no_edit = function(self)
return self.variant == "Outdoor"
end,},
{ id = "colors2", name = "Colors 2", editor = "nested_obj", base_class = "ColorizationPropSet", inclusive = true, default = false, help = "Color of mat2 attach", no_edit = function(self)
return self.variant == "Outdoor" or self.variant == "OutdoorIndoor"
end, dont_save = true, no_edit = true}, --TODO: remove, save compat
{ id = "exterior_attach_colors", name = "Exterior Attach Color", editor = "nested_obj", base_class = "ColorizationPropSet", inclusive = true, default = false, help = "Color of the exterior attach for InIn materials.", no_edit = function(self)
return self.variant == "Outdoor" or self.variant == "OutdoorIndoor"
end,},
{ id = "Walkable" },
{ id = "ApplyToGrids" },
{ id = "Collision" },
{ id = "always_visible", name = "Always Visible", editor = "bool", help = "Ignores room slab logic for making slabs invisible. Only implemented for walls, other types upon request.", default = false },
{ id = "ColorModifier", dont_save = true, read_only = true },
{ id = "forceInvulnerableBecauseOfGameRules", name = "Invulnerable", editor = "bool", default = true, help = "In context of destruction."},
},
entity_base_name = "Slab",
GetGridCoords = rawget(_G, "WorldToVoxel"),
--in parent room
variant_objects = false,
isVisible = true,
invisible_reasons = false,
room = false,
side = false,
floor = 1,
collision_allowed_mask = 0,
colors_room_member = "outer_colors",
room_container_name = false,
invulnerable = true,
subvariants_table_id = "subvariants",
bad_entity = false,
exterior_attach_colors_from_nbr = false,
}
function Slab:IsInvulnerable()
--not checking IsObjInvulnerableDueToLDMark(self) because related setter is hidden for slabs;
return self.invulnerable or TemporarilyInvulnerableObjs[self]
end
function Slab:GetColorsRoomMember()
return self.colors_room_member
end
function SetupObjInvulnerabilityColorMarkingOnValueChanged(o)
--stub
end
function Slab:SetforceInvulnerableBecauseOfGameRules(val)
self.forceInvulnerableBecauseOfGameRules = val
self.invulnerable = val
SetupObjInvulnerabilityColorMarkingOnValueChanged(self)
end
function Slab:GetEntitySubvariant()
local e = self:GetEntity()
local strs = string.split(e, "_")
return tonumber(strs[#strs])
end
function Slab:SelectParentRoom()
if IsValid(self.room) then
editor.ClearSel()
editor.AddToSel({self.room})
else
print("This slab has no room.")
end
end
function Slab:Init()
-- all Slab operations must be captured by editor undo
assert(EditorCursorObjs[self] or XEditorUndo:AssertOpCapture())
if IsValid(self.room) then
self:SetWarped(self.room:GetWarped())
end
end
if Platform.developer then
function Slab:Done()
-- all Slab operations must be captured by editor undo
assert(EditorCursorObjs[self] or XEditorUndo:AssertOpCapture())
end
end
function Slab:GameInit()
self:UpdateSimMaterialId()
end
function Slab:OnEditorSetProperty(prop_id, old_value, ged)
if prop_id == "material" or prop_id == "variant" then
self.subvariant = -1
end
if prop_id == "forceVariant" then
self.variant = self.forceVariant
self:DelayedUpdateEntity()
self:DelayedUpdateVariantEntities()
end
end
function Slab:SetWarped(val)
--all attached objs as well, like wallpapers and such
if val then
self:SetHierarchyGameFlags(const.gofWarped)
else
self:ClearHierarchyGameFlags(const.gofWarped)
end
end
function Slab:UpdateSimMaterialId()
end
function Slab:Setmaterial(val)
self.material = val
self:UpdateSimMaterialId()
end
function Slab:Setvariant(val)
self.variant = val
end
function SlabAutoResolve:SelectionPropagate()
return self.room
end
function SlabAutoResolve:CompleteElementConstruction()
self:UpdateSimMaterialId()
end
--suppress saving of this prop
function Slab:Setroom(val)
self.room = val
self:DelayedUpdateEntity()
end
function Slab:GetDefaultColor()
local member = self:GetColorsRoomMember()
return member and table.get(self.room, member) or false
end
function Slab:Setcolors(val)
local def_color = self:GetDefaultColor()
if not val or val == empty_table or val == ColorizationPropSet then
val = def_color
end
self.colors = (val ~= def_color) and val:Clone() or nil
self:SetColorization(val)
SetSlabColorHelper(self, val)
end
function Slab:Setinterior_attach_colors(val)
local def_color = self.room and self.room.inner_colors or false
if not val or val == empty_table or val == ColorizationPropSet then
val = def_color
end
self.interior_attach_colors = (val ~= def_color) and val:Clone() or nil
if self.variant_objects and self.variant_objects[1] then
SetSlabColorHelper(self.variant_objects[1], val)
end
end
function Slab:GetExteriorAttachColor()
return self.exterior_attach_colors or self.exterior_attach_colors_from_nbr or self.colors or self:GetDefaultColor()
end
function Slab:Setexterior_attach_colors_from_nbr(val)
if val == empty_table then
val = false
end
if val and (not self.exterior_attach_colors_from_nbr or not rawequal(self.exterior_attach_colors_from_nbr, val)) then
val = val:Clone()
end
self.exterior_attach_colors_from_nbr = val
if self.variant_objects and self.variant_objects[2] then
SetSlabColorHelper(self.variant_objects[2], self:GetExteriorAttachColor())
end
end
function Slab:Setexterior_attach_colors(val)
if val == empty_table then
val = false
end
if val and (not self.exterior_attach_colors or not rawequal(self.exterior_attach_colors, val)) then
val = val:Clone()
end
self.exterior_attach_colors = val
if self.variant_objects and self.variant_objects[2] then
SetSlabColorHelper(self.variant_objects[2], self:GetExteriorAttachColor())
end
end
function Slab:CanMirror()
return true
end
local invisible_mask = const.cmDynInvisible & ~const.cmVisibility
function Slab:TurnInvisible(reason)
assert(not self.always_visible)
self.invisible_reasons = table.create_set(self.invisible_reasons, reason, true)
if self.isVisible or self:GetEnumFlags(efVisible) ~= 0 then
self.isVisible = false
local mask = collision.GetAllowedMask(self)
self.collision_allowed_mask = mask ~= 0 and mask or nil
self:ClearHierarchyEnumFlags(efVisible)
collision.SetAllowedMask(self, invisible_mask)
end
end
function Slab:TurnVisible(reason)
local invisible_reasons = self.invisible_reasons
if reason and invisible_reasons then
invisible_reasons[reason] = nil
end
if not next(invisible_reasons) and not self.isVisible then
self.isVisible = nil
assert(self.isVisible)
self:SetHierarchyEnumFlags(efVisible)
collision.SetAllowedMask(self, self.collision_allowed_mask)
self.collision_allowed_mask = nil
self.invisible_reasons = nil
end
end
local sx, sy, sz = const.SlabSizeX or guim, const.SlabSizeY or guim, const.SlabSizeZ or guim
local slabgroupop_lastObjs = false
local slabgroupop_lastRealTime = false
local function slab_group_op_done(objs)
local rt = RealTime()
if objs == slabgroupop_lastObjs and slabgroupop_lastRealTime and slabgroupop_lastRealTime == rt then
return true
end
slabgroupop_lastObjs = objs
slabgroupop_lastRealTime = rt
return false
end
local slab_sides = { "N", "W", "S", "E" }
local slab_coord_limit = shift(1, 20)
local function slab_hash(x, y, z, side)
local s = table.find(slab_sides, side) or 0
assert(x < slab_coord_limit and y < slab_coord_limit and z < slab_coord_limit)
return x + shift(y, 20) + shift(z, 40) + shift(s, 60)
end
function Slab:SetHeatMaterialIndex(matIndex)
self:SetCustomData(9, matIndex)
end
function Slab:GetHeatMaterialIndex()
return self:GetCustomData(9)
end
function Slab:RemoveDuplicates()
local is_permanent = self:GetGameFlags(gofPermanent) ~= 0
local gameFlags = is_permanent and gofPermanent or nil
MapDelete(self, 0, self.class, nil, nil, gameFlags, function(o, self, is_permanent)
return obj ~= self and (is_permanent or o:GetGameFlags(gofPermanent) == 0) and self:IsSameLocation(obj)
end, self, is_permanent)
end
function Slab:EditorCallbackPlace(reason)
if reason == "paste" or reason == "clone" or reason == "undo" then return end
local x, y, z = self:GetPosXYZ()
local surfz = terrain.GetHeight(x, y)
z = z or (surfz + voxelSizeZ - 1)
while z < surfz do
z = z + sz
end
self:AlignObj(point(x, y, z))
self:UpdateEntity()
end
function Slab:IsSameLocation(obj)
local x1, y1, z1 = self:GetPosXYZ()
local x2, y2, z2 = obj:GetPosXYZ()
return x1 == x2 and y1 == y2 and z1 == z2
end
function Slab:GetWorldBBox()
return GetSlabWorldBBox(self:GetPos(), 1, 1, self:GetAngle())
end
function Slab:GetSeed(max, const)
assert(self:IsValidPos())
return BraidRandom(EncodeVoxelPos(self) + (IsValid(self.room) and self.room.seed or 0) + (const or 0), max)
end
local cached_totals = {}
local function ClearCachedTotals()
cached_totals = {}
end
OnMsg.DoneMap = ClearCachedTotals
OnMsg.DataReload = ClearCachedTotals
OnMsg.PresetSave = ClearCachedTotals
function GetMaterialSubvariants(svd, subvariants_id)
if not svd then return false, 0 end
local subvariants = not subvariants_id and svd.subvariants or subvariants_id and svd:HasMember(subvariants_id) and svd[subvariants_id]
local key = xxhash(svd.class, svd.id, subvariants_id or "")
local total = cached_totals[key]
if not total then
total = 0
for i = 1, #(subvariants or empty_table) do
total = total + subvariants[i].chance
end
cached_totals[key] = total
end
return subvariants, total
end
function Slab:Setsubvariant(val)
EditorSubVariantObject.Setsubvariant(self, val)
self:DelayedUpdateEntity()
end
function Slab:ResetSubvariant()
EditorSubVariantObject.ResetSubvariant(self, val)
self:UpdateEntity()
end
variantToVariantName = {
OutdoorIndoor = "ExIn",
IndoorIndoor = "InIn",
Outdoor = "ExEx",
}
function Slab:GetBaseEntityName()
return string.format("%sExt_%s_Wall_%s", self.entity_base_name, self.material, variantToVariantName[self.variant])
end
function GetRandomSubvariantEntity(random, subvariants, get_ent_func, ...)
local t = 0
for i = 1, #subvariants do
t = t + subvariants[i].chance
if i == #subvariants or t > random then
local ret = get_ent_func(subvariants[i].suffix, ...)
while i > 1 and not IsValidEntity(ret) do
--fallback to first valid ent in the set
i = i - 1
ret = (subvariants[i].chance > 0 or i == 1) and get_ent_func(subvariants[i].suffix, ...) or false
end
return ret, subvariants[i].suffix
end
end
end
function Slab:GetSubvariantDigitStr(subvariants)
local digit = self.subvariant
if digit == -1 then
return "01"
end
if subvariants then
digit = ((digit - 1) % #subvariants) + 1 --assumes "01, 02, etc. suffixes
end
return digit < 10 and "0" .. tostring(digit) or tostring(digit)
end
function Slab:ComposeEntityName()
local material_list = Presets.SlabPreset[self.MaterialListClass]
local svd = material_list and material_list[self.material]
local svdId = self.subvariants_table_id
local baseEntity = self:GetBaseEntityName()
if svd and svd[svdId] and #svd[svdId] > 0 then
local subvariants, total = GetMaterialSubvariants(svd, svdId)
if self.subvariant ~= -1 then --user selected subvar
local digitStr = self:GetSubvariantDigitStr()
local ret = string.format("%s_%s", baseEntity, digitStr)
if not IsValidEntity(ret) then
print("Reverting slab [" .. self.handle .. "] subvariant [" .. self.subvariant .. "] because no entity [" .. ret .. "] found. The slab has a subvariant set by the user (level-designer) which produces an invalid entity, this subvariant will be reverted back to a random subvariant. Re-saving the map will save the removed set subvariant and this message will no longer appear.")
ret = false
self.subvariant = -1
else
return ret
end
end
return GetRandomSubvariantEntity(self:GetSeed(total), subvariants, function(suffix, baseEntity)
return string.format("%s_%s", baseEntity, suffix)
end, baseEntity)
else
local digitStr = self:GetSubvariantDigitStr()
local ent = string.format("%s_%s", baseEntity, digitStr)
return IsValidEntity(ent) and ent or baseEntity
end
end
function Slab:ComposeIndoorMaterialEntityName(mat)
if self.destroyed_neighbours ~= 0 and self.destroyed_entity_side ~= 0 or
self.is_destroyed and self.diagonal_ent_mask ~= 0 then
return self:ComposeBrokenIndoorMaterialEntityName(mat)
end
local svd = (Presets.SlabPreset.SlabIndoorMaterials or empty_table)[mat]
if svd and svd.subvariants and #svd.subvariants > 0 then
local subvariants, total = GetMaterialSubvariants(svd)
return GetRandomSubvariantEntity(self:GetSeed(total), subvariants, function(suffix, mat)
return string.format("WallInt_%s_Wall_%s", mat, suffix)
end, mat)
else
return string.format("WallInt_%s_Wall_01", mat)
end
end
function SetSlabColorHelper(obj, colors)
if obj:GetMaxColorizationMaterials() > 0 then
obj:SetColorModifier(RGB(100, 100, 100))
if not colors then
colors = obj:GetDefaultColorizationSet()
end
obj:SetColorization(colors, "ignore_his_max")
else
local color1 = (colors or ColorizationPropSet):GetEditableColor1()
local r,g,b = GetRGB(color1)
obj:SetColorModifier(RGB(r / 2, g / 2, b / 2))
end
end
function Slab:ShouldUseRoomMirroring()
return true
end
function Slab:MirroringFromRoom()
--called on update entity, deals with mirroring coming from parent room
if not IsValid(self.room) then
return
end
if not self:ShouldUseRoomMirroring() then
return
end
local mirror = self:CanMirror() and self:GetSeed(100, 115249) < 50
self:SetMirrored(mirror)
if mirror then
-- interior objects can't be mirrored, so unmirror them... by mirroring them again
for _, interior in ipairs(self.variant_objects or empty_table) do
interior:SetMirrored(true)
end
end
end
function Slab:DelayedUpdateEntity()
ListAddObj(DelayedUpdateEntSlabs, self)
DelayedSlabUpdate()
end
function Slab:DelayedUpdateVariantEntities()
ListAddObj(DelayedUpdateVariantEntsSlabs, self)
DelayedSlabUpdate()
end
function Slab:DelayedAlignObj()
ListAddObj(DelayedAlignObj, self)
DelayedSlabUpdate()
end
function Slab:ForEachDestroyedAttach(f, ...)
for k, v in pairs(rawget(self, "destroyed_attaches") or empty_table) do
if IsValid(v) then
f(v, ...)
elseif type(v) == "table" then
for i = 1, #v do
local vi = v[i]
if IsValid(vi) then
f(vi, ...)
end
end
end
end
end
function Slab:RefreshColors()
local clrs = self.colors or self:GetDefaultColor()
SetSlabColorHelper(self, clrs)
self:ForEachDestroyedAttach(function(v, clrs)
SetSlabColorHelper(v, clrs)
end, clrs)
end
function Slab:DestroyAttaches(...)
