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-- Zulu specific destroyable
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 InvalidZ = const.InvalidZ
local halfGuim = guim / 2
local eightGuim = guim / 8
if FirstLoad then
DbgPropagateSlabDestructionInEditor = false
DbgDestruction_DisableWallAndObjPropagation = false --disable propagation from walls and generic objs
DbgDestruction_OnlyVerticalPropagation = false --disable horizontal propagation from walls and generic objs
DbgDestruction_OnlyVerticalPropagationObjsOnly = true --disable horizontal propagation from generic objs
DbgDestruction_HorizontalObjPropagationOnlyAffectsProps = false --horizontal generic obj propagation only affects prop objs even in first pass, already true for walls
DbgDestruction_WallAndObjPropatationOnlyAffectsProps = false --obj and wall propagation only propagates towards props
end
MapVar("DestructionInProgressObjs", {}) --cobjs shouldn't keep data in themselves because they can be deleted by gc at any time
MapVar("DestructionInProgressObjsCarryOverData", {})
local function AddCarryOverData(o, ...) --name, val, name, val, ...
local t = DestructionInProgressObjsCarryOverData[o] or {}
DestructionInProgressObjsCarryOverData[o] = t
for i = 1, select('#', ...), 2 do
t[select(i, ...)] = select(i + 1, ...)
end
end
DefineClass.CascadeDestroyForbidden = {__parents ={}}
MapVar("TemporarilyInvulnerableObjs", {})
--trumps invulnerable interactables logic which trumps regular logic..
InteractableClassesThatAreDestroyable = { "MachineGunEmplacement", "RangeGrantMarker", "CuttableFence", "Door" }
local nonDestroyableClasses = {"Slab", "Ladder", "Unit", "EditorMarker", "Decal", "InvisibleObjectHelper", "SoundSource", "ParSystem", "Room", "CascadeDestroyForbidden", "TwoPointsAttach", "Debris"}
function ShouldDestroyObject(obj, clsTable)
local isAlreadyDestroyed = obj:GetEnumFlags(const.efVisible) == 0 or IsGenericObjDestroyed(obj) or DestructionInProgressObjs[obj]
if isAlreadyDestroyed then
return false
end
if IsObjVulnerableDueToLDMark(obj) then
return true
elseif obj:IsInvulnerable() then
return false
end
if TemporarilyInvulnerableObjs[obj] then
return false
end
clsTable = clsTable or nonDestroyableClasses
if obj:GetGameFlags(const.gofPermanent) ~= 0 and
not obj:GetParent() and
not IsKindOfClasses(obj, table.unpack(clsTable)) and
(not IsKindOf(obj, "DestroyableWallDecoration") or not obj.managed_by_slab) then --these can be nuked if manually marked as props
return true
end
return false
end
local distPen2dDelim = guim / 2
local distPenZDelim = guim
local function GetDistPenalty(dist2d, distZ)
return dist2d / distPen2dDelim + distZ / distPenZDelim
end
Destroyable.__parents[1] = "GameDynamicDataObject"
function Destroyable:SetDynamicData(data)
self.is_destroyed = data.is_destroyed or false
self:SetupFlags()
if self.is_destroyed then
KillAssociatedLights(self)
end
end
function Destroyable:GetDynamicData(data)
if self.is_destroyed then
data.is_destroyed = self.is_destroyed
end
end
function DestroyableSlab:SetDynamicData(data)
self.destroyed_neighbours = data.destroyed_neighbours or 0
self.use_replace_ent_destruction = data.use_replace_ent_destruction or false
if self.is_destroyed then
self:SetDestroyedState(true)
end
if self.is_destroyed or self.destroyed_neighbours ~= 0 then
self:DelayedUpdateEntity()
end
end
function DestroyableSlab:GetDynamicData(data)
if self.destroyed_neighbours ~= 0 then
data.destroyed_neighbours = self.destroyed_neighbours
end
if self.use_replace_ent_destruction then
data.use_replace_ent_destruction = true
end
end
local function CanCanvasEnterBrokenState(o)
return not IsKindOf(o, "Canvas") or o:IsStaticAnim(GetStateIdx("broken")) == o:IsStaticAnim(GetStateIdx("idle"))
end
local function KillObj(o)
if IsKindOfClasses(o, "ExplosiveObject", "ExplosiveContainer", "DynamicSpawnLandmine") then
o:OnDie(g_Combat and g_Combat.active_unit)
elseif IsKindOf(o, "CombatObject") then
DoneCombatObject(o) --this will skip fx but wont provoke another suspendpassedits
else
o:Destroy()
end
end
function ProcessObjectsAroundSlabs(destroyedFloorBoxes, destroyedFloorMap, destroyedWallBoxes, destroyedRoofBoxes, destroyedWallBoxesOnTop)
if not DbgPropagateSlabDestructionInEditor and IsEditorActive() then
return
end
--destroy objects on floors
for i = 1, #destroyedFloorBoxes do
local origb = destroyedFloorBoxes[i]
local bcx, bcy, bcz = origb:Center():xyz()
bcz = select(3, SnapToVoxel(bcx, bcy, bcz + const.SlabSizeZ / 2)) --figure out slabs z
local testTouchingFloorBox = box(origb:min():AddZ(-const.SlabSizeZ), origb:max():AddZ(20))
local queryb = Offset(origb:grow(voxelSizeX, voxelSizeY, voxelSizeZ * 3), point(0, 0, voxelSizeZ * 3/2)) --grow to catch hanging objects
MapForEach(queryb, "CObject", const.efVisible, function(o)
if ShouldDestroyObject(o) then
local ob = o:GetObjectAttachesBBox()
if ob:Intersect(testTouchingFloorBox) ~= const.irOutside then --it's probably on the floor, or below it
local obsx, obsy, obsz = ob:size():xyz()
local shouldDie = false
--if obj box is 2 small to catch any voxels we check nearby voxels, else we check the ones in the box
local traverseFunc = (obsx < voxelSizeX or obsy < voxelSizeY) and ForEachVoxelInBox2DExclusive or ForEachVoxelInBox2D
traverseFunc(ob, function(x, y, z)
if destroyedFloorMap[EncodeVoxelPos(x, y, z)] then
--obj has at leas one dead floor below it
shouldDie = true
return "break"
end
end, bcz)
if shouldDie then
AddCarryOverData(o, "dist2d", distPen2dDelim)
KillObj(o)
end
end
end
end)
end
local function filterRoof(o, dist2d, distZ, box, oBB)
if ShouldDestroyObject(o) then
AddCarryOverData(o, "dist2d", dist2d + distPen2dDelim, "distZ", distZ)
return true
end
return false
end
--DbgClear()
local function filterWall(o, dist2d, distZ, box, oBB, i)
local kill = false
if ShouldDestroyObject(o) then
--DbgAddBox(box)
--DbgAddBox(oBB)
local m = o:GetMaterialPreset()
local nb = IntersectRects(box, oBB)
if nb == oBB then
--completely inside a wall box, kill it
kill = true
goto destroy
end
local nbsz = nb:sizez()
local bmz = box:maxz()
if destroyedWallBoxesOnTop[i] then
bmz = bmz - 200
end
local pos = o:GetPos()
local oz
if oBB:PointInside(pos) then
oz = pos:z()
else
oz = oBB:Center():z()
end
local percFromSelf = MulDivRound(nbsz, 100, Max(oBB:sizez(), 1))
local percFromVox = MulDivRound(nbsz, 100, voxelSizeZ)
local isHorizontal = ((percFromVox > 50 or percFromSelf > 20) and (not oz or (bmz - oz) >= eightGuim))
if isHorizontal and DbgDestruction_OnlyVerticalPropagation then
return false
end
local isProp = m and m.is_prop
if isHorizontal and not isProp then
--if mat is not prop, obj instance could be marked as such
isProp = IsObjPropDueToLDMark(o)
end
if DbgDestruction_WallAndObjPropatationOnlyAffectsProps and not isProp then
return false
end
if not isHorizontal or isProp then
--print(o.class, isHorizontal, percFromSelf, percFromVox)
kill = true
end
end
::destroy::
if kill then
AddCarryOverData(o, "dist2d", dist2d + distPen2dDelim, "distZ", distZ, "step", 1)
end
return kill
end
--destroy objs near walls that are not walldecs......