Object.DestroyAttaches(self, ...)
self.variant_objects = nil
end
function Slab:UpdateDestroyedState()
return false
end
function Slab:GetSubvariantFromEntity(e)
e = e or self:GetEntity()
local strs = string.split(e, "_")
return tonumber(strs[#strs]) or 1
end
function Slab:LockSubvariantToCurrentEntSubvariant()
local e = self:GetEntity()
if IsValidEntity(e) and e ~= "InvisibleObject" then
self.subvariant = self:GetSubvariantFromEntity(e)
end
end
function Slab:LockRandomSubvariantToCurrentEntSubvariant()
if self.subvariant ~= -1 then return end
self:LockSubvariantToCurrentEntSubvariant()
end
function Slab:UnlockSubvariant()
self.subvariant = -1
end
function Slab:SetVisible(value)
Object.SetVisible(self, value)
if value then
self:TurnVisible("SetVisible")
else
self:TurnInvisible("SetVisible")
end
end
function Slab:ResetVisibilityFlags()
if self.isVisible then
self:SetHierarchyEnumFlags(const.efVisible)
else
self:ClearHierarchyEnumFlags(const.efVisible)
end
end
function Slab:UpdateEntity()
self.bad_entity = nil
if self.destroyed_neighbours ~= 0 or self.is_destroyed then
if self:UpdateDestroyedState() then
return
end
elseif self.destroyed_entity_side ~= 0 then
--nbr got repaired
self.destroyed_entity_side = 0
self.destroyed_entity = false
self:RestorePreDestructionSubvariant()
end
local name = self:ComposeEntityName()
if name == self:GetEntity() then
self:UpdateSimMaterialId()
self:MirroringFromRoom()
elseif IsValidEntity(name) then
self:UpdateSimMaterialId()
self:ChangeEntity(name, "idle")
self:MirroringFromRoom()
self:RefreshColors()
self:ApplyMaterialProps()
--change ent resets flags, set them back
self:ResetVisibilityFlags()
if Platform.developer and IsEditorActive() and selo() == self then
ObjModified(self) --fixes 0159218
end
elseif self.material ~= no_mat then
self:ReportMissingSlabEntity(name)
end
end
DefineClass.SlabInteriorObject = {
__parents = { "Object", "ComponentAttach" },
flags = { efCollision = false, efApplyToGrids = false, cofComponentColorizationMaterial = true }
}
function Slab:UpdateVariantEntities()
end
function Slab:SetProperty(id, value)
EditorCallbackObject.SetProperty(self, id, value)
if id == "material" then
self:DelayedUpdateEntity()
elseif id == "entity" or id == "variant" or id == "indoor_material_1" or id == "indoor_material_2" then
self:DelayedUpdateEntity()
self:DelayedUpdateVariantEntities()
end
end
function Slab:GetContainerInRoom()
local room = self.room
if IsValid(room) then
local container = self.room_container_name
container = container and room[container]
return container and container[self.side] or container
end
end
function Slab:RemoveFromRoomContainer()
local t = self:GetContainerInRoom()
if t then
local idx = table.find(t, self)
if idx then
t[idx] = false
end
end
end
function Slab:GetObjIdentifier()
if not self.room or not IsValid(self.room) or not self.room_container_name then
return CObject.GetObjIdentifier(self)
end
local idx = table.find(self:GetContainerInRoom(), self)
assert(idx)
return xxhash(CObject.GetObjIdentifier(self.room), self.room_container_name, self.side, idx)
end
function Slab:EditorCallbackDelete(reason)
self:RemoveFromRoomContainer()
-- delete hidden (supressed) slabs from other rooms that are on the same position
if EditorCursorObjs[self] or not self.isVisible or reason == "undo" then
return
end
MapForEach(self, 0, self.class, function(o, self)
if o ~= self and not o.isVisible then
o:RemoveFromRoomContainer()
DoneObject(o)
end
end, self)
end
function Slab:GetEditorParentObject()
return self.room
end
DefineClass.FloorSlab = {
__parents = { "Slab", "FloorAlignedObj", "DestroyableFloorSlab" },
flags = { efPathSlab = true },
properties = {
category = "Slabs",
{ id = "material", name = "Material", editor = "preset_id", preset_class = "SlabPreset", preset_group = "FloorSlabMaterials", extra_item = noneWallMat, default = "Planks", },
{ id = "variant", name = "Variant", editor = "dropdownlist", items = PresetGroupCombo("SlabPreset", "SlabVariants"), default = "", no_edit = true },
},
entity = "Floor_Planks",
entity_base_name = "Floor",
MaterialListClass = "FloorSlabMaterials",
colors_room_member = "floor_colors",
room_container_name = "spawned_floors",
}
FloorSlab.MirroringFromRoom = empty_func
function FloorSlab:CanMirror()
return false
end
function FloorSlab:GetBaseEntityName()
return string.format("%s_%s", self.entity_base_name, self.material)
end
DefineClass.CeilingSlab = {
__parents = { "Slab", "FloorAlignedObj", "DestroyableFloorSlab" },
flags = { efWalkable = false, efCollision = false, efApplyToGrids = false, efPathSlab = false },
properties = {
category = "Slabs",
{ id = "material", name = "Material", editor = "preset_id", preset_class = "SlabPreset", preset_group = "FloorSlabMaterials", extra_item = noneWallMat, default = "Planks", },
{ id = "forceInvulnerableBecauseOfGameRules", name = "Invulnerable", editor = "bool", default = false, help = "In context of destruction."},
},
entity = "Floor_Planks",
entity_base_name = "Floor",
MaterialListClass = "FloorSlabMaterials",
room_container_name = "roof_objs",
class_suppression_strenght = -10,
}
function CeilingSlab:GetBaseEntityName()
return string.format("%s_%s", self.entity_base_name, self.material)
end
DefineClass.BaseWallSlab = {
__parents = { "CSlab" },
}
DefineClass.WallSlab = {
__parents = { "Slab", "BaseWallSlab", "WallAlignedObj", "ComponentAttach"},
entity_base_name = "Wall",
wall_obj = false, -- SlabWallObject currently covering this wall
GetGridCoords = rawget(_G, "WallWorldToVoxel"),
room_container_name = "spawned_walls",
class_suppression_strenght = 100,
}
function WallSlab:UpdateVariantEntities()
if self.variant == "Outdoor" or (self.is_destroyed and self.diagonal_ent_mask == 0) then
DoneObjects(self.variant_objects)
self.variant_objects = nil
elseif self.variant == "OutdoorIndoor" then
if not self.variant_objects then
local o1 = PlaceObject("SlabInteriorObject")
self:Attach(o1)
o1:SetAttachAngle(180 * 60)
self.variant_objects = { o1 }
else
DoneObject(self.variant_objects[2])
self.variant_objects[2] = nil
end
if IsValid(self.variant_objects[1]) then
local e = self:ComposeIndoorMaterialEntityName(self.indoor_material_1)
if self.variant_objects[1]:GetEntity() ~= e then
self.variant_objects[1]:ChangeEntity(e)
end
self:Setinterior_attach_colors(self.interior_attach_colors or self.room and self.room.inner_colors)
end
elseif self.variant == "IndoorIndoor" then
if not self.variant_objects then
local o1 = PlaceObject("SlabInteriorObject")
self:Attach(o1)
o1:SetAttachAngle(180 * 60)
self.variant_objects = { o1 }
end
if not IsValid(self.variant_objects[2]) then
local o1 = PlaceObject("SlabInteriorObject")
self:Attach(o1)
self.variant_objects[2] = o1
end
if IsValid(self.variant_objects[1]) then
local e = self:ComposeIndoorMaterialEntityName(self.indoor_material_1)
if self.variant_objects[1]:GetEntity() ~= e then
self.variant_objects[1]:ChangeEntity(e)
end
self:Setinterior_attach_colors(self.interior_attach_colors or self.room and self.room.inner_colors)
end
if IsValid(self.variant_objects[2]) then
local e = self:ComposeIndoorMaterialEntityName(self.indoor_material_2)
if self.variant_objects[2]:GetEntity() ~= e then
self.variant_objects[2]:ChangeEntity(e)
end
SetSlabColorHelper(self.variant_objects[2], self:GetExteriorAttachColor())
end
end
self:SetWarped(IsValid(self.room) and self.room:GetWarped() or self:GetWarped()) --propagate warped state to variant_objs
end
function WallSlab:RefreshColors()
local clrs = self.colors or self:GetDefaultColor()
local iclrs = self.interior_attach_colors or self.room and self.room.inner_colors
SetSlabColorHelper(self, clrs)
self:ForEachDestroyedAttach(function(v, clrs, self)
SetSlabColorHelper(v, clrs)
--manage attaches of attaches colors
local atts = v:GetAttaches()
for i = 1, #(atts or "") do
local a = atts[i]
if not rawget(a, "editor_ignore") then
local angle = a:GetAttachAngle()
if angle == 0 then
SetSlabColorHelper(a, self:GetExteriorAttachColor())
else
SetSlabColorHelper(a, iclrs)
end
end
end
end, clrs, self)
if self.variant_objects then
if self.variant_objects[1] then
SetSlabColorHelper(self.variant_objects[1], self.interior_attach_colors or self.room and self.room.inner_colors)
end
if self.variant_objects[2] then
SetSlabColorHelper(self.variant_objects[2], self:GetExteriorAttachColor())
end
end
end
function WallSlab:EditorCallbackPlace(reason)
Slab.EditorCallbackPlace(self, reason)
if not self.room then
self.always_visible = true -- manually placed slabs can't be suppressed
end
end
WallSlab.EditorCallbackPlaceCursor = WallSlab.EditorCallbackPlace
function WallSlab:Done()
self.wall_obj = nil --clear refs if any
end
function WallSlab:SetWallObj(obj)
self.wall_obj = obj
if self.always_visible then
return
end
return self:SetSuppressor(obj, nil, "wall_obj")
end
function WallSlab:SetWallObjShadowOnly(shadow_only, clear_contour)
local wall_obj = self.wall_obj
if wall_obj then
if (const.cmtVisible and (not CMT_IsObjVisible(wall_obj))) ~= shadow_only then
wall_obj:SetShadowOnly(shadow_only)
end
if wall_obj.main_wall == self then
wall_obj:SetManagedSlabsShadowOnly(shadow_only, clear_contour)
end
end
end
function WallSlab:EditorCallbackDelete(reason)
Slab.EditorCallbackDelete(self, reason)
if IsValid(self.wall_obj) and self.wall_obj.main_wall == self then
DoneObject(self.wall_obj)
end
end
function WallSlab:GetSide(angle)
angle = angle or self:GetAngle()
if angle == 0 then
return "E"
elseif angle == 90*60 then
return "S"
elseif angle == 180*60 then
return "W"
else
return "N"
end
end
function WallSlab:IsSameLocation(obj)
local x1, y1, z1 = self:GetPosXYZ()
local x2, y2, z2 = obj:GetPosXYZ()
local side1 = self:GetSide()
local side2 = obj:GetSide()
return x1 == x2 and y1 == y2 and z1 == z2 and side1 == side2
end
function WallSlab:ExtendWalls(objs)
local visited, topmost = {}, {}
-- filter out objects on the same grid (x, y), keeping the topmost only
for _, obj in ipairs(objs) do
local gx, gy, gz = obj:GetGridCoords()
local side = obj:GetSide()
local loc = slab_hash(gx, gy, 0, side) -- ignore z so the whole column gets the same hash
if not visited[loc] then
visited[loc] = true
-- find the topmost wall in this location
local idx = #topmost + 1
topmost[idx] = obj
while true do
local wall = GetWallSlab(gx, gy, gz + 1, side)
if IsValid(wall) then
gz = gz + 1
topmost[idx] = wall
else
break
end
end
end
end
-- make an initial pass to make sure there's a space for the extension and the objects being extended are not being pushed up by subsequent ones
for _, obj in ipairs(topmost) do
local gx, gy, gz = obj:GetGridCoords()
SlabsPushUp(gx, gy, gz + 1)
end
-- create the walls
for _, obj in ipairs(topmost) do
local x, y, z = obj:GetPosXYZ()
local wall = WallSlab:new()
wall:SetPosAngle(x, y, z + sz, obj:GetAngle())
wall:EditorCallbackClone(obj) -- copy relevant properties
wall:AlignObj()
wall:UpdateEntity()
end
end
DefineClass.StairSlab = {
__parents = { "Slab", "FloorAlignedObj" },
flags = { efPathSlab = true },
properties = {
{ category = "Slabs", id = "material", name = "Material", editor = "preset_id", preset_class = "SlabPreset", preset_group = "StairsSlabMaterials", extra_item = noneWallMat, default = "WoodScaff", },
{ category = "Slab Tools", id = "autobuild_stair_up", editor = "buttons", buttons = {{name = "Extend Up", func = "UIExtendUp"}}, default = false, dont_save = true},
{ category = "Slab Tools", id = "autobuild_stair_down", editor = "buttons", buttons = {{name = "Extend Down", func = "UIExtendDown" }}, default = false, dont_save = true},
{ name = "Subvariant", id = "subvariant", editor = "number", default = 1,
buttons = {
{ name = "Next", func = "CycleEntityBtn" },
},
},
{ id = "variant" },
{ id = "always_visible" },
{ id = "forceInvulnerableBecauseOfGameRules", name = "Invulnerable", editor = "bool", default = true, help = "In context of destruction.", dont_save = true, no_edit = true},
},
entity = "Stairs_WoodScaff_01", --should be some sort of valid ent or place object new excludes it
entity_base_name = "Stairs",
MaterialListClass = "StairsSlabMaterials",
hide_floor_slabs_above_in_range = 2, --how far above the slab origin will floor slabs be hidden
}
function StairSlab:IsInvulnerable()
return true
end
--[[
function StairSlab:GameInit()
self:PFConnect()
end
function StairSlab:Done()
self:PFDisconnect()
end
]]
function StairSlab:GetBaseEntityName()
return string.format("%s_%s", self.entity_base_name, self.material)
end
function StairSlab:GetStepZ()
return GetStairsStepZ(self)
end
function StairSlab:GetExitOffset()
local dx, dy
local angle = self:GetAngle()
if angle == 0 then
dx, dy = 0, 1
elseif angle == 90*60 then
dx, dy = -1, 0
elseif angle == 180*60 then
dx, dy = 0, -1
else
assert(angle == 270*60)
dx, dy = 1, 0
end
return dx, dy, 1
end
function StairSlab:TraceConnectedStairs(zdir)
assert(zdir == 1 or zdir == -1)
local first, last
local dx, dy = self:GetExitOffset()
local angle = self:GetAngle()
dx, dy = dx * zdir, dy * zdir -- reverse the direction if walking down
local all = {}
local gx, gy, gz = self:GetGridCoords()
-- check for any stairs below heading toward this voxel
-- repeat until the first(lowest one) is found
local step = 1
while true do
local obj = GetStairSlab(gx + step * dx, gy + step * dy, gz + step * zdir)
if IsValid(obj) and obj:GetAngle() == angle and obj.floor == self.floor then
first = first or obj
last = obj
all[step] = obj
step = step + 1
else
break
end
end
return first, last, all
end
--[[
function StairSlab:PFConnect()
local first, last, start_stair, end_stair
-- trace down
first, last = self:TraceConnectedStairs(-1)
start_stair = last or self
if first then
pf.RemoveTunnel(first)
end
-- trace up
first, last = self:TraceConnectedStairs(1)
end_stair = last or self
if first then
pf.RemoveTunnel(first)
end
--DbgClearVectors()
self:TunnelStairs(start_stair, end_stair)
end
function StairSlab:TunnelStairs(start_stair, end_stair)
-- add a tunnel starting at Stairbottom spot of the first stair and ending on Stairtop spot of the last one
local start_point = start_stair:GetSpotPos(start_stair:GetSpotBeginIndex("Stairbottom"))
local exit_point = end_stair:GetSpotPos(end_stair:GetSpotBeginIndex("Stairtop"))
local h = terrain.GetHeight(start_point)
if h >= start_point:z() then
start_point:SetInvalidZ()
end
local weight = 1
pf.AddTunnel(start_stair, start_point, exit_point, weight, -1, const.fTunnelActiveOnImpassable)
--DbgAddVector(start_point, exit_point - start_point, const.clrGreen)
end
function StairSlab:PFDisconnect()
DbgClearVectors()
-- trace down
local first, last = self:TraceConnectedStairs(-1)
if last then
pf.RemoveTunnel(last)
self:TunnelStairs(last, first)
else
-- no stairs below, tunnel starts from self
pf.RemoveTunnel(self)
end
-- trace up
local first, last = self:TraceConnectedStairs(1)
if first and last then
-- already disconnected, no need to further remove tunnels
self:TunnelStairs(first, last)
end
end
]]
function StairSlab:UIExtendUp(parent, prop_id, ged)
if slab_group_op_done(parent or {self}) then
return
end
-- trace up from 'self'
local first, last = self:TraceConnectedStairs(1)
-- check the spot for the next stair for a floor
local obj = last or self
local x, y, z = obj:GetGridCoords()
local dx, dy, dz = obj:GetExitOffset()
local floor = GetFloorSlab(x + dx, y + dy, z + dz)
if IsValid(floor) then
print("Can't extend the stairs upward, floor tile is in the way")
return
end
x, y, z = obj:GetPosXYZ()
local stair = StairSlab:new({material = self.material, subvariant = self.subvariant})
stair:SetPosAngle(x + dx * sx, y + dy * sy, z + dz * sz, obj:GetAngle())
stair:EditorCallbackClone(self)
stair:UpdateEntity()
self:AlignObj()
self:UpdateEntity()
end
function StairSlab:UIExtendDown(parent, prop_id, ged)
if slab_group_op_done(parent or {self}) then
return
end
-- trace down from 'self'
local first, last = self:TraceConnectedStairs(-1)
-- check the spot for the next stair for a floor
local obj = last or self
local x, y, z = obj:GetGridCoords()
local dx, dy, dz = obj:GetExitOffset()
local floor = GetFloorSlab(x, y, z)
if IsValid(floor) then
print("Can't extend the stairs upward, floor tile is in the way")
return
end
x, y, z = obj:GetPosXYZ()
local stair = StairSlab:new({material = self.material, subvariant = self.subvariant})
stair:SetPosAngle(x - dx * sx, y - dy * sy, z - dz * sz, obj:GetAngle())
stair:EditorCallbackClone(self)
stair:UpdateEntity()
self:AlignObj()
self:UpdateEntity()
end
function StairSlab:AlignObj(pos, angle)
FloorAlignedObj.AlignObj(self, pos, angle)
if self:GetGameFlags(const.gofPermanent) == 0 then
return
end
local lp = rawget(self, "last_pos")
local p = self:GetPos()
if lp ~= p then
rawset(self, "last_pos", p)
local b = self:GetObjectBBox()
if lp then
local s = b:size() / 2
b = Extend(b, lp + s)
b = Extend(b, lp - s)
end
ComputeSlabVisibilityInBox(b)
end
end
DefineClass.SlabWallObject = {
__parents = { "Slab", "WallAlignedObj" },
properties = {
category = "Slabs",
{ id = "variant", name = "Variant", editor = "dropdownlist", items = PresetGroupCombo("SlabPreset", "SlabVariants"), default = "", no_edit = true },
{ id = "width", name = "Width", editor = "number", min = 0, max = 3, default = 1, },
{ id = "height", name = "Height", editor = "number", min = 1, max = 4, default = 3, },
{ id = "subvariant", name = "Subvariant", editor = "number", default = 1,
buttons = {
{ name = "Next", func = "CycleEntityBtn" },
},},
{ id = "hide_with_wall", name = "Hide With Wall", editor = "bool", default = false },
{ id = "owned_slabs", editor = "objects", default = false, no_edit = true },
{ id = "forceInvulnerableBecauseOfGameRules", name = "Invulnerable", editor = "bool", default = false, help = "In context of destruction."},
{ id = "colors" },
{ id = "interior_attach_colors" },
{ id = "exterior_attach_colors" },
{ id = "indoor_material_1" },
{ id = "indoor_material_2" },
},
entity = "Window_Colonial_Single_01", --ent that exists but is not a slab or common ent so it appear in new obj palette correctly
material = "Planks",
affected_walls = false,
main_wall = false,
last_snap_pos = false,
room = false,
owned_objs = false,
invulnerable = false,
colors_room_member = false,
}
SlabWallObject.GetSide = WallSlab.GetSide
SlabWallObject.GetGridCoords = WallSlab.GetGridCoords
SlabWallObject.IsSameLocation = WallSlab.IsSameLocation
function WallSlab:GetAttachColors()
local iclrs = self.interior_attach_colors or self.room and self.room.inner_colors
local clrs = self:GetExteriorAttachColor()
return iclrs, clrs
end
function SlabWallObject:GetMaterialType()
--this gets the combat or obj material, not to be confused with slab material..
return self.material_type
end
function SlabWallObject:RefreshColors()
if not self.is_destroyed then return end
local clrs, iclrs
local aw = self.affected_walls
for i = 1, #(aw or "") do
local w = aw[i]
if w.invisible_reasons and not w.invisible_reasons["suppressed"] then
iclrs, clrs = w:GetAttachColors()
if w:GetAngle() ~= self:GetAngle() then
local tmp = iclrs
iclrs = clrs
clrs = tmp
end
break
end
end
if not clrs then
clrs = self.colors or self:GetDefaultColor()
end
if not iclrs then
iclrs = self.room and self.room.inner_colors
end
self:ForEachDestroyedAttach(function(v, self, clrs, iclrs)
local c, ic = clrs, iclrs
SetSlabColorHelper(v, rawget(v, "use_self_colors") and self or c or self)
if c or ic then
local atts = v:GetAttaches()
for i = 1, #(atts or "") do
local a = atts[i]
if not rawget(a, "editor_ignore") then
local angle = a:GetAttachAngle()
if angle == 0 then
if c then
SetSlabColorHelper(a, c)
end
else
if ic then
SetSlabColorHelper(a, ic)
end
end
end
end
end
end, self, clrs, iclrs)
end
function SlabWallObject:SetStateSavedOnMap(val)
self:SetState(val)
end
function SlabWallObject:GetStateSavedOnMap()
return self:GetStateText()
end
local function InsertInParentContainersHelper(self, room, side)
assert(side)
if self:IsDoor() then
room.spawned_doors = room.spawned_doors or {}
room.spawned_doors[side] = room.spawned_doors[side] or {}
table.insert(room.spawned_doors[side], self)
else
room.spawned_windows = room.spawned_windows or {}
room.spawned_windows[side] = room.spawned_windows[side] or {}
table.insert(room.spawned_windows[side], self)
end
end
local function RemoveFromParentContainerHelper(self, room, side)
if self:IsDoor() then
local spawned_doors = room.spawned_doors
if spawned_doors and spawned_doors[side] then
table.remove_entry(spawned_doors[side], self)
if #spawned_doors[side] <= 0 then
spawned_doors[side] = nil
end
end
else
local spawned_windows = room.spawned_windows
if spawned_windows and spawned_windows[side] then
table.remove_entry(spawned_windows[side], self)
if #spawned_windows[side] == 0 then
spawned_windows[side] = nil
end
end
end
end
function SlabWallObject:FixNoRoom()
if self.room then return end
if not self.main_wall then return end
local room = self.main_wall.room
local side = self.main_wall.side
self.room = room
self.side = side
if room and side then
InsertInParentContainersHelper(self, room, side)
end
end
function SlabWallObject:Setside(newSide)
if self.side == newSide then return end
if self.room then
RemoveFromParentContainerHelper(self, self.room, self.side)
if newSide then
InsertInParentContainersHelper(self, self.room, newSide)
end
end
self.side = newSide
end
function SlabWallObject:ChangeRoom(newRoom)
if self.room == newRoom then return end
self.restriction_box = false
if self.room then
RemoveFromParentContainerHelper(self, self.room, self.side)
end
if newRoom and not EditorCursorObjs[self] then
XEditorUndo:StartTracking({newRoom}, not "created", "omit_children") -- let XEditorUndo store the "old" data for the room
end
self.room = newRoom
if newRoom then
InsertInParentContainersHelper(self, newRoom, self.side)
end
end
function SlabWallObject:GetWorldBBox()
return GetSlabWorldBBox(self:GetPos(), self.width, self.height, self:GetAngle())
end
function GetSlabWorldBBox(pos, width, height, angle)
local x, y, z = pos:xyz()
local b
local minAdd = width > 1 and voxelSizeX or 0
local maxAdd = width == 3 and voxelSizeX or 0
local tenCm = guim / 10
if angle == 0 then --e
return box(x - tenCm, y - halfVoxelSizeX - minAdd, z, x + tenCm, y + halfVoxelSizeX + maxAdd, z + height * voxelSizeZ)
elseif angle == 180 * 60 then --w
return box(x - tenCm, y - halfVoxelSizeX - maxAdd, z, x + tenCm, y + halfVoxelSizeX + minAdd, z + height * voxelSizeZ)
elseif angle == 90 * 60 then --s
return box(x - halfVoxelSizeX - maxAdd, y - tenCm, z, x + halfVoxelSizeX + minAdd, y + tenCm, z + height * voxelSizeZ)
else --n
return box(x - halfVoxelSizeX - minAdd, y - tenCm, z, x + halfVoxelSizeX + maxAdd, y + tenCm, z + height * voxelSizeZ)
end
end
function IntersectWallObjs(obj, newPos, width, height, angle)
local ret = false
local b = GetSlabWorldBBox(newPos or obj:GetPos(), width or obj.width, height or obj.height, angle or obj:GetAngle())
angle = angle or obj:GetAngle()
MapForEach(b:grow(voxelSizeX * 2, voxelSizeX * 2, voxelSizeZ * 3), "SlabWallObject", nil, nil, gofPermanent, function(o, obj, angle)
if o ~= obj then
local a = o:GetAngle()
if a == angle or abs(a - angle) == 180 * 60 then --ignore perpendicular objs
local hisBB = o:GetObjectBBox()
local ib = IntersectRects(b, hisBB)
if ib:IsValid() and (Max(ib:sizex(), ib:sizey()) >= halfVoxelSizeX / 2 and ib:sizez() >= halfVoxelSizeZ / 2) then
--DbgAddBox(b)
--DbgAddBox(hisBB)
ret = true
return "break"
end
end
end
end, obj, angle)
return ret
end
SlabWallObject.MirroringFromRoom = empty_func
function SlabWallObject:CanMirror()
return false
end
function SlabWallObject:EditorCallbackMove()
self:AlignObj()
end
function SlabWallObject:AlignObj(pos, angle)
local x, y, z
if pos then
x, y, z, angle = WallWorldToVoxel(pos:x(), pos:y(), pos:z() or iz, angle or self:GetAngle())
else
x, y, z, angle = WallWorldToVoxel(self)
end
x, y, z = WallVoxelToWorld(x, y, z, angle)
local oldPos = self:GetPos()
local newPos = point(x, y, z)
if not newPos:z() then
newPos = newPos:SetZ(snapZCeil(terrain.GetHeight(newPos:xy())))
end
if pos then
--this tests for collision with other wallobjs
if oldPos:IsValid() and oldPos ~= newPos then
if IntersectWallObjs(self, newPos, self.width, self.height, angle) then
--print("WallObject could not move due to collision with other wall obj!", self.handle, newPos, oldPos)
newPos = oldPos
end
end
end
self:SetPosAngle(newPos:x(), newPos:y(), newPos:z() or const.InvalidZ, angle)
self:PostEntityUpdate() -- updates self.main_wall
local is_permanent = self:GetGameFlags(gofPermanent) ~= 0
if is_permanent and self.main_wall then
self:Setside(self.main_wall.side)
self:ChangeRoom(self.main_wall.room)
else
self:Setside(false)
self:ChangeRoom(false)
end
end
-- depending on height/width
local SlabWallObject_BaseNames = { "WindowVent", "Window", "Door", "TallDoor" }
local SlabWallObject_BaseNames_Window = { "WindowVent", "Window", "WindowBig", "TallWindow" }
local SlabWallObject_WidthNames = { "Single", "Double", "Triple", "Quadruple", [0] = "Small" }
function SlabWallObjectName(material, height, width, variant, isDoor)
local base = isDoor ~= nil and not isDoor and SlabWallObject_BaseNames_Window[height] or SlabWallObject_BaseNames[height] or ""
if variant then
local v = variant <= 0 and 1 or variant
local str = variant < 10 and "%s_%s_%s_0%s" or "%s_%s_%s_%s"
return string.format(str, base, material,
SlabWallObject_WidthNames[width] or "", tostring(v))
else
return string.format("%s_%s_%s", base,
material, SlabWallObject_WidthNames[width] or "")
end
end
function SlabWallObject:EditorCallbackPlaceCursor()
-- init properties from entity
if IsValidEntity(self.class) then
local e = self.class
local strs = string.split(e, "_")
local base = strs[1]
local idxW = table.find(SlabWallObject_BaseNames_Window, base)
local idxD = table.find(SlabWallObject_BaseNames, base)
local isDoor = false
if idxW then
--window
self.height = idxW
if self:IsDoor() then
assert(false, "Please fix " .. self.class .. ". It is named as a window but its parent class a door!")