local objsToKill
if not DbgDestruction_DisableWallAndObjPropagation then
objsToKill = FindDebrisObjectsToDestroy(destroyedWallBoxes, filterWall)
for i, o in ipairs(objsToKill or empty_table) do
KillObj(o)
end
end
--destroy objs near roofs...
objsToKill = FindDebrisObjectsToDestroy(destroyedRoofBoxes, filterRoof)
for i, o in ipairs(objsToKill or empty_table) do
KillObj(o)
end
end
---------------------------------------------------------------------------
--new system, destroy everything, except units, slabs, markers and invulnerable combat material things
---------------------------------------------------------------------------
MapVar("Destruction_DestroyedObjects", {}) --> [handle] = true, [idx] = handle, ...
MapVar("Destruction_DestroyedCObjects", {}) --> [vis_obj_hash] = true, [idx] = vis_obj_hash, ...
local destroyedMask = const.efVisible | const.efCollision | const.efApplyToGrids
local GetVisualStateHashForDestroyedObj = rawget(_G, "GetVisualStateHashForDestroyedObj")
local function lLoadSavedTable(t1, t2)
--load t2 into t1
table.clear(t1)
for i, v in ipairs(t2) do
t1[i] = v
t1[v] = true
end
end
function OnMsg.LoadDynamicData(data)
lLoadSavedTable(Destruction_DestroyedObjects, data.Destruction_DestroyedObjects)
lLoadSavedTable(Destruction_DestroyedCObjects, data.Destruction_DestroyedCObjects)
LoadSavedDestroyedObjects()
end
local function lCreateSaveTable(t)
local tt
if #t > 0 then
tt = {}
for i, h in ipairs(t) do
tt[i] = h
end
end
return tt
end
function OnMsg.SaveDynamicData(data)
data.Destruction_DestroyedObjects = lCreateSaveTable(Destruction_DestroyedObjects)
data.Destruction_DestroyedCObjects = lCreateSaveTable(Destruction_DestroyedCObjects)
end
function AppendDestroyedObject(obj) --for generic objs that are not CombatObjects or Slabs
table.insert(DestroyedObjectsThisTick, obj)
WakeUpDestructionPP()
end
local xyGrowth = 50
function GetDestroyQueryBoxForObj(obj)
local bbox = obj:GetObjectAttachesBBox()
local isLarge = Max(bbox:sizex(), bbox:sizey()) / voxelSizeX > 0
local x, y, z = bbox:sizexyz()
local growth = isLarge and string.find(obj:GetEntity(), "Dec") and 0 or xyGrowth
return Offset(Resize(bbox, MulDivRound(x, 100 + growth, 100), MulDivRound(y, 100 + growth, 100), MulDivRound(z, 100, 85)),
-MulDivRound(x, growth / 2, 100), -MulDivRound(y, growth / 2, 100), 25), bbox
end
function GetDestroyQueryBoxForObj_HangingTest(obj)
local bbox = obj:GetObjectAttachesBBox()
local x, y, z = bbox:sizexyz()
return Offset(bbox:grow(x / 2, y / 2, z / 2), 0, 0, z / 2 + 25), bbox
end
local particleTimeout = 33
MapVar("DestructionParticleGrid", false)
function ShouldPlayDestructionFX(obj)
local e = obj:GetEntity()
local size = s_EntitySizeCache[e]
local mat = GetObjMaterialFXTarget(obj)
local tId = xxhash(size, mat)
DestructionParticleGrid = DestructionParticleGrid or {}
local t = DestructionParticleGrid[tId] or {}
DestructionParticleGrid[tId] = t
local voxId = xxhash(WorldToVoxel(obj:GetPos()))
local ts = t[voxId] or -particleTimeout
local now = GameTime()
if now - ts >= particleTimeout then
t[voxId] = now
return true
end
return false
end
CObject.OnDestroy = empty_func
function CObject:Destroy()
if self:GetEnumFlags(const.efVisible) == 0 and self:GetParent() then
return --presumably parrent got killed and nuked us, but we are a combat object and got hit as well
end
assert(self:GetEnumFlags(const.efVisible) ~= 0, "Invisible obj destroyed [" .. self.class .. "] is already destroyed [" .. tostring(IsGenericObjDestroyed(self)) .. "] is destruction in progress [" .. tostring(DestructionInProgressObjs[self] or false) .. "]")
assert(not IsGenericObjDestroyed(self), "Object destroyed twice " .. self.class)
DestructionInProgressObjs[self] = true
AppendDestroyedObject(self)
if ShouldPlayDestructionFX(self) then
--TODO: time goes here 1
self:PlayDestructionFX()
end
if self:HasMember("HitPoints") then
self.HitPoints = 0
end
self:OnDestroy()
KillAssociatedLights(self)
if rawget(self, "command") then
self:SetCommand(false) --this will halt if we are in command thread, so better be last, although no guarantees for caller
end
end
function CObject:SpreadDebris()
--stub
end
--variable broken states
--http://mantis.haemimontgames.com/view.php?id=197033
--states are: broken, broken1, broken2, etc. with no clearly defined max; <- what it says in the bug; lets call this v1;
--states are: broken, broken2, broken3, etc.; <- reality; v2;
local brokenStateMax = 9
local brokenStateCache = {} --ent -> max
function ClearBrokenStateCache()
brokenStateCache = {}
end
function OnMsg.DataReloadDone()
ClearBrokenStateCache()
end
function GetMaxBrokenState(obj)
local ent = obj:GetEntity()
local max = brokenStateCache[ent]
if not max then
for i = brokenStateMax, 1, -1 do
if obj:HasState(string.format("broken%d", i)) then
max = i
break
end
end
assert(not max or not obj:HasState("broken1")) --state wont ever be hit
max = max or 0
--print(ent, max)
brokenStateCache[ent] = max
end
return max
end
function GetBrokenStateName(num)
assert(num >= 1 and num <= brokenStateMax)
if num <= 1 then
return "broken"
else
return string.format("broken%d", num)
end
end
function ComputeBrokenStateForObj(obj)
local max = GetMaxBrokenState(obj)
local num = BraidRandom(xxhash(obj:GetPos()), max) + 1 --presumably it wont move anymore so use pos as seed; v2 range is [1 .. max];
local state = GetBrokenStateName(num)
assert(obj:HasState(state))
--print(obj.class, state)
return state
end
function IsOnGround(obj)
local isOnGround
local x, y, z = obj:GetPosXYZ()
isOnGround = not z or z == const.InvalidZ
if not isOnGround then
local b = obj:GetObjectBBox()
local th = terrain.GetHeight(x, y)
if th >= b:minz() or abs(th - b:minz()) < guim / 10 then
isOnGround = true
end
end
return isOnGround
end
function OnMsg.DestructionPassDone()
if g_Combat then
g_Combat.visibility_update_hash = false
end
end
function ShouldNetCheckObj(obj)
--assert(obj:GetDetailClass() == "Essential" or (obj:GetEnumFlags(const.efApplyToGrids) == 0)) --non essential obj affecting passability
return obj:GetDetailClass() == "Essential"
end
function CObject:SetupDestroyedState(destroyed, spread_debris, dont_update_hash)