end
else
--door
self.height = idxD
if not self:IsDoor() then
--zulu door SlabWallDoor
--bacon door SlabDoor
--setmetatable(self, g_Classes.SlabDoor or g_Classes.SlabWallDoor) --this wont work, cuz they inherit more then one thing.
assert(false, "Please fix " .. self.class .. ". It is named as a door but its parent class is not a door!")
end
end
self.material = strs[2]
local w = table.find(SlabWallObject_WidthNames, strs[3]) or SlabWallObject_WidthNames[0] == strs[3] and 0
assert(w)
self.width = w
self.subvariant = tonumber(strs[4])
self:UpdateEntity()
assert(self:GetEntity() == e, string.format("Failed to guess props from ent for slab wall obj, ent %s, picked ent %s", e, self:GetEntity()))
end
end
function SlabWallObject:EditorCallbackPlace(reason)
Slab.EditorCallbackPlace(self, reason)
if reason ~= "undo" then
self:EditorCallbackPlaceCursor()
self:FixNoRoom()
end
end
function SlabWallObject:HasEntityForSubvariant(var)
local ret = SlabWallObjectName(self.material, self.height, self.width, var, self:IsDoor())
return IsValidEntity(ret)
end
function SlabWallObject:HasEntityForHeight(height)
local ret
if self.subvariant then
ret = SlabWallObjectName(self.material, height, self.width, self.subvariant, self:IsDoor())
if IsValidEntity(ret) then
return true
end
end
return IsValidEntity(SlabWallObjectName(self.material, height, self.width, nil, self:IsDoor())), ret
end
function SlabWallObject:HasEntityForWidth(width)
local ret
if self.subvariant then
ret = SlabWallObjectName(self.material, self.height, width, self.subvariant, self:IsDoor())
if IsValidEntity(ret) then
return true
end
end
return IsValidEntity(SlabWallObjectName(self.material, self.height, width, nil, self:IsDoor())), ret
end
function SlabWallObject:ComposeEntityName()
if self.subvariant then
local ret = SlabWallObjectName(self.material, self.height, self.width, self.subvariant, self:IsDoor())
if IsValidEntity(ret) then
return ret
else
self:ReportMissingSlabEntity(ret)
end
end
return SlabWallObjectName(self.material, self.height, self.width, nil, self:IsDoor())
end
function SlabWallObject:EditorCallbackDelete(reason)
--Slab.EditorCallbackDelete(self, reason) --this will do nothing
if IsValid(self.room) then
self.room:OnWallObjDeletedOutsideOfGedRoomEditor(self) --this will remove from parent containers
end
end
function SlabWallObject:Done()
self:RestoreAffectedSlabs()
DoneObjects(self.owned_slabs)
self.owned_slabs = false
if self.owned_objs then
DoneObjects(self.owned_objs)
end
self.owned_objs = false
if not self.room or not self.side then return end
local isDoor = self:IsDoor()
local c
if isDoor then
c = self.room.spawned_doors and self.room.spawned_doors[self.side]
else
c = self.room.spawned_windows and self.room.spawned_windows[self.side]
end
if not c then return end
table.remove_entry(c, self)
end
function SlabWallObject:ForEachAffectedWall(callback, ...)
for _, wall in ipairs(self.affected_walls or empty_table) do
if IsValid(wall) and wall.wall_obj == self then
local func = type(callback) == "function" and callback or wall[callback]
func(wall, ...)
end
end
end
function SlabWallObject:RestoreAffectedSlabs()
SuspendPassEdits("SlabWallObject:RestoreAffectedSlabs")
for _, wall in ipairs(self.affected_walls or empty_table) do
if IsValid(wall) and wall.wall_obj == self then
wall:SetWallObj()
end
end
self.affected_walls = nil
self.main_wall = nil
ResumePassEdits("SlabWallObject:RestoreAffectedSlabs")
end
function SlabWallObject:SetProperty(id, value)
Slab.SetProperty(self, id, value)
if IsChangingMap() then return end
if id == "width" or id == "height" then
self:DelayedUpdateEntity()
end
end
function SlabWallObject:PostLoad()
self:DelayedUpdateEntity()
end
function SlabWallObject:UpdateEntity()
if self.is_destroyed then
if self:UpdateDestroyedState() then
return
end
end
self:DestroyAttaches()
Slab.UpdateEntity(self)
AutoAttachObjects(self)
self:PostEntityUpdate()
self:RefreshEntityState()
self:RefreshClass()
end
function SlabWallObject:CycleEntity(delta)
EditorSubVariantObject.CycleEntity(self, delta)
self:RefreshEntityState()
self:RefreshClass()
self:PostEntityUpdate()
end
function SlabWallObject:RefreshClass()
--SlabWallObject is a cls that generates ent from given props
--SlabWallWindow and SlabWallWindowBroken are functional classes, where ents inherit them
local e = self:GetEntity()
if IsValidEntity(e) then
local cls = g_Classes[e]
if cls and IsKindOf(cls, "SlabWallObject") then
setmetatable(self, cls)
end
end
end
function DbgChangeClassOfAllWindows()
CreateRealTimeThread(function()
ForEachMap(ListMaps(), function()
MapForEach("map", "SlabWallObject", function(obj)
obj:RefreshClass()
end)
SaveMap("no backup")
end)
end)
end
function SlabWallObject:RefreshEntityState()
--cb for lockpickable
end
function SlabWallObject:PostEntityUpdate()
self:UpdateAffectedWalls()
self:UpdateManagedSlabs()
self:UpdateManagedObj()
end
function SlabWallObject:IsWindow()
return not self:IsDoor()
end
function SlabWallObject:IsDoor()
return IsKindOfClasses(self, "SlabWallDoorDecor", "SlabWallDoor") or false
end
function SlabWallObject:ForEachSlabPos(func, ...)
local width = self.width
local height = self.height
if width <= 0 or height <= 0 then return end
local x, y, z = self:GetPosXYZ()
if not z then
z = terrain.GetHeight(x, y)
end
local side = self:GetSide()
for w = 1, width do
for h = 1, self.height do
local tx, ty, tz, wf
tz = z + (h - 1) * const.SlabSizeZ
wf = (w - width/2 - 1)
if side == "E" then -- x = const
tx = x
ty = y + wf * const.SlabSizeY
elseif side == "W" then -- x = const
tx = x
ty = y - wf * const.SlabSizeY
elseif side == "N" then -- y = const
tx = x + wf * const.SlabSizeX
ty = y
else -- y = const
tx = x - wf * const.SlabSizeX
ty = y
end
func(tx, ty, tz, ...)
end
end
end
function SlabWallObject:UpdateAffectedWalls()
SuspendPassEdits("SlabWallObject:UpdateAffectedWalls")
local old_aw = self.affected_walls or empty_table
local new_aw = {}
self.affected_walls = new_aw
self.main_wall = nil
local is_permanent = self:GetGameFlags(gofPermanent) ~= 0
local gameFlags = is_permanent and gofPermanent or nil
local x, y, z = self:GetPosXYZ()
if not z then
z = terrain.GetHeight(x, y)
end
local side = self:GetSide()
local width = Max(self.width, 1)
for w = 1, width do
for h = 1, self.height do
local tx, ty, tz, wf
tz = z + (h - 1) * const.SlabSizeZ
wf = (w - width/2 - 1)
if side == "E" then -- x = const
tx = x
ty = y + wf * const.SlabSizeY
elseif side == "W" then -- x = const
tx = x
ty = y - wf * const.SlabSizeY
elseif side == "N" then -- y = const
tx = x + wf * const.SlabSizeX
ty = y
else -- y = const
tx = x - wf * const.SlabSizeX
ty = y
end
local is_main_pos = tx == x and ty == y and tz == z
local main_slab_candidates = is_main_pos and {}
MapForEach(tx, ty, tz, 0, "WallSlab", nil, nil, gameFlags, function(slab, self, is_main_pos, is_permanent)
local wall_obj = slab.wall_obj
if IsValid(wall_obj) and wall_obj ~= self and not new_aw[slab] then
return
end
if self.owned_slabs and table.find(self.owned_slabs, slab) then
return
end
if wall_obj ~= self and (is_permanent or slab:GetGameFlags(gofPermanent) == 0) then
-- non permanent wall objs should not affect permanent walls
slab:SetWallObj(self)
end
new_aw[slab] = true
table.insert(new_aw, slab)
if is_main_pos then
table.insert(main_slab_candidates, slab)
end
end, self, is_main_pos, is_permanent)
if is_main_pos and #main_slab_candidates > 0 then
--first non roof slab, if any
self:PickMainWall(main_slab_candidates)
end
end
end
if not self.main_wall and #new_aw > 0 then
--this makes it so that main_wall wont be in the same pos as the window/door, idk what that will break..
--this is a fix for a fringe case where the slab at the door/window pos is deleted
self:PickMainWall(new_aw)
end
for _, slab in ipairs(old_aw) do
if IsValid(slab) and slab.wall_obj == self and not new_aw[slab] then
slab:SetWallObj()
end
end
ResumePassEdits("SlabWallObject:UpdateAffectedWalls")
return old_aw
end
function SlabWallObject:PickMainWall(t)
local iHaveRoom = not not self.room
local roofCandidate = false
local nonRoofCandidateDiffRoom = false
local nonRoofRotatedCandidate = false
self.main_wall = false
for i = 1, #t do
local s = t[i]
local slabHasRoom = not not s.room
local anyRoomMissing = (not slabHasRoom or not iHaveRoom)
local slaba = s:GetAngle()
local selfa = self:GetAngle()
local angleIsTheSame = slaba == selfa
local angleIsReveresed = abs(slaba - selfa) == 180*60
if (slabHasRoom and s.room == self.room or
not iHaveRoom and
(angleIsTheSame or angleIsReveresed)) and
(anyRoomMissing or s.room.being_placed == self.room.being_placed) then
if not IsKindOf(s, "RoofWallSlab") then
if angleIsReveresed then
nonRoofRotatedCandidate = s
else
self.main_wall = s
return
end
elseif not roofCandidate then
roofCandidate = s
end
elseif not anyRoomMissing and s.room ~= self.room and angleIsTheSame then
nonRoofCandidateDiffRoom = s
end
end
self.main_wall = self.main_wall or nonRoofCandidateDiffRoom or nonRoofRotatedCandidate or roofCandidate
end
function SlabWallObject:DestroyAttaches()
if self.is_destroyed and string.find(GetStack(2), "SetAutoAttachMode") then
--todo: hack
return
end
Slab.DestroyAttaches(self, function(o, doNotDelete)
if IsKindOf(self, "EditorTextObject") and o == self.editor_text_obj then return end
return not doNotDelete or not IsKindOf(o, doNotDelete.class)
end, g_Classes.ConstructionSite)
end
function SlabWallObject:SetManagedSlabsShadowOnly(val, clear_contour)
for i = 1, #(self.owned_slabs or "") do
local slab = self.owned_slabs[i]
if slab then --can be saved as false if deleted by user
slab:SetShadowOnly(val)
if clear_contour then
slab:ClearHierarchyGameFlags(const.gofContourInner)
end
end
end
end
function OnMsg.EditorCallback(id, objs)
if id == "EditorCallbackDelete" then
for i = 1, #objs do
local o = objs[i]
if IsKindOf(o, "WallSlab") and o.always_visible and o:GetClipPlane() ~= 0 then
local x, y, z = o:GetPosXYZ()
local swo = MapGetFirst(x, y, z, 0, "SlabWallObject")
if swo and swo.owned_slabs then
local idx = table.find(swo.owned_slabs, o)
if idx then
swo.owned_slabs[idx] = false
end
end
end
end
end
end
function SlabWallObject:UpdateManagedSlabs()
if self.width == 0 then
--small window
local main = self.main_wall
--clipboard cpy paste fix, owned_slabs contains empty tables
for i = 1, #(self.owned_slabs or "") do
local s = self.owned_slabs[i]
if not IsValid(s) then
self.owned_slabs[i] = nil
end
end
if not main or (main:GetAngle() ~= self:GetAngle() or self.room and self.room ~= main.room) then
self:UpdateAffectedWalls()
main = self.main_wall
if not main then
DoneObjects(self.owned_slabs)
self.owned_slabs = false
return
end
end
if self.owned_slabs and self.owned_slabs[1] == false then
--happens after copy
DoneObjects(self.owned_slabs)
self.owned_slabs = false
end
if not self.owned_slabs then
self.owned_slabs = {}
local s = WallSlab:new({always_visible = true, forceInvulnerableBecauseOfGameRules = false})
table.insert(self.owned_slabs, s)
s = WallSlab:new({always_visible = true, forceInvulnerableBecauseOfGameRules = false})
table.insert(self.owned_slabs, s)
end
local bb = self:GetObjectBBox()
local isVerticalAligned = self:GetAngle() % (180 * 60) == 0
local mx, my, mz = main:GetPosXYZ()
local ma = main:GetAngle()
local destroyed = self.is_destroyed
for i = 1, 2 do
local s = self.owned_slabs[i]
if IsValid(s) then --this is false when deleted manually and saved
s:SetPosAngle(mx, my, mz, ma)
s.material = main.material
s.variant = main.variant
s.indoor_material_1 = main.indoor_material_1
s.indoor_material_2 = main.indoor_material_2
s.subvariant = main.subvariant
s:UpdateEntity()
s:UpdateVariantEntities()
local room = main.room
s:SetColorModifier(main:GetColorModifier())
s:Setcolors(main.colors or room and room.outer_colors)
s:Setinterior_attach_colors(main.interior_attach_colors or room and room.inner_colors)
s:Setexterior_attach_colors(main.exterior_attach_colors)
s:Setexterior_attach_colors_from_nbr(main.exterior_attach_colors_from_nbr)
s:SetWarped(main:GetWarped())
collision.SetAllowedMask(s, 0)
--save fixup, default state of slabs is invulnerable, so all small window helper slabs are now all saved as such..