if destroyed then
--[[if not dont_update_hash then
dont_update_hash = not ShouldNetCheckObj(self)
end]]
if spread_debris then
self:SpreadDebris()
end
--local oldState = self:GetStateText()
local isOnGround
local isExplosiveObject = IsKindOf(self, "ExplosiveObject")
if self:GetEntity() ~= "" and (axis_z == self:GetAxis() or isExplosiveObject)
and self:HasState("broken") and CanCanvasEnterBrokenState(self) then
--0164904
isOnGround = IsOnGround(self)
if isOnGround then
local function setup(self)
local s = ComputeBrokenStateForObj(self)
self:SetState(s)
--[[if not dont_update_hash then
NetUpdateHash("Object:SetupDestroyedState_SetState", self:IsSyncObject() and self or self.class, self:GetPos(), self:GetAngle(), self:GetAxis(),
oldState, s, self:GetStateText())
end]]
end
if isExplosiveObject then
CreateGameTimeThread(function()
Sleep(200)
if IsValid(self) then
setup(self)
end
end)
return
end
setup(self)
return
end
end
--kill debris on top of us
local b = self:GetObjectBBox():grow(200, 200, 50) --debris that remain floating are generally to the side propped up on the extreme edge
MapForEach(b, "Debris",
function(o)
if o:IsFadingAway() then --done falling
DoneObject(o)
end
end)
self:ClearEnumFlags(destroyedMask)
collision.SetAllowedMask(self, 0)
self:ForEachAttach(function(attach)
attach:ClearEnumFlags(destroyedMask)
collision.SetAllowedMask(attach, 0)
end)
--[[if not dont_update_hash then
NetUpdateHash("Object:SetupDestroyedState", self:IsSyncObject() and self or self.class, self:GetPos(), self:GetAngle(), self:GetAxis(),
oldState, self:GetStateText())
end]]
else
self:SetEnumFlags(destroyedMask)
if self:GetStateText() == "broken" then
self:SetState("idle")
end
end
end
--TwoPointsAttachParent optimization - grab children in member, so we dont have to mapget the entire map every time;
function OnMsg.ChangeMapDone()
if GetMapName() == "" then return end
if not mapdata.GameLogic then return end
MapForEach("map", "TwoPointsAttach", function(obj)
if IsValid(obj.obj1) then
obj.obj1.children = obj.obj1.children or {}
table.insert(obj.obj1.children, obj)
end
if IsValid(obj.obj2) then
obj.obj2.children = obj.obj2.children or {}
table.insert(obj.obj2.children, obj)
end
end)
end
AppendClass.TwoPointsAttachParent = {
children = false
}
function TwoPointsAttachParent:Done()
self.children = nil
end
function TwoPointsAttachParent:SetupDestroyedState(destroyed)
CObject.SetupDestroyedState(self, destroyed)
if self.children then
for i, c in ipairs(self.children) do
c:SetupDestroyedState(destroyed)
end
else
--vry time consuming, for destruction during map load when cache doesn't exist
MapForEach("map", "TwoPointsAttach", function(obj, destroyed)
if obj.obj1 == self or obj.obj2 == self then
obj:SetupDestroyedState(destroyed)
end
end, destroyed)
end
end
--TwoPointsAttachParent editor filter hides wires impl.
function TwoPointsAttachParent:UpdateChildrenStateFromSolidShadow(flags)
if IsEditorActive() then
if band(const.gofSolidShadow, flags) ~= 0 then
--editor is hiding or showing us
for i, c in ipairs(self.children) do
if (not IsValid(c.obj1) or c.obj1:GetGameFlags(const.gofSolidShadow) ~= 0) or
(not IsValid(c.obj2) or c.obj2:GetGameFlags(const.gofSolidShadow) ~= 0) then
c:SetVisible(false)
else
c:SetVisible(true)
end
end
end
end
end
function TwoPointsAttachParent:ClearHierarchyGameFlags(flags)
CObject.ClearHierarchyGameFlags(self, flags)
self:UpdateChildrenStateFromSolidShadow(flags)
end
function TwoPointsAttachParent:SetHierarchyGameFlags(flags)
CObject.SetHierarchyGameFlags(self, flags)
self:UpdateChildrenStateFromSolidShadow(flags)
end
--TwoPointsAttachParent hides wires in game when parent gets hidden, also pops up wires when turning off hiding;
function TwoPointsAttachParent:SetShadowOnly(bSet)
if g_CMTPaused then return end
CObject.SetShadowOnly(self, bSet)
for i, c in ipairs(self.children) do
if (not IsValid(c.obj1) or not CMT_IsObjVisible(c.obj1)) or
(not IsValid(c.obj2) or not CMT_IsObjVisible(c.obj2)) then
c:SetVisible(false)
else
c:SetVisible(true)
end
end
end
TwoPointsAttachParent.SetShadowOnlyImmediate = TwoPointsAttachParent.SetShadowOnly
function TwoPointsAttach:SetupDestroyedState(destroyed)
self:SetVisible(not destroyed)
end
function CObject:IsInvulnerable()
if IsObjVulnerableDueToLDMark(self) then
return false
end
if TemporarilyInvulnerableObjs[self] then
return true
end
local p = self:GetMaterialPreset()
if p and p.invulnerable then
return true
end
return IsObjInvulnerableDueToLDMark(self)
end
local materials = table.get(Presets, "ObjMaterial", "Default")
function CObject:GetMaterialPreset()
materials = materials or table.get(Presets, "ObjMaterial", "Default")
local id = self:GetMaterialType()
if id then
return materials and materials[id]
end
return false
end
function CObject:IsPropMaterial()
local preset = self:GetMaterialPreset()
return preset and preset.is_prop or false
end
function CObject:GetDestructionPorpagationProps()
local preset = self:GetMaterialPreset()
return preset and preset.destruction_propagation_strength or 0,
preset and preset.invulnerable or false, preset and preset.is_prop or false
end
function DbgShowMeSeloDestroyQBox()
local dqb, bb = GetDestroyQueryBoxForObj(selo())
DbgAddBox(dqb)
end
function DbgShowMeSeloDestroyQBox_H()
local dqb, bb = GetDestroyQueryBoxForObj_HangingTest(selo())
DbgAddBox(dqb)
end
function ProcessDestroyedGenericObjectsThisTick()
if #DestroyedObjectsThisTick <= 0 then
return
end
local pos_cache = {}
while #DestroyedObjectsThisTick > 0 do
local t = DestroyedObjectsThisTick
DestroyedObjectsThisTick = {}
for i, obj in ipairs(t) do
local h = rawget(obj, "handle")
if h then
Destruction_DestroyedObjects[h] = true
table.insert(Destruction_DestroyedObjects, h)
else
h = GetVisualStateHashForDestroyedObj(obj)
Destruction_DestroyedCObjects[h] = true
table.insert(Destruction_DestroyedCObjects, h)
end
local cascadeDestruction = not DbgDestruction_DisableWallAndObjPropagation and not obj:IsGrassOrShrub() and obj:GetDetailClass() == "Essential"
local dqb, bb
if cascadeDestruction then
dqb, bb = GetDestroyQueryBoxForObj(obj) --if we switch ent states on brake, this box will be different.