s.forceInvulnerableBecauseOfGameRules = false --TODO:remove
s.invulnerable = false --TODO:remove
if destroyed ~= s.is_destroyed then
if destroyed then
s:Destroy()
else
s:Repair()
end
end
local p1, p2, p3
if i == 2 then
p3 = bb:min()
p1 = p3 + point(0, 0, bb:sizez())
if isVerticalAligned then
p2 = p1 + point(bb:sizex(), 0, 0)
else
p2 = p1 + point(0, bb:sizey(), 0)
end
else
p1 = bb:max()
p3 = p1 - point(0, 0, bb:sizez())
if isVerticalAligned then
p2 = p1 - point(bb:sizex(), 0, 0)
else
p2 = p1 - point(0, bb:sizey(), 0)
end
end
if isVerticalAligned then
--east/west needs inversion
p1, p3 = p3, p1
end
--DbgAddVector(p1, p2 - p1)
--DbgAddVector(p2, p3 - p2)
--DbgAddVector(p3, p1 - p3)
s:SetClipPlane(PlaneFromPoints( p1, p2, p3 ))
else
self.owned_slabs[i] = false
end
end
else
if self.owned_slabs then
DoneObjects(self.owned_slabs)
end
self.owned_slabs = false
end
end
local function TryGetARepresentativeWall(self, wall)
local mw
if not mw then
--mw = MapGetFirst(self, 0, "WallSlab", nil, const.efVisible)
local aw = self.affected_walls
for i = 1, #(aw or "") do
local w = aw[i]
if w.invisible_reasons and not w.invisible_reasons["suppressed"] then
mw = w
break
end
end
end
return mw or self.main_wall
end
local function TryFigureOutInteriorMaterialOnTheExteriorSide(self)
local m, c, _
local mw = TryGetARepresentativeWall(self)
if mw then
if self:GetAngle() == mw:GetAngle() then
m = mw.indoor_material_2
_, c = mw:GetAttachColors()
else
m = mw.indoor_material_1
c = mw:GetAttachColors()
end
else
m = self.material
end
return m ~= noneWallMat and m or false, c or self.colors or self:GetDefaultColor()
end
local function TryFigureOutInteriorMaterial(self)
local m, c, _
local mw = TryGetARepresentativeWall(self)
if mw then
if self:GetAngle() == mw:GetAngle() then
m = mw.indoor_material_1
c = mw:GetAttachColors()
else
m = mw.indoor_material_2
_, c = mw:GetAttachColors()
end
elseif self.room then
m = self.room.inner_wall_mat
c = self.room.inner_colors
end
return m ~= noneWallMat and m or false, c
end
local function GetAttchEntName(e, material)
if material then
local e = string.format("%s_Int_%s", e, material)
if IsValidEntity(e) then
return e
end
end
return string.format("%s_Int", e)
end
function SlabWallObject:UpdateManagedObj()
--some windows are composed from more than one entity for kicks
--it musn't be attached or the colors don't work.
if not self.is_destroyed then
local function setupObj(ea, color, idx, si)
local t = self.owned_objs
if not t then
t = {}
for i = 1, idx - 1 do
t[i] = false
end
self.owned_objs = t
end
if not IsValid(t[idx]) then
t[idx] = PlaceObject("Object")
end
local o = t[idx]
if o:GetEntity() ~= ea then
o:ChangeEntity(ea)
end
o:SetPos(self:GetSpotPos(si))
o:SetAngle(self:GetSpotAngle2D(si))
SetSlabColorHelper(o, color)
end
local function manageObj(spotName, idx, mat_func)
local added = false
if self:HasSpot(spotName) then
local si = self:GetSpotBeginIndex(spotName)
local e = self:GetEntity()
local material, color = mat_func(self)
local ea = GetAttchEntName(e, material)
if IsValidEntity(ea) then
setupObj(ea, color, idx, si)
added = true
else
print("SlabWallObject has a " .. spotName .. " spot defined but no ent found to place there [" .. ea .. "]")
end
end
if not added then
local t = self.owned_objs
if t and IsValid(t[idx]) then
DoneObject(t[idx])
t[idx] = false
end
end
end
manageObj("Interior1", 1, TryFigureOutInteriorMaterial)
manageObj("Interior2", 2, TryFigureOutInteriorMaterialOnTheExteriorSide)
local t = self.owned_objs
if t and not IsValid(t[1]) and not IsValid(t[2]) then
self.owned_objs = false
end
else
if self.owned_objs then
DoneObjects(self.owned_objs)
end
self.owned_objs = false
end
end
function SlabWallObject:SetShadowOnly(val, ...)
Slab.SetShadowOnly(self, val, ...)
for _, o in ipairs(self.owned_objs or empty_table) do
o:SetShadowOnly(val, ...)
end
end
function SlabWallObject:GetPlaceClass()
return self
end
function SlabWallObject:GetError()
local lst = MapGet(self, 0, "SlabWallObject")
if #lst > 1 then
return "Stacked doors/windows!"
end
self:ForEachSlabPos(function(x, y, z)
local slb = MapGetFirst(x, y, z, 0, "WallSlab")
if slb then
if slb.wall_obj ~= self then
return "Stacked doors/windows!"
end
end
end)
end
DefineClass.SlabWallDoorDecor = { --SlabWallDoor carries logic in zulu, SlabWallDoorDecor == SlabWallObject but is considered a door by IsDoor
__parents = { "SlabWallObject" },
fx_actor_class = "Door",
}
DefineClass("SlabWallDoor", "SlabWallDoorDecor") --door with decals
DefineClass("SlabWallWindow", "SlabWallObject") --window with decals
DefineClass("SlabWallWindowBroken", "SlabWallObject")
function GetFloorAlignedObj(gx, gy, gz, class)
local x, y, z = VoxelToWorld(gx, gy, gz)
return MapGetFirst(x, y, z, 0, class, nil, efVisible)
end
function GetWallAlignedObj(gx, gy, gz, dir, class)
local x, y, z = WallVoxelToWorld(gx, gy, gz, dir)
return MapGetFirst(x, y, z, 0, class, nil, efVisible)
end
function GetWallAlignedObjs(gx, gy, gz, dir, class)
local x, y, z = WallVoxelToWorld(gx, gy, gz, dir)
return MapGet(x, y, z, 0, class, nil, nil, gofPermanent) or empty_table
end
function GetFloorSlab(gx, gy, gz)
return GetFloorAlignedObj(gx, gy, gz, "FloorSlab")
end
function GetWallSlab(gx, gy, gz, side)
return GetWallAlignedObj(gx, gy, gz, side, "WallSlab")
end
function GetWallSlabs(gx, gy, gz, side)
return GetWallAlignedObjs(gx, gy, gz, side, "WallSlab")
end
function GetStairSlab(gx, gy, gz)
return GetFloorAlignedObj(gx, gy, gz, "StairSlab")
end
function EnumConnectedFloorSlabs(x, y, z, visited)
local queue, objs = {}, {}
visited = visited or {}
local function push(x, y, z)
local hash = slab_hash(x, y, z)
if visited[hash] then return end
visited[hash] = true
local slab = GetFloorSlab(x, y, z)
if not slab or visited[slab] then return end
visited[slab] = true
table.insert_unique(objs, slab)
queue[#queue + 1] = { x = x, y = y, z = z }
end
push(x, y, z)
while #queue > 0 do
local loc = table.remove(queue)
push(loc.x + 1, loc.y, loc.z)
push(loc.x - 1, loc.y, loc.z)
push(loc.x, loc.y + 1, loc.z)
push(loc.x, loc.y - 1, loc.z)
end
return objs
end
function EnumConnectedWallSlabs(x, y, z, side, floor, enum_adjacent_sides, zdir, visited)
local queue, objs = {}, {}
visited = visited or {}
zdir = zdir or 0
local function push(x, y, z, side)
local hash = slab_hash(x, y, z, side)
if visited[hash] then return end
visited[hash] = true
local slab = GetWallSlab(x, y, z, side)
if not slab or (floor and slab.floor ~= floor) or visited[slab] then return end
visited[slab] = true
table.insert_unique(objs, slab)
queue[#queue + 1] = { x = x, y = y, z = z, side = side }
end
push(x, y, z, side)
while #queue > 0 do
local loc = table.remove(queue)
if zdir >= 0 then
push(loc.x, loc.y, loc.z + 1, loc.side)
end
if zdir <= 0 then
push(loc.x, loc.y, loc.z - 1, loc.side)
end
if loc.side == "E" or loc.side == "W" then -- x = const
push(loc.x, loc.y + 1, loc.z, loc.side)
push(loc.x, loc.y - 1, loc.z, loc.side)
if enum_adjacent_sides then
push(loc.x, loc.y, loc.z, "S")
push(loc.x, loc.y, loc.z, "N")
-- handle non-convex shapes
push(loc.x + 1, loc.y + 1, loc.z, "N")
push(loc.x - 1, loc.y + 1, loc.z, "N")
push(loc.x + 1, loc.y - 1, loc.z, "S")
push(loc.x - 1, loc.y - 1, loc.z, "S")
end
else -- y = const
push(loc.x + 1, loc.y, loc.z, loc.side)
push(loc.x - 1, loc.y, loc.z, loc.side)
if enum_adjacent_sides then
push(loc.x, loc.y, loc.z, "E")
push(loc.x, loc.y, loc.z, "W")
-- handle non-convex shapes
push(loc.x + 1, loc.y + 1, loc.z, "W")
push(loc.x + 1, loc.y - 1, loc.z, "W")
push(loc.x - 1, loc.y + 1, loc.z, "E")
push(loc.x - 1, loc.y - 1, loc.z, "E")
end
end
end
return objs
end
function EnumConnectedStairSlabs(x, y, z, zdir, visited)
local stair = GetStairSlab(x, y, z)
local objs = {}
visited = visited or {}
zdir = zdir or 0
if stair then
objs[1] = stair
visited[stair] = true
local first, last, all
if zdir >= 0 then
first, last, all = stair:TraceConnectedStairs(1)
table.iappend(objs, all)
for _, obj in ipairs(all) do
visited[obj] = true
end
end
if zdir <= 0 then
first, last, all = stair:TraceConnectedStairs(-1)
table.iappend(objs, all)
for _, obj in ipairs(all) do
visited[obj] = true
end
end
end
return objs
end
function FindConnectedWallSlab(obj)
if IsKindOf(obj, "WallSlab") then
return obj
elseif IsKindOf(obj, "SlabWallObject") then
return obj.main_wall
elseif IsKindOf(obj, "FloorSlab") then
local x, y, z = obj:GetGridCoords()
local tiles = EnumConnectedFloorSlabs(x, y, z)
for _, tile in ipairs(tiles or empty_table) do
x, y, z = tile:GetGridCoords()
for _, side in ipairs(slab_sides) do
local slab = GetWallSlab(x, y, z, side)
if IsValid(slab) then
return slab
end
end
end
end
end
function FindConnectedFloorSlab(obj)
if IsKindOf(obj, "FloorSlab") then
return obj
end
if IsKindOf(obj, "SlabWallObject") then
obj = obj.main_wall
end
if IsKindOf(obj, "WallSlab") then
local x, y, z = obj:GetGridCoords()
local walls = EnumConnectedWallSlabs(x, y, z, obj:GetSide(), obj.floor)
for _, wall in ipairs(walls) do
x, y, z = wall:GetGridCoords()
local slab = GetFloorSlab(x, y, z)
if IsValid(slab) and slab.floor == obj.floor then
return slab
end
end
end
end
function SlabsPushUp(gx, gy, gz, visited)
visited = visited or {}
local walls, floors = {}, {}
local objs
-- start by enumerating all connected slabs in the given grid coords
floors = EnumConnectedFloorSlabs(gx, gy, gz, visited)
for _, side in ipairs(slab_sides) do
objs = EnumConnectedWallSlabs(gx, gy, gz, side, false, "enum adjacent", 1, visited)
if #objs > 0 then
table.iappend(walls, objs)
end
end
-- enumerate the whole connected structure above
local iwall, ifloor = 1, 1
while iwall <= #walls or ifloor <= #floors do
if iwall <= #walls then
local x, y, z = walls[iwall]:GetGridCoords()
objs = EnumConnectedWallSlabs(x, y, z, walls[iwall]:GetSide(), false, "enum adjacent", 1, visited)
if #objs > 0 then
table.iappend(walls, objs)
end
objs = EnumConnectedFloorSlabs(x, y, z, visited)
if #objs > 0 then
table.iappend(floors, objs)
end
iwall = iwall + 1
end
if ifloor <= #floors then
-- no need to check for other floors, they would be enumerated already
local x, y, z = floors[ifloor]:GetGridCoords()
for _, side in ipairs(slab_sides) do
objs = EnumConnectedWallSlabs(x, y, z, side, false, "enum adjacent", 1, visited)
if #objs > 0 then
table.iappend(walls, objs)
end
end
ifloor = ifloor + 1
end
end
-- push up all enumerated objects by sz
for _, obj in ipairs(floors) do
local x, y, z = obj:GetPosXYZ()
local gx, gy, gz = obj:GetGridCoords()
obj:SetPos(x, y, z + sz)
local stairs = EnumConnectedStairSlabs(gx, gy, gz)
for i, stair in ipairs(stairs) do
x, y, z = stair:GetPosXYZ()
stair:SetPos(x, y, z + sz)
end
end
for _, obj in ipairs(walls) do
local x, y, z = obj:GetPosXYZ()
obj:SetPos(x, y, z + sz)
if IsValid(obj.wall_obj) and obj.wall_obj.main_wall == obj then
obj.wall_obj:SetPos(x, y, z + sz)
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------
function ComposeCornerPlugName(mat, crossingType, variant)
variant = variant or "01"
local ret = string.format("WallExt_%s_Cap%s_%s", mat, crossingType, variant)
return ret
end
function ComposeCornerBeamName(mat, interiorExterior, variant, svd)
variant = variant or "01"
interiorExterior = interiorExterior or "Ext"
local ret = string.format("Wall%s_%s_Corner_%s", interiorExterior, mat, variant)
return ret
end
DefineClass.RoomCorner = {
__parents = { "Slab", "CornerAlignedObj", "ComponentExtraTransform", "HideOnFloorChange" },
properties = {
{ id = "ColorModifier", dont_save = true, },
{ id = "isPlug", editor = "bool", default = false },
},
room_container_name = "spawned_corners",
}
function RoomCorner:SetProperty(id, value)
EditorCallbackObject.SetProperty(self, id, value)
end
function RoomCorner:Setentity(val)
if not IsValidEntity(val) then
--print(self.handle)
self:ReportMissingSlabEntity(val)
return
end
self.entity = val
self:ChangeEntity(val)
self:ResetVisibilityFlags()
end
function RoomCorner:GetAttachColors()
return false, false
end
function RoomCorner:UpdateEntity()
self.bad_entity = nil
if self.is_destroyed then --TODO: do corner destroyed nbrs matter?