end
obj:SetupDestroyedState(true, "spread_debris")
DestructionInProgressObjs[obj] = nil
if cascadeDestruction then --no cascade from grass n shrub
local cascadeDestroyed
cascadeDestroyed = GetCascadeDestroyObjects(obj, pos_cache, dqb, bb)
--cascadeDestroyed = C_GetCascadeDestroyObjects(obj, dqb, bb)
for j, cascadeObj in ipairs(cascadeDestroyed or empty_table) do
KillObj(cascadeObj)
end
end
DestructionInProgressObjsCarryOverData[obj] = nil
end
end
end
local bbox_ignore_classes = {"Light", "AutoAttachSIModulator"}
function GetCascadeDestroyObjects(obj, pos_cache, dqb, bb)
if DbgDestruction_DisableWallAndObjPropagation then
return
end
pos_cache = pos_cache or {}
local function getPosFromCache(obj, box)
local b = pos_cache[obj]
if not b then
box = box or obj:GetObjectAttachesBBox(bbox_ignore_classes)
pos_cache[obj] = box
b = box
end
return b:Center(), b
end
if not dqb then
dqb, bb = GetDestroyQueryBoxForObj(obj) --if we switch ent states on brake, this box will be different.
end
--find more objs to destroy
local ds = obj:GetDestructionPorpagationProps()
local cod = DestructionInProgressObjsCarryOverData[obj]
local dist2d = 0
local distZ = 0
local step = 0
if cod then
dist2d = cod.dist2d or 0
distZ = cod.distZ or 0
step = cod.step or 0
end
local distPenalty = GetDistPenalty(dist2d, distZ)
local dsp = ds - distPenalty
local myPos = getPosFromCache(obj, bb)
local objects = FindDebrisObjectsToDestroy(dqb, function(o, toHim2d, toHimZ, box, oBB) --these are measured from dqb center
if o == obj or not ShouldDestroyObject(o) then
return false
end
local hisDs, invulnerable, is_prop = o:GetDestructionPorpagationProps()
if not is_prop then
--if mat is not prop, obj instance could be marked as such
is_prop = IsObjPropDueToLDMark(o)
end
local hisPos, hisBox = getPosFromCache(o)
local toHim = hisPos - myPos
local toHimZOrigins = toHim:z()
local toHimZOriginsAbs = abs(toHimZOrigins)
local toHimLen2D = toHim:Len2D()
local myBMinZ = bb:minz()
local myBMaxZ = bb:maxz()
local hisBMaxZ = hisBox:maxz()
local hisBMinZ = hisBox:minz()
local myZ = myPos:z()
local hisZ = hisPos:z()
local isHorizontalPropagation = (toHimZOriginsAbs < eightGuim or (toHimLen2D > halfGuim / 2 and
(hisBMaxZ > myZ and hisBMinZ < myZ or
myBMaxZ > hisZ and myBMinZ < hisZ)))
if isHorizontalPropagation then
if bb:Intersect2D(oBB) == const.irInside then
isHorizontalPropagation = false --if completely inside, consider it vertical and kill it;
elseif (o:GetPos() - obj:GetPos()):Len2() < 27225 then
isHorizontalPropagation = false --hack. consider objs whos origin is very close to one another as vertical for more killing;
end
end
if isHorizontalPropagation and (step > 0 or not is_prop) then
return false
end
if not isHorizontalPropagation then
if not is_prop and toHimZOrigins < 0 and hisBMinZ < myBMinZ then
--obj is 2 far below me (baskets killing adjacent tables that are slightly taller than the table the baskets are on)
return false
end
end
if isHorizontalPropagation and DbgDestruction_OnlyVerticalPropagationObjsOnly then
return false
end
if isHorizontalPropagation and DbgDestruction_OnlyVerticalPropagation then
return false
end
if DbgDestruction_WallAndObjPropatationOnlyAffectsProps and not is_prop then
return false
end
local myDs = dsp
if ds > 0 then
if (toHimLen2D <= halfGuim or (not isHorizontalPropagation and bb:Point2DInsideInclusive(hisPos))) then
myDs = ds --no penalty when directly above and mat str > 0
end
end
if myDs >= hisDs then
AddCarryOverData(o, "dist2d", toHim2d + dist2d, "distZ", toHimZ + distZ, "step", step + (isHorizontalPropagation and 1 or 0))
return true
end
return false
end)
return objects
end
function testHashing()
local data = {}
MapForEach("map", "CObject", function(o)
if not IsKindOf(o, "Object") then
local h = GetVisualStateHashForDestroyedObj(o)
if data[h] then
print("collision", o.class, data[h].class)
end
data[h] = o
end
end)
end
function IsGenericObjDestroyed(obj)
local h = rawget(obj, "handle")
return h and Destruction_DestroyedObjects[h] or
not h and Destruction_DestroyedCObjects[GetVisualStateHashForDestroyedObj(obj)]
end
function IsObjectDestroyed(obj)
return obj.is_destroyed or IsGenericObjDestroyed(obj)
end
local function RemoveInvalidDestroyedObjects(objects)
for i = #objects, 1, -1 do
local handle = objects[i]
if not HandleToObject[handle] then
objects[handle] = nil
table.remove(objects, i)
end
end
end
function LoadSavedDestroyedObjects()
if not next(Destruction_DestroyedCObjects) and not next(Destruction_DestroyedObjects) then
return
end
local total = #Destruction_DestroyedObjects + #Destruction_DestroyedCObjects
local count = 0
MapForEach("map", "CObject", const.efVisible, function(o, IsGenericObjDestroyed, total)
if IsGenericObjDestroyed(o) then
o:SetupDestroyedState(true)
KillAssociatedLights(o)
count = count + 1
if count >= total then
return "break"
end
end
end, IsGenericObjDestroyed, total)
--print(count, total)
RemoveInvalidDestroyedObjects(Destruction_DestroyedObjects)
--RemoveInvalidDestroyedObjects(Destruction_DestroyedCObjects)
end
function OnMsg.GameExitEditor()
SuspendPassEdits("GameExitEditor_HideDestroyedObjs")
MapForEach("map", "CObject", function(o)
if IsGenericObjDestroyed(o) then
o:SetupDestroyedState(true, nil, "dont_update_hash")
end
end)
ResumePassEdits("GameExitEditor_HideDestroyedObjs")
end
function OnMsg.GameEnterEditor()
SuspendPassEdits("GameEnterEditor_ShowDestroyedObjs")
MapForEach("map", "CObject", function(o)
if IsGenericObjDestroyed(o) then
o:SetupDestroyedState(false, nil, "dont_update_hash")
end
end)
ResumePassEdits("GameEnterEditor_ShowDestroyedObjs")
end
function OnMsg.SetObjectDetail(action, params)
if action == "done" then
local editor = IsEditorActive()
MapForEach("map", "CObject", const.efVisible, function(obj, IsGenericObjDestroyed, editor)
if IsGenericObjDestroyed(obj) then
obj:SetupDestroyedState(not editor, nil, "dont_update_hash")
end
end, IsGenericObjDestroyed, editor)
end
end
---------------------------------------------------------------------------
--editor stuff
---------------------------------------------------------------------------
--TODO: diag ents..