if self:UpdateDestroyedState() then
return
end
end
local pos = self:GetPos()
local newEnt = "InvisibleObject"
local angle = 0
local dir = self.side
local room = self.room
if not room then return end
local is_permanent = self:GetGameFlags(gofPermanent) ~= 0
local gameFlags = is_permanent and gofPermanent or nil
local mat = self.material
local faceThis
if mat ~= noneWallMat then
local amIRoof = not not IsKindOf(self, "RoofCornerWallSlab")-- and "RoofWallSlab" or "WallSlab"
local alwaysVisibleSlabsPresent = false
local walls = MapGet(pos, voxelSizeX, "WallSlab", nil, nil, gameFlags, function(o, self, amIRoof, is_permanent)
if not is_permanent and o:GetGameFlags(gofPermanent) ~= 0 then return end
if not self:ShouldUpdateEntity(o) then return end
local clsTest = amIRoof == not not IsKindOf(o, "RoofWallSlab")
if not clsTest then return end
--gofshadow should not be considered here, it would cause ent change because of temp invisible things, I can't recall what it fixes either
local visible = (o:GetEnumFlags(const.efVisible) ~= 0 or IsValid(o.wall_obj))
if not visible then return end
local x, y, z = o:GetPosXYZ()
if z ~= pos:z() then return end
alwaysVisibleSlabsPresent = alwaysVisibleSlabsPresent or o.always_visible
return true
end, self, amIRoof, is_permanent) or empty_table
--filter out walls on the same positions
if (amIRoof or alwaysVisibleSlabsPresent) and #walls > 1 then
local pos_top = pos:AddZ(voxelSizeZ)
pos_top = pos_top:SetZ(Min(room and room:GetRoofZAndDir(pos_top) or pos_top:z(), pos_top:z()))
for i = #walls, 1, -1 do
local wall_i = walls[i]
local pos_i = wall_i:GetPos()
local height_i = wall_i.room and wall_i.room:GetRoofZAndDir(pos_i) or 0
for j = 1, #walls do
local wall_j = walls[j]
if wall_j ~= wall_i then
local pos_j = wall_j:GetPos()
if pos_i == pos_j then
if wall_i.room == wall_j.room or wall_i.room ~= room then
table.remove(walls, i)
end
break
elseif amIRoof and wall_i.room ~= wall_j.room then
local go = true
local other_room = wall_i.room ~= room and wall_i.room or wall_j.room
if other_room ~= room then
if IsValid(other_room) and (other_room:GetRoofZAndDir(pos_top) or 0) > pos_top:z() then
go = false --don't drop lower roof slabs if we stick out
end
end
if go then
local height_j = wall_j.room and wall_j.room:GetRoofZAndDir(pos_j) or 0
if height_i < height_j then
table.remove(walls, i)
break
end
end
end
end
end
end
end
local ext_material_list = Presets.SlabPreset.SlabMaterials or empty_table
local int_material_list = Presets.SlabPreset.SlabIndoorMaterials or empty_table
local esvd = ext_material_list[mat]
local is_inner_none = room.inner_wall_mat == noneWallMat
local inner_mat_to_use = not is_inner_none and room.inner_wall_mat or mat
local isvd = int_material_list[inner_mat_to_use]
local variantStr = false
if self.subvariant ~= -1 then
local digit = self.subvariant
variantStr = digit < 10 and "0" .. tostring(digit) or tostring(digit)
end
if #walls > 1 then
if #walls == 2 then
local p1 = walls[1]:GetPos() - pos
local p2 = walls[2]:GetPos() - pos
if p1:x() ~= p2:x() and p1:y() ~= p2:y() then --else they are on the same plane and corner should be invisible
local x = p1:x() ~= 0 and p1:x() or p2:x()
local y = p1:y() ~= 0 and p1:y() or p2:y()
if x < 0 and y < 0 then
angle = 0
elseif x < 0 and y > 0 then
angle = 270 * 60
elseif x > 0 and y > 0 then
angle = 180 * 60
elseif x > 0 and y < 0 then
angle = 90 * 60
end
local d = slabCornerAngleToDir[angle]
if self.isPlug then
if self.material == "Concrete" and dir ~= d then
newEnt = ComposeCornerPlugName(mat, "D")
end
if newEnt == "InvisibleObject" or not IsValidEntity(newEnt) then
newEnt = ComposeCornerPlugName(mat, "L")
end
else
if d ~= dir or
walls[1].variant == "IndoorIndoor" or
walls[2].variant == "IndoorIndoor" then
--What this does is that ExEx sets will use Ext corners for places where Int corners should be used.
--This may not be exactly correct, the pedantically correct way would be for ExEx materials to use ExEx corners and have an ExExInt and an ExExExt variants.
--Leave as is until someone needs it.
local interior_exterior = not is_inner_none and "Int" or "Ext"
if not variantStr and isvd then
local subvariants, total = GetMaterialSubvariants(isvd, "corner_subvariants")
if subvariants and #subvariants > 0 then
local random = self:GetSeed(total)
newEnt = GetRandomSubvariantEntity(random, subvariants, function(suffix, mat, interior_exterior)
return ComposeCornerBeamName(mat, interior_exterior, suffix)
end, inner_mat_to_use, interior_exterior) or ComposeCornerBeamName(inner_mat_to_use, interior_exterior)
end
end
if newEnt == "InvisibleObject" then
newEnt = ComposeCornerBeamName(inner_mat_to_use, interior_exterior, variantStr)
end
else
if not variantStr and esvd then
local subvariants, total = GetMaterialSubvariants(esvd, "corner_subvariants")
if subvariants and #subvariants > 0 then
local random = self:GetSeed(total)
newEnt = GetRandomSubvariantEntity(random, subvariants, function(suffix, mat)
return ComposeCornerBeamName(mat, "Ext", suffix)
end, mat) or ComposeCornerBeamName(mat, "Ext")
end
end
if newEnt == "InvisibleObject" then
newEnt = ComposeCornerBeamName(mat, "Ext", variantStr)
end
end
end
end
elseif #walls == 3 then
if self.isPlug then
newEnt = ComposeCornerPlugName(mat, "T")
local a1 = walls[1]:GetAngle()
local a2 = walls[2]:GetAngle()
local a3 = walls[3]:GetAngle()
local delim = 180 * 60
local orthoEl
if a1 % delim == a2 % delim then
orthoEl = walls[3]
elseif a1 % delim == a3 % delim then
orthoEl = walls[2]
else
orthoEl = walls[1]
end
local toMe = pos - orthoEl:GetPos()
faceThis = pos + toMe
end
elseif #walls == 4 then
if self.isPlug then
newEnt = ComposeCornerPlugName(mat, "X")
end
end
end
end
if not IsValidEntity(newEnt) then
if self.subvariant == 1 or self.subvariant == -1 then
--presumably if var 1 is missing nothing can be done
self:ReportMissingSlabEntity(newEnt)
newEnt = "InvisibleObject"
else
print("Reverting corner [" .. self.handle .. "] subvariant [" .. self.subvariant .. "] because no entity [" .. newEnt .. "] found.")
self.subvariant = -1
self:UpdateEntity()
return
end
end
if newEnt ~= self.entity or IsChangingMap() then
self:Setentity(newEnt)
self:ApplyMaterialProps()
end
if faceThis then
self:Face(faceThis)
else
self:SetAngle(angle)
end
self:SetColorFromRoom()
end
function RoomCorner:SetColorFromRoom()
local room = self.room
if not room then return end
local rm = self:GetColorsRoomMember()
self:Setcolors(self.colors or room[rm])
end
function RoomCorner:GetColorsRoomMember()
local room = self.room
if not room then
return self.colors_room_member
end
if slabCornerAngleToDir[self:GetAngle()] == self.side or room.inner_wall_mat == noneWallMat then
return "outer_colors"
else
return "inner_colors"
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------
g_BoxesToCompute = false
local BoxIntersect = box().Intersect
local irInside = const.irInside
local function DoesBoxEncompassBox(b1, b2)
return BoxIntersect(b1, b2) == irInside
end
MapGameTimeRepeat("ComputeSlabVisibility", nil, function()
if not g_BoxesToCompute then
WaitWakeup()
end
ComputeSlabVisibility()
end)
--the order in which MapGameTimeRepeat get registered determines when they'll execute,
--we want DelayedSlabUpdate to be after ComputeSlabVisibility if they are concurent
MapGameTimeRepeat("DelayedSlabUpdate", -1, function(sleep)
SlabUpdate()
if first then
Msg("SlabsDoneLoading")
first = false
end
WaitWakeup()
end)
function ComputeSlabVisibilityOfObjects(objs)
local bbox = empty_box
for _, obj in ipairs(objs) do
bbox = AddRects(bbox, obj:GetObjectBBox())
end
ComputeSlabVisibilityInBox(bbox)
end
function ComputeSlabVisibilityInBox(box)
if not box or box:IsEmpty2D() then
return
end
g_BoxesToCompute = g_BoxesToCompute or {}
local boxes = g_BoxesToCompute
for i = 1, #boxes do
local bi = boxes[i]
if bi == box then
--same
return
end
if DoesBoxEncompassBox(bi, box) then
--fully encompassed
return
elseif DoesBoxEncompassBox(box, bi) then
boxes[i] = box
return
end
end
--DbgAddBox(box)
NetUpdateHash("ComputeSlabVisibilityInBox", box)
table.insert(boxes, box)
DelayedComputeSlabVisibility()
end
function DelayedComputeSlabVisibility()
Wakeup(PeriodicRepeatThreads["ComputeSlabVisibility"])
end
local function TestMaterials(myMat, hisMat, reverseNoneForMe, reverseNoneForHim)
--first ret true -- someone will get suppressed
--second ret true - otherSlab will get suppressed, false - slab will get suppressed
if hisMat == noneWallMat then
return true, reverseNoneForHim and true or false
elseif myMat == noneWallMat and hisMat ~= noneWallMat then
return true, not reverseNoneForMe and true or false
end
return false
end
function Slab:IsOffset()
return false
end
function RoofWallSlab:IsOffset()
local x1, y1, z1 = WallVoxelToWorld(WallWorldToVoxel(self))
local x2, y2, z2 = self:GetPosXYZ()
return x1 ~= x2 or y1 ~= y2
end
-- 1 if otherSlab should be suppressed
-- -1 if self should be suppressed
-- 0 if noone is suppress
function WallSlab:ShouldSuppressSlab(otherSlab, material_preset)
if self:IsSuppressionDisabled(otherSlab) then
return 0
end
local importance_test = self:SuppressByImportance(otherSlab)
if importance_test ~= 0 then
return importance_test
end
local amIRoof = IsKindOf(self, "RoofWallSlab")
local isHeRoof = IsKindOf(otherSlab, "RoofWallSlab")
if isHeRoof and not amIRoof then
return 1
elseif not isHeRoof and amIRoof then
return -1
end
local mr = self.room
local reverseNoneForMe = IsValid(mr) and (amIRoof and mr.none_roof_wall_mat_does_not_affect_nbrs or not amIRoof and mr.none_wall_mat_does_not_affect_nbrs) or false
local hr = otherSlab.room
local reverseNoneForHim = IsValid(hr) and (isHeRoof and hr.none_roof_wall_mat_does_not_affect_nbrs or not isHeRoof and hr.none_wall_mat_does_not_affect_nbrs) or false
local r1, r2 = TestMaterials(self.material, otherSlab.material, reverseNoneForMe, reverseNoneForHim)
if r1 then
return r2 and 1 or -1
end
if isHeRoof and amIRoof then
return 0
end
local material_test = self:SuppressByMaterial(otherSlab, material_preset)
if material_test ~= 0 then
return material_test
end
if IsValid(self.room) and IsValid(otherSlab.room) then
return self.room.handle - otherSlab.room.handle
end
if not IsValid(self.room) and IsValid(otherSlab.room) then
return -1
end
if IsValid(self.room) and not IsValid(otherSlab.room) then
return 1
end
return self.handle - otherSlab.handle
end
-- 1 if otherSlab should be suppressed
-- -1 if self should be suppressed
-- 0 if noone is suppress
function FloorSlab:ShouldSuppressSlab(otherSlab, material_preset)
if self:IsSuppressionDisabled(otherSlab) then
return 0
end
local importance_test = self:SuppressByImportance(otherSlab)
if importance_test ~= 0 then
return importance_test
end
local reverseNoneForMe = IsValid(self.room) and self.room.none_floor_mat_does_not_affect_nbrs or false
local reverseNoneForHim = IsValid(otherSlab.room) and otherSlab.room.none_floor_mat_does_not_affect_nbrs or false
local r1, r2 = TestMaterials(self.material, otherSlab.material, reverseNoneForMe, reverseNoneForHim)
if r1 then
return r2 and 1 or -1
end
local material_test = self:SuppressByMaterial(otherSlab, material_preset)
if material_test ~= 0 then
return material_test
end
if IsValid(self.room) and IsValid(otherSlab.room) then
local amIRoof = self.room:IsRoofOnly()
local isHeRoof = otherSlab.room:IsRoofOnly()
if isHeRoof and not amIRoof then
return 1
elseif amIRoof and not isHeRoof then
return -1
end
return self.room.handle - otherSlab.room.handle
end
if not IsValid(self.room) and IsValid(otherSlab.room) then
return -1
end
if IsValid(self.room) and not IsValid(otherSlab.room) then
return 1
end
return self.handle - otherSlab.handle
end
CeilingSlab.ShouldSuppressSlab = FloorSlab.ShouldSuppressSlab
cornerToWallSides = {
East = { "East", "North" },
South = { "East", "South" },
West = { "West", "South" },
North = { "West", "North" },
}
-- 1 if otherSlab should be suppressed
-- -1 if self should be suppressed
-- 0 if noone is suppress
function RoomCorner:ShouldSuppressSlab(otherSlab, material_preset)
if self:IsSuppressionDisabled(otherSlab) then