--1 how to manipulate them
if FirstLoad then
DestroyedAttachSelectionEnabled = false
end
MapVar("SelectedDestroyedAttaches", false)
local function RestoreDestroyedAttach(o)
if o then
if not o.parent then
print("<color 255 0 0>SelectedDestroyedAttach has no parent!</color>")
return
end
o.parent:Attach(o)
o:SetAttachOffset(o.offset)
o:SetAttachAngle(o.angle)
o:SetMirrored(o.mirror)
o.offset = nil
o.angle = nil
o.parent = nil
o.mirror = nil
end
end
local function RestoreDestroyedAttaches()
if SelectedDestroyedAttaches then
SuspendPassEdits("RestoreDestroyedAttaches")
for _, att in ipairs(SelectedDestroyedAttaches) do
RestoreDestroyedAttach(att)
end
SelectedDestroyedAttaches = false
ResumePassEdits("RestoreDestroyedAttaches")
end
end
local function SetSelectedDestroyedAttach(attach)
local slab = attach:GetParent()
if not slab then
assert(attach.parent)
return
end
attach.parent = slab
attach.offset = attach:GetAttachOffset()
attach.angle = attach:GetAttachAngle()
attach.mirror = attach:GetMirrored()
local pos = attach:GetVisualPos()
local angle = attach:GetAngle()
local mirror = slab:GetMirrored() and attach.angle > 0 or not slab:GetMirrored() and attach.mirror
attach:Detach()
attach:SetPosAngle(pos, angle)
attach:SetMirrored(mirror)
end
function ToggleDestroyedAttachSelectionMode()
if DestroyedAttachSelectionEnabled then
RestoreDestroyedAttaches()
end
DestroyedAttachSelectionEnabled = not DestroyedAttachSelectionEnabled
print("Destroyed Attach Selection is " .. (DestroyedAttachSelectionEnabled and "ON" or "OFF"))
end
local fiddlingWithSelection = false
function OnMsg.EditorSelectionChanged(objects)
if not DestroyedAttachSelectionEnabled then return end
if fiddlingWithSelection then return end
local attaches = false
local attach = false
if objects then
for i = 1, #objects do
local obj = objects[i]
if IsKindOf(obj, "DestroyableSlab") and obj.is_destroyed then
local cp = GetCursorPos()
local ptCamera, ptCameraLookAt = GetCamera()
attach = GetNextObjectAtScreenPos(function(o) return IsKindOf(o, "DestroyedSlabAttach") end)
if not attach then
local atts = objects[1]:GetAttaches("DestroyedSlabAttach")
for i = 1, #(atts or "") do
if not attach then
attach = atts[i]
else
local b1 = attach:GetObjectBBox()
local b2 = atts[i]:GetObjectBBox()
local c1, c2 = b1:Center(), b2:Center()
if IsCloser(cp, c2, c1) then
attach = atts[i]
end
end
end
end
elseif IsKindOf(obj, "DestroyedSlabAttach") then
attach = obj
end
if attach then
attaches = attaches or {}
table.insert(attaches, attach)
end
end
end
if not SelectedDestroyedAttaches and not attaches then return end
SuspendPassEdits("DestroyedAttachSelectionEnabled")
for _, att in ipairs(SelectedDestroyedAttaches or empty_table) do
if not attaches or not table.find(attaches, att) then
RestoreDestroyedAttach(att)
end
end
if attaches then
fiddlingWithSelection = true
editor.ClearSel()
for i = #attaches, 1, -1 do
if not SelectedDestroyedAttaches or not table.find(SelectedDestroyedAttaches, attaches[i]) then
SetSelectedDestroyedAttach(attaches[i])
end
end
editor.SetSel(attaches)
fiddlingWithSelection = false
SelectedDestroyedAttaches = attaches
else
SelectedDestroyedAttaches = false
end
ResumePassEdits("DestroyedAttachSelectionEnabled")
end
function SelectedDestroyedAttach_GetNeighbourWallSlab(o)
local p = o.parent
local s = o:GetSide()
if IsKindOfClasses(p, "DestroyableFloorSlab", "RoofPlaneSlab") then
return p:GetNeighbour(s)
else
local pos = p:GetRelativePoint(o.offset)
local dir = slabAngleToDir[p:GetAngle()]
if SlabNeighbourMask.Left == s then
local offs = wallSidewaysOffsets[dir]
pos = pos + point(offs.x * voxelSizeX, offs.y * voxelSizeY, 0)
elseif SlabNeighbourMask.Right == s then
local offs = wallSidewaysOffsets[dir]
pos = pos - point(offs.x * voxelSizeX, offs.y * voxelSizeY, 0)
elseif SlabNeighbourMask.Top == s then
pos = pos + point(0, 0, voxelSizeZ)
else -- bot
pos = pos - point(0, 0, voxelSizeZ)
end
return MapGet(pos, 0, "WallSlab", nil, const.efVisible)
end
end
function OnDestroyedAttachDeleted(o)
if SelectedDestroyedAttaches and table.find(SelectedDestroyedAttaches, o) then
SuspendPassEdits("OnDestroyedAttachDeleted")
local nbrs = SelectedDestroyedAttach_GetNeighbourWallSlab(o)
local id = o:GetId()
local p = o.parent
local sideFlag = o:GetSide()
if nbrs then
nbrs = IsValid(nbrs) and {nbrs} or nbrs
for _, nbr in ipairs(nbrs) do
if nbr and not nbr.is_destroyed then
nbr:Repair()
nbr.force_destroyed_entity = GetNeigbhourSideFlagTowardMe(sideFlag, nbr, p)
nbr.force_no_destroyed_entity = false
nbr:UpdateDestroyedState()
end
end
end
p.da_subvariants = p.da_subvariants or {}
p.da_subvariants[id] = 0
table.remove_entry(SelectedDestroyedAttaches, o)
if #SelectedDestroyedAttaches <= 0 then
SelectedDestroyedAttaches = false
end
if IsKindOf(p, "RoofWallSlab") then
--check for stacked slabs and fix their attaches as well
local lst = MapGet(p, 0, "RoofWallSlab")
for _, slab in ipairs(lst) do
if slab ~= p then
local da = slab.destroyed_attaches
local sf = ((sideFlag & 12) == 0) or p:GetAngle() == slab:GetAngle() and sideFlag or maskToOppositeMask[sideFlag]
local att = da[maskToString[sf] ]
if att then
slab:DestroyDestroyedAttach(sf)
slab.da_subvariants = slab.da_subvariants or {}
slab.da_subvariants[att:GetId()] = 0
end
end
end
end
ResumePassEdits("OnDestroyedAttachDeleted")
return true
end
return false
end
function OnMsg.EditorCallback(id, objs)
if not SelectedDestroyedAttaches then return end
if id == "EditorCallbackDelete" then
for i = 1, #objs do
local o = objs[i]
if OnDestroyedAttachDeleted(o) then
return
end
end
end
end
local preSaveAttach = false
function OnMsg.PreSaveMap()
if not SelectedDestroyedAttaches then return end
preSaveAttach = SelectedDestroyedAttaches
RestoreDestroyedAttaches()
SelectedDestroyedAttaches = false
end
function OnMsg.PostSaveMap()
if preSaveAttach then
for _, att in ipairs(preSaveAttach) do
SetSelectedDestroyedAttach(att)
end
SelectedDestroyedAttaches = preSaveAttach
editor.SetSel({SelectedDestroyedAttaches})
preSaveAttach = false
end
end
if Platform.developer then
DefineClass.DestroyedSlabMarker = {
__parents = { "EditorVisibleObject" },
flags = { gofPermanent = false },
entity = "DestroyedSlab",
slab = false,
}
local ignoreSelectionChangedMsg = false
function OnMsg.EditorSelectionChanged(objects)
if ignoreSelectionChangedMsg then return end
local markers = false
local slabs = false
for i = 1, #(objects or "") do
local o = objects[i]
if IsKindOf(o, "DestroyedSlabMarker") then
markers = markers or {}
slabs = slabs or {}
table.insert(markers, o)
if IsValid(o.slab) then
table.insert(slabs, o.slab)
--update pos/angle, this is the only update hook for this, could be kinda wooden when destroyed slabs are moved, which they shouldn't be.
o:SetPosAngle(o.slab:GetPos(), o.slab:GetAngle())
end
end
end
ignoreSelectionChangedMsg = true
--print("selected markers ", #(markers or ""), "slabs to sel ", #(slabs or ""))
if markers then
editor.RemoveFromSel(markers)
end
if slabs then
editor.AddToSel(slabs)
end
ignoreSelectionChangedMsg = false
end
function OnMsg.ChangeMapDone(map)
if map == "" then return end
MapForEach("map", "DestroyableSlab", const.efVisible, function(s)
if s.is_destroyed then
s:ManageSelectionMarker(true)
end
end)
end
function DestroyableSlab:Done()
self:ManageSelectionMarker(false)
end
function DestroyableSlab:ManageSelectionMarker(create)
if create then
local m = PlaceObject("DestroyedSlabMarker", {slab = self})
self.selection_marker = m
m:SetPosAngle(self:GetPos(), self:GetAngle())
XEditorFilters:UpdateObject(m)
if IsEditorActive() and not XEditorFilters:IsObjectHidden(m) then
m:SetEnumFlags(const.efVisible)
else
m:ClearEnumFlags(const.efVisible)
end
else
if IsValid(self.selection_marker) then
DoneObject(self.selection_marker)
end
self.selection_marker = false
end
end
-----------------------------------------------
--more editor stuff, color code invulnerability
-----------------------------------------------
local InvulnerableSlabOwned = RGBA(0, 0, 255, 0)
local InvulnerableSlabUnowned = RGBA(255, 0, 255, 0)
local InvulnerableObjDueToMaterial = RGBA(255, 0, 0, 0)
local InvulnerableObjDueToLDMark = RGBA(70, 0, 255, 0)
local InvulnerableObjDueToInteractables = RGBA(175, 0, 255, 0)
local MaterialStrengthRanges = {
[1] = 10,
[2] = 15,
[3] = 30,
[4] = 9999,
}
local MaterialStrengthColors = {
[1] = RGBA(0, 255, 0, 0),
[2] = RGBA(255, 255, 0, 0),
[3] = RGBA(255, 150, 0, 0),
[4] = RGBA(255, 70, 0, 0),
}
function PrintDestroyableOverlayLegend()
local function helper(color, name)
local r, g, b = GetRGB(color)
return string.format("<color %d %d %d>%s\n</color>", r, g, b, name)
end
local s = ""
s = s .. helper(InvulnerableSlabOwned, "InvulnerableSlabOwned (part of room)")
s = s .. helper(InvulnerableSlabUnowned, "InvulnerableSlabUnowned (not part of room)")
s = s .. helper(InvulnerableObjDueToMaterial, "InvulnerableObjDueToMaterial")
s = s .. helper(InvulnerableObjDueToLDMark, "InvulnerableObjDueToLDMark")
s = s .. helper(InvulnerableObjDueToInteractables, "InvulnerableObjDueToInteractables")
local str = 0
for i = 1, #MaterialStrengthRanges do
s = s .. helper(MaterialStrengthColors[i], "Vulnerable non slab objects; Material Strength: " .. tostring(str) .. "-" .. tostring(MaterialStrengthRanges[i]))
str = MaterialStrengthRanges[i] + 1
end
print(s)
end
local function StrengthToColor(str)
for i = 1, #MaterialStrengthRanges do
if str <= MaterialStrengthRanges[i] then
return MaterialStrengthColors[i]
end
end
end
MapVar("InvulnerabilityPainted", false)
MapVar("MarkInvulnerableObjectsData", false)
function OnMsg.EditorPreSerialize()
ClearInvulnerableMarking("keep_data")
end
function OnMsg.EditorPostSerialize()
if InvulnerabilityPainted then
local old_colors = table.copy(MarkInvulnerableObjectsData)
MarkInvulnerableObjectsData = {}
for obj, col in pairs(old_colors) do
if IsValid(obj) then
MarkInvulnerableObject(obj, col)
end
end
end
end
function OnMsg.EditorCallback(callback, objects)
if InvulnerabilityPainted and callback == "EditorCallbackPlace" then
for _, obj in ipairs(objects) do
SetupObjInvulnerabilityColorMarking(obj)
end
end
end
function MarkInvulnerableObject(o, col)
if not MarkInvulnerableObjectsData[o] then
MarkInvulnerableObjectsData[o] = o:GetColorModifier()
end
o:SetColorModifier(col)
end
function SetupObjInvulnerabilityColorMarkingOnValueChanged(o)
if not InvulnerabilityPainted then return end
if not SetupObjInvulnerabilityColorMarking(o) then
local c = MarkInvulnerableObjectsData[o]
if c then
o:SetColorModifier(c)
MarkInvulnerableObjectsData[o] = nil
end
end
end
function SetupObjInvulnerabilityColorMarking(o)
if IsKindOf(o, "Slab") then
if o:IsInvulnerable() then
--small window owned slabs dont have any data to tell us that they are such except always_visible
MarkInvulnerableObject(o, (o.room or o.always_visible) and InvulnerableSlabOwned or InvulnerableSlabUnowned)
return true
end
else
local m = o:GetMaterialPreset()
local inv = false
local str = 0
if m then
inv = m.invulnerable
str = m.destruction_propagation_strength
end
if not IsObjVulnerableDueToLDMark(o) and inv then
MarkInvulnerableObject(o, InvulnerableObjDueToMaterial)
return true
elseif IsObjInvulnerableDueToLDMark(o) then
MarkInvulnerableObject(o, InvulnerableObjDueToLDMark)
return true
elseif ShouldDestroyObject(o) then
local c = StrengthToColor(str)
MarkInvulnerableObject(o, c)
return true
elseif TemporarilyInvulnerableObjs[o] then
MarkInvulnerableObject(o, InvulnerableObjDueToInteractables)
return true
end
end
return false
end
function MarkInvulnerableObjects()
MarkInvulnerableObjectsData = MarkInvulnerableObjectsData or {}
MapForEach("map", SetupObjInvulnerabilityColorMarking)
InvulnerabilityPainted = true
PrintDestroyableOverlayLegend()
end
function ClearInvulnerableMarking(keep_data)
if not InvulnerabilityPainted then return end
for obj, col in pairs(MarkInvulnerableObjectsData or empty_table) do
if IsValid(obj) then
MarkInvulnerableObjectsData[obj] = obj:GetColorModifier()
obj:SetColorModifier(col)
end
end
if not keep_data then
MarkInvulnerableObjectsData = false
InvulnerabilityPainted = false
end
end
function ToggleInvulnerabilityMarkings()
if InvulnerabilityPainted then
ClearInvulnerableMarking()
else
MarkInvulnerableObjects()
end
end
function OnMsg.ReloadLua()
if not InvulnerabilityPainted then return end
DelayedCall(1, ClearInvulnerableMarking)
DelayedCall(2, MarkInvulnerableObjects)
end
local wasMarked = false
function OnMsg.PreSaveMap()
if InvulnerabilityPainted then
wasMarked = true
ClearInvulnerableMarking()
end
end
function OnMsg.PostSaveMap()
if wasMarked then