return 0
end
local importance_test = self:SuppressByImportance(otherSlab)
if importance_test ~= 0 then
return importance_test
end
local amIRoof = IsKindOf(self, "RoofCornerWallSlab")
local isHeRoof = IsKindOf(otherSlab, "RoofCornerWallSlab")
if isHeRoof and not amIRoof then
return 1
elseif not isHeRoof and amIRoof then
return -1
elseif isHeRoof and amIRoof then
return 0
end
local r1, r2 = TestMaterials(self.material, otherSlab.material)
r2 = not r2 --reverse behavior, none corners should be below other corners
if r1 then return r2 and 1 or -1 end
local material_test = self:SuppressByMaterial(otherSlab, material_preset)
if material_test ~= 0 then
return material_test
end
if IsValid(self.room) and IsValid(otherSlab.room) then
--if one of the walls of an adjacent bld is disabled, corners of existing walls have precedence
local myC, hisC = 0, 0
local myAdj = cornerToWallSides[self.side]
local hisAdj = cornerToWallSides[otherSlab.side]
for i = 1, 2 do
myC = myC + ((self.room:GetWallMatHelperSide(myAdj[i]) == noneWallMat) and 1 or 0)
hisC = hisC + ((otherSlab.room:GetWallMatHelperSide(hisAdj[i]) == noneWallMat) and 1 or 0)
end
if myC ~= hisC then
return hisC - myC
end
return self.room.handle - otherSlab.room.handle
end
return self.handle - otherSlab.handle
end
function CSlab:ShouldSuppressSlab(otherSlab)
return 0
end
function CSlab:SuppressByMaterial(slab, material_preset)
local mp_self = material_preset or self:GetMaterialPreset()
local mp_slab = slab:GetMaterialPreset()
return (mp_self and mp_self.strength or 0) - (mp_slab and mp_slab.strength or 0)
end
function CSlab:SuppressByImportance(slab)
return self.class_suppression_strenght - slab.class_suppression_strenght
end
function CSlab:IsSuppressionDisabled(slab)
return self == slab or self.always_visible or slab.always_visible
end
function GetTopmostWallSlab(slab)
return MapGetFirst(slab, 0, "WallSlab", function(o)
return o.isVisible
end)
end
CSlab.visibility_pass = 1
function CSlab:ComputeVisibility(passed)
self:SetSuppressor(false)
end
function CSlab:ComputeVisibilityAround()
ComputeSlabVisibilityInBox(self:GetObjectBBox())
end
local function PassSlab(slab, passed)
--for easier debug, all passing goes trhough here
passed[slab] = true
end
local topMySide
local topOpSide
function OnMsg.DoneMap()
topMySide = nil
topOpSide = nil
end
local function PassWallSlabs(slab, self, passed, mpreset)
if slab == self then
return
end
if slab:GetAngle() == self:GetAngle() then
local r = topMySide:ShouldSuppressSlab(slab, mpreset)
if r > 0 then
--slab is suppressed
PassSlab(slab, passed)
slab:SetSuppressor(topMySide, self)
elseif r < 0 then
if topMySide:SetSuppressor(slab, self) then
topMySide = slab
end
end
else
local r = topOpSide and topOpSide:ShouldSuppressSlab(slab, mpreset) or 0
if r > 0 then
--slab is suppressed
PassSlab(slab, passed)
slab:SetSuppressor(topOpSide, self)
elseif r < 0 then
if topOpSide:SetSuppressor(slab, self) then
topOpSide = slab
end
end
topOpSide = topOpSide or slab
end
end
function WallSlab:ComputeVisibility(passed)
--walls
passed = passed or {}
local mpreset = self:GetMaterialPreset()
topMySide = self
topOpSide = false
local is_permanent = self:GetGameFlags(gofPermanent) ~= 0
local gameFlags = is_permanent and gofPermanent or nil
MapForEach(self, 0, "WallSlab", nil, nil, gameFlags, PassWallSlabs, self, passed, mpreset)
local top = topMySide
local variant = false
--take inner mats from tops, todo: maybe they should be calculated b4 hand from all slabs in spot?
local m1 = noneWallMat
local m2 = noneWallMat
local c2
--dont do innerinner variants for roof<->notroof combo
if top and topOpSide then
local isTopRoof = IsKindOf(top, "RoofWallSlab")
local isOpTopRoof = IsKindOf(topOpSide, "RoofWallSlab")
if isTopRoof ~= isOpTopRoof then
if isTopRoof and not isOpTopRoof then
PassSlab(top, passed)
if top:SetSuppressor(topOpSide, self) then
top = topOpSide
topOpSide = false
end
elseif not isTopRoof and isOpTopRoof then
PassSlab(topOpSide, passed)
if topOpSide:SetSuppressor(top, self) then
topOpSide = false
end
end
end
end
local opSideCompResult
if topOpSide then
variant = "IndoorIndoor"
opSideCompResult = top:ShouldSuppressSlab(topOpSide, mpreset)
if opSideCompResult > 0 then
topOpSide:SetSuppressor(top, self)
m1 = top.room and top.room.inner_wall_mat or top.indoor_material_1 or noneWallMat
m2 = topOpSide.room and topOpSide.room.inner_wall_mat or topOpSide.indoor_material_1 or noneWallMat
c2 = topOpSide.room and topOpSide.room.inner_colors
elseif opSideCompResult < 0 then
if top:SetSuppressor(topOpSide, self) then
top = topOpSide
end
m1 = top.room and top.room.inner_wall_mat or top.indoor_material_1 or noneWallMat
m2 = topMySide.room and topMySide.room.inner_wall_mat or topMySide.indoor_material_1 or noneWallMat
c2 = topMySide.room and topMySide.room.inner_colors
if top.wall_obj then
passed[top] = nil --topOpSide is visible, he needs to pass in case his covered up by a slabwallobj
end
elseif opSideCompResult == 0 then
passed[topOpSide] = nil --both are visible, this guy needs to pass to fix up his variant
m1 = top.room and top.room.inner_wall_mat or top.indoor_material_1 or noneWallMat --stacked roof walls, ignore his mat, use ours though.
end
if m2 == noneWallMat and m1 == noneWallMat then
variant = "Outdoor"
elseif m2 == noneWallMat then
variant = "OutdoorIndoor"
elseif m1 == noneWallMat then
--this will hide opposing inner mat
variant = "Outdoor"
end
else
local indoorMat = top.room and top.room.inner_wall_mat or top.indoor_material_1
if indoorMat == noneWallMat then
variant = "Outdoor"
else
variant = "OutdoorIndoor"
m1 = indoorMat
end
end
if top.material == noneWallMat and not top.always_visible then
top:SetSuppressor(self)
else
if top.exterior_attach_colors == c2 then
--save fixup, TODO: remove
top:Setexterior_attach_colors(false)
end
if top:ShouldUpdateEntity(self)
and (top.variant ~= variant or top.indoor_material_2 ~= m2 or top.exterior_attach_colors_from_nbr ~= c2) then
local newVar = variant
if not IsValid(top.room) then
--slabs placed by hand have their variant preserved, unless forced
newVar = top.variant
m2 = top.indoor_material_2
end
if top.forceVariant ~= "" then
newVar = top.forceVariant
end
local defaults = getmetatable(top)
top.variant = newVar ~= defaults.variant and newVar or nil
top.indoor_material_2 = m2 ~= defaults.indoor_material_2 and m2 or nil
top:Setexterior_attach_colors_from_nbr(c2)
top:UpdateEntity()
top:UpdateVariantEntities()
end
top:SetSuppressor(false, self)
end
--supress roof walls if they are in the box of above rooms (2D box)
if top.room and not top.room:IsRoofOnly() and IsKindOf(top, "RoofWallSlab") then
local pos = top:GetPos()
local adjacent_rooms = top.room.adjacent_rooms or empty_table
for _, adj_room in ipairs(adjacent_rooms) do
local data = adjacent_rooms[adj_room]
if not adj_room.being_placed and
not adj_room:IsRoofOnly() and adj_room.box ~= data[1] then --ignore rooms inside our room
local adj_box = adj_room.box:grow(1, 1, 0)
local in_box_3d = pos:InBox(adj_box)
if not in_box_3d and top.room.floor < adj_room.floor then
local rb = adj_room.roof_box
if rb then
rb = rb:grow(1, 1, 0)
in_box_3d = pos:InBox(rb)
--[[
--restore if needed
if in_box_3d then
--this part shows offset pieces that are partially in the roof box of a lower room
local b = top:GetObjectBBox()
local ib = IntersectRects(b, rb)
if ib:sizex() ~= b:sizex() and ib:sizey() ~= b:sizey() then
in_box_3d = false --at least one side should be fully in, else we are partially affected and will leave a whole
end
end
]]
end
end
if in_box_3d then
top:SetSuppressor(self)
if topOpSide and opSideCompResult == 0 then --topOpSide is still visible
topOpSide:SetSuppressor(self)
end
break
end
end
end
end
topMySide = nil
topOpSide = nil
end
local floor_top
function OnMsg.DoneMap()
floor_top = nil
end
local function FloorPassFloorAndCeilingSlabs(slab, self, passed, mpreset)
if slab == self then
return
end
local comp = floor_top:ShouldSuppressSlab(slab, mpreset)
if comp == 0 then
return
end
PassSlab(slab, passed)
if comp > 0 then
slab:SetSuppressor(floor_top, self)
else
if floor_top:SetSuppressor(slab, self) then
floor_top = slab
end
end
end
local function FloorPassRoofPlaneAndEdgeSlabs(slab, floor_top, topZ, passed, self)
local dz = topZ - select(3, slab:GetPosXYZ())
if 0 < dz and dz <= voxelSizeZ then
PassSlab(slab, passed)
slab:SetSuppressor(floor_top, self)
end
end
function FloorSlab:ComputeVisibility(passed)
passed = passed or {}
floor_top = self
local mpreset = self:GetMaterialPreset()
local is_permanent = self:GetGameFlags(gofPermanent) ~= 0
local gameFlags = is_permanent and gofPermanent or nil
MapForEach(self, 0, "FloorSlab", "CeilingSlab", nil, nil, gameFlags,
FloorPassFloorAndCeilingSlabs, self, passed, mpreset)
if floor_top.material == noneWallMat then
floor_top:SetSuppressor(floor_top, self)
else
floor_top:SetSuppressor(false, self)
--hide roofs 1 vox below 155029
MapForEach(floor_top, halfVoxelSizeX, "RoofPlaneSlab", "RoofEdgeSlab", nil, nil, gameFlags,
FloorPassRoofPlaneAndEdgeSlabs, floor_top, select(3, floor_top:GetPosXYZ()), passed, self)
end
floor_top = nil
end
CeilingSlab.ComputeVisibility = FloorSlab.ComputeVisibility
function SlabWallObject:ComputeVisibility(passed)
self:UpdateAffectedWalls()
end
local roof_suppressed
function OnMsg.DoneMap()
roof_suppressed = nil
end
local function RoofPassRoofEdgeAndCornerSlabs(slab, self, passed, z)
if slab == self or slab.room == self.room
or (slab:GetAngle() == self:GetAngle() and slab:GetMirrored() == self:GetMirrored())
or self:IsSuppressionDisabled(slab)
then
return
end
local _, _, slab_z = slab:GetPosXYZ()
if z < slab_z then
roof_suppressed = true
return
end
PassSlab(slab, passed)
if slab:SetSuppressor(self) and z == slab_z then
roof_suppressed = true
end
end
function RoofSlab:ComputeVisibility(passed)
passed = passed or {}
roof_suppressed = nil
local is_permanent = self:GetGameFlags(gofPermanent) ~= 0
local gameFlags = is_permanent and gofPermanent or nil
if self.room and not self.room:IsRoofOnly() then
--determine a list of rooms, inside whose volumes our self lies
local passed = {}
local function CheckSuppressed(adj_room, pos, adjacent_rooms, slab_room, passed)
local data = adjacent_rooms[adj_room]
if not passed[adj_room] then
passed[adj_room] = true
--ignore rooms inside our room
if slab_room ~= adj_room and
not adj_room:IsRoofOnly() and
not adj_room.being_placed and
(not data or adj_room.box ~= data[1])
then
local adj_box = adj_room.box:grow(1,1,1)
local in_box = pos:InBox(adj_box)
if not in_box and (slab_room.floor or 0) < (adj_room.floor or 0) then
local rb = adj_room.roof_box
if rb then
rb = rb:grow(1, 1, 0)
in_box = pos:InBox(rb)
end
end
if in_box then
roof_suppressed = true
return "break"
end
end
end
end
local pos = self:GetPos()
local adjacent_rooms = self.room.adjacent_rooms or empty_table
local sbox = self:GetObjectBBox()
EnumVolumes(sbox:grow(1, 1, 1), CheckSuppressed, pos, adjacent_rooms, self.room, passed) --this catches some rooms that are not considered adjacent (roof adjacency)
if not roof_suppressed then
--this catches other rooms the previous enum doesn't, normal adjacency
for _, adj_room in ipairs(adjacent_rooms) do
if CheckSuppressed(adj_room, pos, adjacent_rooms, self.room, passed) == "break" then
break
end
end
end
end
--idk, but this seems to be the best looking option atm, of course that could change
if not roof_suppressed and const.SuppressMultipleRoofEdges and IsKindOfClasses(self, "RoofEdgeSlab", "RoofCorner") then
--if more than one in one pos, suppress all
local x, y, z = self:GetPosXYZ()
MapForEach(x, y, guic, "RoofEdgeSlab", "RoofCorner", nil, nil, gameFlags,
RoofPassRoofEdgeAndCornerSlabs, self, passed, z)
end
if roof_suppressed then
self:SetSuppressor(self)
else
self:SetSuppressor(false)
end
roof_suppressed = nil
end
local dev = Platform.developer
RoomCorner.visibility_pass = 2
function RoomCorner:ComputeVisibility(passed)
local _, _, z = self:GetPosXYZ()
local topSlab = self
local mpreset = self:GetMaterialPreset()
local is_permanent = self:GetGameFlags(gofPermanent) ~= 0
local gameFlags = is_permanent and gofPermanent or nil
MapForEach(self, halfVoxelSizeX, "RoomCorner", nil, nil, gameFlags, function(slab, self, z, mpreset)
if slab == self then
return
end
local _, _, z1 = slab:GetPosXYZ()
if z1 ~= z or self.isPlug ~= slab.isPlug then
return --plugs suppress plugs only, corners suppress corners only
end
if slab:ShouldUpdateEntity(self) then
slab:UpdateEntity() --update all entities all the time, otherwise we get map save diffs when they get updated on load map
end
local comp = topSlab:ShouldSuppressSlab(slab, mpreset)
if comp > 0 then
slab:SetSuppressor(topSlab, self)
elseif comp < 0 then
if topSlab:SetSuppressor(slab, self) then
topSlab = slab
end
end
end, self, z, mpreset)
if topSlab:ShouldUpdateEntity(self) then
topSlab:UpdateEntity()
end
if topSlab.entity ~= "InvisibleObject" and IsValidEntity(topSlab.entity) or
dev and topSlab.entity == "InvisibleObject" and topSlab.is_destroyed then --so they can be seen and repaired by nbrs
topSlab:SetSuppressor(false, self)
else
topSlab:SetSuppressor(topSlab, self)
end
end
StairSlab.visibility_pass = 3
function StairSlab:ComputeVisibility(passed)
if self:GetEnumFlags(const.efVisible) == 0 then
return
end
local is_permanent = self:GetGameFlags(gofPermanent) ~= 0
local gameFlags = is_permanent and gofPermanent or nil
local x, y, z = self:GetPosXYZ()
if z then
local max = self.hide_floor_slabs_above_in_range
for i = 1, max do
z = z + voxelSizeZ
MapForEach(x, y, z, 0, "FloorSlab", nil, nil, gameFlags, function(slab, self)
slab:SetSuppressor(self)
end, self)
end
else
print(string.format("Stairs with handle[%d] have an invalid Z!", stairs_slab.handle))
end
end
local function _ComputeSlabVisibility(boxes)
local passed = {}
local max_pass = 1
local passes
for i = 1, #boxes do
local _box = boxes[i]:grow(1, 1, 1) -- include the wall elements
--query optimizes some children away, so they are added explicitly
MapForEach(_box, "CSlab", function(slab)
if passed[slab] then
return
end
local pass = slab.visibility_pass
if pass == 1 then
PassSlab(slab, passed)
slab:ComputeVisibility(passed)
else
max_pass = Max(max_pass, pass)
passes = passes or {}
passes[pass] = table.create_add(passes[pass], slab)
end
end)
end
for i=2,max_pass do
for _, slab in ipairs(passes[i] or empty_table) do
if not passed[slab] then
PassSlab(slab, passed)
slab:ComputeVisibility(passed)
end
end
end
end
function ComputeSlabVisibility()
local boxes = g_BoxesToCompute
g_BoxesToCompute = false
if not boxes then return end --nothing to compute
SuspendPassEdits("ComputeSlabVisibility")
procall(_ComputeSlabVisibility, boxes)
ResumePassEdits("ComputeSlabVisibility")
Msg("SlabVisibilityComputeDone")
end
function DeleteOrphanCorners()
MapForEach("map", "RoomCorner", nil, nil, gofPermanent, function(o)
if not o.room then
DoneObject(o)
end
end)
end
function DeleteOrphanWalls()
local c = 0
MapForEach("map", "WallSlab", nil, nil, gofPermanent, function(o)
if not o.room then
DoneObject(o)
c = c + 1
end
end)
print("deleted: ", c)
end
function RecreateSelectedSlabFloorWall_RestoreSel(t)
editor.ClearSel()
for i = 1, #t do
local entry = t[i]
local o = MapGet(entry[2], 0, entry[1], nil, nil, gofPermanent, function(o, room)
return o.room == room
end, entry[3])
if o then
editor.AddToSel(o)
end
end
end
function RecreateSelectedSlabFloorWall()
local ol = editor.GetSel()
local restoreSel = {}
local walls = {}
local floors = {}
for i = 1, #ol do
local o = ol[i]
local room = o.room
if IsValid(room) then
if IsKindOf(o, "WallSlab") then
table.insert(restoreSel, {o.class, o:GetPos(), room})
table.insert_unique(walls, room)
elseif IsKindOf(o, "FloorSlab") then
table.insert(restoreSel, {o.class, o:GetPos(), room})
table.insert_unique(floors, room)
end
end
end
for i = 1, #walls do
walls[i]:RecreateWalls()
end
for i = 1, #floors do
floors[i]:RecreateFloor()
end
if #restoreSel > 0 then
DelayedCall(0, RecreateSelectedSlabFloorWall_RestoreSel, restoreSel)
end
end
local defaultColorMod = RGBA(100, 100, 100, 255)
function Slab:ApplyColorModFromSource(source)
local cm = source:GetColorModifier()
if cm ~= defaultColorMod then
self:SetColorModifier(cm)
end
end
function Slab:EditorCallbackClone(source)
self.room = false
self.subvariant = source.subvariant
self:Setcolors(source.colors)
self:Setinterior_attach_colors(source.interior_attach_colors)
self:Setexterior_attach_colors(source.exterior_attach_colors)
self:Setexterior_attach_colors_from_nbr(source.exterior_attach_colors_from_nbr)
self:ApplyColorModFromSource(source)
end
function WallSlab:EditorCallbackClone(source)
Slab.EditorCallbackClone(self, source)
--TODO: rem this once colors auto copy
self:Setcolors(source.colors or source.room and source.room.outer_colors)
self:Setinterior_attach_colors(source.interior_attach_colors or source.room and source.room.inner_colors)
self:ApplyColorModFromSource(source)
end
function FloorSlab:EditorCallbackClone(source)
Slab.EditorCallbackClone(self, source)
self:Setcolors(source.colors or source.room and source.room.floor_colors)
self:ApplyColorModFromSource(source)
end
function SlabWallObject:EditorCallbackClone(source)
if self.owned_slabs == source.owned_slabs then
--props copy will sometimes provoke the creation of new slabs and sometimes it wont..
self.owned_slabs = false
end
self.room = false
self.subvariant = source.subvariant
--aparently windows n doors use the default colorization
self:SetColorization(source)
end
function RoofSlab:EditorCallbackClone(source)
Slab.EditorCallbackClone(self, source)
self:Setcolors(source.colors or source.room and source.room.roof_colors)
self:ApplyColorModFromSource(source)
local x, y = source:GetSkew()
self:SetSkew(x, y)
end
function OnMsg.GedPropertyEdited(ged_id, obj, prop_id, old_value)
if obj.class == "ColorizationPropSet" then
-- escalate OnEditorSetProperty for the colorization nested object properties to the parent Room/Slab
local ged = GedConnections[ged_id]
local parents = ged:GatherAffectedGameObjects(obj)
for _, parent in ipairs(parents) do
if parent:IsKindOfClasses("Room", "Slab") then
local prop_id = ""
for _, value in ipairs(parent:GetProperties()) do
if parent:GetProperty(value.id) == obj then
prop_id = value.id
break
end
end
if IsKindOf(parent, "Slab") then
ged:NotifyEditorSetProperty(parent, prop_id, obj)
parent:SetProperty(prop_id, obj)
elseif IsKindOf(parent, "Room") then
parent:OnEditorSetProperty(prop_id, old_value, ged)
end
end
end
end
end
local similarSlabPropsToMatch = {
"entity_base_name",
"material",
"variant",
"indoor_material_1",
"indoor_material_2",
}
function EditorSelectSimilarSlabs(matchSubvariant)
local sel = editor.GetSel()
local o = #(sel or "") > 0 and sel[1]
if not o then
print("No obj selected.")
return
end
if not IsKindOf(o, "Slab") then
print("Obj not a Slab.")
return
end
local newSel = {o}
MapForEach("map", "Slab", function(s, o, newSel, similarSlabPropsToMatch)
if o ~= s then
local similar = true
for i = 1, #similarSlabPropsToMatch do
local p = similarSlabPropsToMatch[i]
if s[p] ~= o[p] then
similar = false
break
end
end
if similar then
if not matchSubvariant or s:GetEntity() == o:GetEntity() then
table.insert(newSel, s)
end
end
end
end, o, newSel, similarSlabPropsToMatch)
editor.ClearSel()
editor.AddToSel(newSel)
end
function DbgRestoreDefaultsFor_forceInvulnerableBecauseOfGameRules()
MapForEach("map", "Slab", function(o)
if not o.room then
--cls default
o.forceInvulnerableBecauseOfGameRules = g_Classes[o.class].forceInvulnerableBecauseOfGameRules
else
if IsKindOf(o, "FloorSlab") and o.floor == 1 then
o.forceInvulnerableBecauseOfGameRules = true
else
--vulnerable
o.forceInvulnerableBecauseOfGameRules = false
end
end
end)
end
slab_missing_entity_white_list = {
}
function CSlab:ReportMissingSlabEntity(ent)
if not slab_missing_entity_white_list[ent] then
print(string.format("[WARNING] Missing slab entity %s, reporting slab handle [%d], class [%s], material [%s], variant [%s], map [%s]", (ent or tostring(ent)), self.handle, self.class, self.material, self.variant, GetMapName()))
slab_missing_entity_white_list[ent] = true
end
self.bad_entity = true
end
function GetBadEntitySlabsOnMap()
return MapGet("map", "Slab", function(o) return o.bad_entity end)
end
function IsSlabPassable(o)
if o:GetSkewX() == 0 and o:GetSkewY() == 0 then
local sp = o:GetSpotPos(o:GetSpotBeginIndex("Slab"))
if SnapToVoxel(sp) == sp then
return true
end
end
return false
end
function ValidateSlabs()
local slabs = MapGet("map", "Slab", nil, nil, const.gofPermanent)
local killedSlabs = 0
local resetDestroyed = 0
local passedNbrs = {}
local slabsWithDestroyedNbrs = {}
for _, slab in ipairs(slabs) do
local e = slab:GetEntity()
local isInvisibleObj = (e == "InvisibleObject") --these slabs suppress themselves, so isVisible is not a guarantee that its suppressed by another
local isInvisible = not slab.isVisible and not isInvisibleObj or slab.material == noneWallMat
if isInvisible and not slab.room then
--invisible manually placed slab - kill it
DoneObject(slab)
killedSlabs = killedSlabs + 1
elseif isInvisible and (slab.is_destroyed or slab.destroyed_neighbours ~= 0) then
slab:ResetDestroyedState()
resetDestroyed = resetDestroyed + 1
end
if not isInvisible then
--fix neighbour data
if slab.is_destroyed then
local function proc(nbr, i)
passedNbrs[nbr] = true
local f = GetNeigbhourSideFlagTowardMe(1 << (i - 1), nbr, slab)
if (nbr.destroyed_neighbours & f) == 0 then
nbr.destroyed_neighbours = nbr.destroyed_neighbours | f
end
end
local nbrs = {slab:GetNeighbours()}
nbrs[1], nbrs[2], nbrs[3], nbrs[4] = nbrs[3], nbrs[4], nbrs[1], nbrs[2] --so masks fit, l,r,t,b -> t,b,l,r
for i = 1, 4 do
local nbrs2 = nbrs[i]
if IsValid(nbrs2) then
proc(nbrs2, i)
else
for j, nbr in ipairs(nbrs2) do
proc(nbr, i)
end
end
end
elseif slab.destroyed_neighbours ~= 0 then
slabsWithDestroyedNbrs[slab] = true
end
end
if IsKindOf(slab, "Lockpickable") then
--save fixup
if slab:IsBlockedDueToRoom() and slab.lockpickState ~= "blocked" then
slab:SetlockpickState("blocked")
end
end
end
for slab, _ in pairs(slabsWithDestroyedNbrs) do
if not passedNbrs[slab] then
for i = 0, 3 do
local dn = slab.destroyed_neighbours
local f = 1 << i
if (dn & f) ~= 0 then
local nbr = slab:GetNeighbour(f)
if nbr and not nbr.is_destroyed then
slab.destroyed_neighbours = slab.destroyed_neighbours & ~f
end
end
end
end
end
if killedSlabs > 0 then
print("Killed invisible roomless slabs ", killedSlabs)
end
if resetDestroyed > 0 then
print("Repaired invisible destroyed slabs ", resetDestroyed)
end
EnumVolumes(function(v)
if v.ceiling_mat ~= noneWallMat and not v.build_ceiling then
v.ceiling_mat = nil --the set material is irrelevant since there is no ceiling, revert to default
end
end)
end
function OnMsg.ValidateMap()
if IsEditorActive() and not mapdata.IsRandomMap and mapdata.GameLogic then
ValidateSlabs()
end
end
function testInvulnerableSlabs(lst)
lst = lst or MapGet("map", "RoomCorner", const.efVisible, function(o) return o.forceInvulnerableBecauseOfGameRules end)
DbgClear()
local c = 0
for i = 1, #(lst or "") do
DbgAddVector(lst[i])
c = c + 1
end
print(c, #(lst or ""))
end
------------------------------------
--maps are broken again, map fixing stuff
------------------------------------
local invulnerableMaterials = {
["Concrete"] = true
}
function FixInvulnerabilityStateOfOwnedSlabsOnMap()
local function makeInvul(o, val)
o.invulnerable = val
o.forceInvulnerableBecauseOfGameRules = val
end
EnumVolumes(function(r)
local invul = r.outside_border
local firstFloor = not r:IsRoofOnly() and r.floor == 1
r:ForEachSpawnedObj(function(o, invul)
if firstFloor and IsKindOf(o, "FloorSlab") or invul or invulnerableMaterials[o.material] and IsKindOf(o, "WallSlab") then
makeInvul(o, true)
else
makeInvul(o, false)
end
end, invul)
end)
end
--deleting slabs from editor deletes invisible slabs underneath
if Platform.developer then
function DeleteSelectedSlabsWithoutPropagation()
for _, obj in ipairs(editor.GetSel() or empty_table) do
rawset(obj, "dont_propagate_deletion", true)
end
editor.DelSelWithUndoRedo()
end
end