MarkInvulnerableObjects()
wasMarked = false
end
end
end --Platform.developer
--------------------------------------------------
--ld mark cobjs as invulnerable feature
--------------------------------------------------
MapVar("InvObjsContainerInstance", false)
local InvulnerableObjsContainer_Version = 2
local invulnerable_state = "inv"
local vulnerable_state = "vul"
local prop_state = "prp"
DefineClass.InvulnerableObjsContainer = {
__parents = { "Object" },
entity = "InvisibleObject",
flags = { gofPermanent = true, efCollision = false, efApplyToGrids = false, efSelectable = false, efWalkable = false, efVisible = false},
properties = {
--todo: rem
{ id = "dataCobjs", editor = "prop_table", default = false, read_only = true }, --v1: {[id] = true, ... v2: empty
{ id = "dataVCobjs", editor = "prop_table", default = false, read_only = true }, --v1: {[id] = true, ... v2: empty
{ id = "dataObjs", editor = "prop_table", default = false, read_only = true },
{ id = "dataVObjs", editor = "prop_table", default = false, read_only = true },
--v2
{ id = "data", editor = "prop_table", default = false, read_only = true }, --v2: {[id] = "inv"/"vul", ...
{ id = "version", editor = "number", default = 1, read_only = true },
},
}
function InvulnerableObjsContainer:Init()
assert(InvObjsContainerInstance == false)
end
function InvulnerableObjsContainer:PostLoad()
if self.version == 1 then
self:PatchV1ToV2()
end
if self.version == 2 then
self:PatchV2ToV3()
end
end
function InvulnerableObjsContainer:PatchV1ToV2()
assert(self.version == 1)
print("InvulnerableObjsContainer:PatchV1ToV2")
self.data = {}
for id, _ in pairs(self.dataCobjs or empty_table) do
self.data[id] = invulnerable_state
end
self.dataCobjs = false
for id, _ in pairs(self.dataVCobjs or empty_table) do
self.data[id] = vulnerable_state
end
self.dataVCobjs = false
for id, _ in pairs(self.dataObjs or empty_table) do
self.data[id] = invulnerable_state
end
self.dataObjs = false
for id, _ in pairs(self.dataVObjs or empty_table) do
self.data[id] = vulnerable_state
end
self.dataVObjs = false
if not next(self.data) then
self.data = false
end
self.version = 2
end
function InvulnerableObjsContainer:TestV3()
local data = self.data
if not data then return end
MapForEach("map", "CObject", function(obj)
local id = self:GetIdForObj(obj)
if data[id] then
local val = data[id]
if val == prop_state then
assert(obj:IsProp())
elseif val == vulnerable_state then
assert(obj:IsForcedVulnerable())
elseif val == invulnerable_state then
assert(obj:IsForcedInvulnerable())
end
end
end)
end
function InvulnerableObjsContainer:PatchV2ToV3()
assert(self.version == 2)
print("InvulnerableObjsContainer:PatchV2ToV3")
local data = self.data
local success = true
if data then
local passed = {}
MapForEach("map", "CObject", function(obj)
local id = self:GetIdForObj(obj)
if data[id] then
passed[id] = true
local val = data[id]
if val == prop_state then
obj:SetIsProp(true)
elseif val == vulnerable_state then
obj:SetIsForcedVulnerable(true)
elseif val == invulnerable_state then
obj:SetIsForcedInvulnerable(true)
end
end
end)
local missing = 0
for id, _ in pairs(data) do
if not passed[id] then
data[id] = nil
missing = missing + 1
end
end
if missing > 0 then
print("Missing objects!!!!!!!!!!", missing)
success = false
assert(false)
end
end
print("Done!")
self.version = 3
if success then
--DoneObject(self)
Msg("DoneV3")
end
end
function ResaveForV3()
CreateRealTimeThread(function()
local maps = {}
ResaveAllMaps(nil,
function()
if not InvObjsContainerInstance then
return "no save"
end
maps[GetMapName()] = true
assert(InvObjsContainerInstance.version == 3)
end)
end)
end
function TestResaveForV3()
ResaveAllMaps(
nil,
function()
if not InvObjsContainerInstance then
return "no save"
end
assert(InvObjsContainerInstance.version == 3)
InvObjsContainerInstance:TestV3()
DoneObject(InvObjsContainerInstance)
end)
end
function InvulnerableObjsContainer:GameInit()
assert(InvObjsContainerInstance == false or InvObjsContainerInstance == self)
InvObjsContainerInstance = self
end
function InvulnerableObjsContainer:Done()
assert(InvObjsContainerInstance == self)
InvObjsContainerInstance = false
end
function InvulnerableObjsContainer:GetIdForObj(obj)
local h = rawget(obj, "handle")
return h and h or GetVisualStateHashForDestroyedObj(obj)
end
function InvulnerableObjsContainer:GetStateForObj(obj)
local data = self.data
if not data then return nil end
return data[self:GetIdForObj(obj)]
end
function InvulnerableObjsContainer:IsProp(obj)
return self:GetStateForObj(obj) == prop_state
end
function InvulnerableObjsContainer:IsVulnerable(obj)
local state = self:GetStateForObj(obj)
return state == vulnerable_state or state == prop_state
end
function InvulnerableObjsContainer:IsInvulnerable(obj)
return self:GetStateForObj(obj) == invulnerable_state
end
function InvulnerableObjsContainer:GetData(create)
if not self.data and create then
self.data = {}
end
return self.data
end
function InvulnerableObjsContainer:_MarkObj(obj, val, mark)
local data = self:GetData(val)
if not data then return end
data[self:GetIdForObj(obj)] = val and mark or nil
if not val then
Notify(self, "CheckIfEmptyAndDel")
end
end
function InvulnerableObjsContainer:MarkObjVulnerable(obj, val)
self:_MarkObj(obj, val, vulnerable_state)
end
function InvulnerableObjsContainer:MarkObjInvulnerable(obj, val)
self:_MarkObj(obj, val, invulnerable_state)
end
function InvulnerableObjsContainer:MarkObjProp(obj, val)
self:_MarkObj(obj, val, prop_state)
end
function InvulnerableObjsContainer:CheckIfEmptyAndDel()
if self.data and not next(self.data) then
self.data = false
end
if not self.data then
DoneObject(self)
end
end
function InvulnerableObjsContainer:DataCleanup()
--if cobj gets its visual hash changed the hook will be lost
local data = self.data
if not data then return end
local passed = {}
MapForEach("map", "CObject", function(o)
local id = self:GetIdForObj(o)
if data[id] then
passed[id] = true
end
end)
local missing = 0
for id, _ in pairs(data) do
if not passed[id] then
data[id] = nil
missing = missing + 1
end
end
if missing > 0 then
StoreErrorSource(false, string.format("InvulnerableObjsContainer found %d missing hooks. If invulnerable/vulnerable CObjs were moved/rotated/scaled they are no longer invulnerable!", missing))
self:CheckIfEmptyAndDel()
end
end
table.insert(CObject.properties,
{ category = "Destruction", id = "MarkInvulnerable", name = "Force Invulnerable", editor = "bool", default = false, dont_save = true })
table.insert(CObject.properties,
{ category = "Destruction", id = "MarkVulnerable", name = "Force Vulnerable", editor = "bool", default = false, dont_save = true })
table.insert(CObject.properties,
{ category = "Destruction", id = "MarkProp", name = "Force Prop", editor = "bool", default = false, dont_save = true, read_only = function(self) return self:IsPropMaterial() end, help = "Disabled when obj has a prop material already set." })
--table.insert(CObject.properties,
--{ category = "Destruction", id = "DestrLight", name = "Ass Light", editor = "object", default = false, })
table.insert(StripCObjectProperties.properties,
{ id = "MarkInvulnerable" } )
table.insert(StripCObjectProperties.properties,
{ id = "MarkVulnerable" } )
table.insert(StripCObjectProperties.properties,
{ id = "MarkProp" } )
table.insert(Slab.properties,
{ id = "MarkInvulnerable" } )
table.insert(Slab.properties,
{ id = "MarkVulnerable" } )
table.insert(Slab.properties,
{ id = "MarkProp" } )
function CObject:GetMarkProp(val)
return IsObjPropDueToLDMark(self)
end
function CObject:SetMarkProp(val)
self:SetIsProp(val)
SetupObjInvulnerabilityColorMarkingOnValueChanged(self)
end
function CObject:SetMarkVulnerable(val)
self:SetIsForcedVulnerable(val)
SetupObjInvulnerabilityColorMarkingOnValueChanged(self)
end
function CObject:SetMarkInvulnerable(val)
self:SetIsForcedInvulnerable(val)
SetupObjInvulnerabilityColorMarkingOnValueChanged(self)
end
function CObject:GetMarkVulnerable()
return IsObjVulnerableDueToLDMark(self)
end
function CObject:GetMarkInvulnerable()
return IsObjInvulnerableDueToLDMark(self)
end
--[[function OnMsg.EditorCallback(id, objs)
local inst = InvObjsContainerInstance
if not inst then return end
if id == "EditorCallbackDelete" then
for i = 1, #objs do
local o = objs[i]
inst:MarkObjInvulnerable(o, false)
end
end
end]]
--[[function OnMsg.PreSaveMap()
if InvObjsContainerInstance then
InvObjsContainerInstance:DataCleanup()
end
end]]
function GetInvObjsContainerInstance()
if not InvObjsContainerInstance then
assert(false) --depricated
InvObjsContainerInstance = PlaceObject("InvulnerableObjsContainer", {version = InvulnerableObjsContainer_Version}) --gameinit should hook it up, so mapget seems redundant
end
return InvObjsContainerInstance
end
function IsObjInvulnerableDueToLDMark(obj)
return obj:IsForcedInvulnerable()
end
function IsObjVulnerableDueToLDMark(obj)
return obj:IsForcedVulnerable()
end
function IsObjPropDueToLDMark(obj)
return obj:IsProp()
end
function EditorMarkSelectedObjsAsInvulnerable(val)
local sel = editor.GetSel()
for i, o in ipairs(sel) do
o:SetIsForcedInvulnerable(val)
SetupObjInvulnerabilityColorMarkingOnValueChanged(o)
end
end
function EditorMarkSelectedObjsAsVulnerable(val)
local sel = editor.GetSel()
for i, o in ipairs(sel) do
o:SetIsForcedVulnerable(val)
SetupObjInvulnerabilityColorMarkingOnValueChanged(o)
end
end
---version3
local default = 0
local vulnerable = 1
local prop = 2
local invulnerable = 3
local flag1 = const.gofGameSpecific2
local flag2 = const.gofGameSpecific3
local function GetObjMask(obj, f1, f2)
f1 = f1 or obj:GetGameFlags(flag1)
f2 = f2 or obj:GetGameFlags(flag2)
return bor(f1 ~= 0 and 1 or 0, shift(f2 ~= 0 and 1 or 0, 1))
end
local function SetObjMask(obj, mask)
if (mask & 1) ~= 0 then
obj:SetGameFlags(flag1)
else
obj:ClearGameFlags(flag1)
end
if (mask & 2) ~= 0 then
obj:SetGameFlags(flag2)
else
obj:ClearGameFlags(flag2)
end
end
AppendClass.CObject = {
properties = {
{ id = "DestructionOverrideMask", editor = "number", default = function (obj)
local cls = obj.class
return GetObjMask(obj, GetClassGameFlags(cls, flag1), GetClassGameFlags(cls, flag2))
end
},
},
}
function CObject:GetDestructionOverrideMask()
return GetObjMask(self)
end
function CObject:SetDestructionOverrideMask(val)
SetObjMask(self, val)
end
function CObject:SetIsProp(val)
SetObjMask(self, val and prop or default)
end
function CObject:IsProp()
local v = GetObjMask(self)
return v == prop
end
function CObject:SetIsForcedVulnerable(val)
SetObjMask(self, val and vulnerable or default)
end
function CObject:IsForcedVulnerable() --forced, as in set dynamically by a human as such
local v = GetObjMask(self)
return v == vulnerable or v == prop
end
function CObject:SetIsForcedInvulnerable(val)
SetObjMask(self, val and invulnerable or default)
end
function CObject:IsForcedInvulnerable()
local v = GetObjMask(self)
return v == invulnerable
end
--dbg method, doesn't work at 100%, but good enough to avoid map reload
function RepairAll()
SuspendPassEdits("RepairAll")
MapForEach("map", "Destroyable", function(o)
o:Repair()
end)
if not next(Destruction_DestroyedCObjects) and not next(Destruction_DestroyedObjects) then
return
end
local total = #Destruction_DestroyedObjects + #Destruction_DestroyedCObjects
local count = 0
MapForEach("map", "CObject", function(o, IsGenericObjDestroyed, total)
if IsGenericObjDestroyed(o) then
local h = rawget(o, "handle")
if h then
Destruction_DestroyedObjects[h] = nil
table.remove_entry(Destruction_DestroyedObjects, h)
else
h = GetVisualStateHashForDestroyedObj(o)
Destruction_DestroyedCObjects[h] = nil
table.remove_entry(Destruction_DestroyedCObjects, h)
end
o:SetupDestroyedState(false)
count = count + 1
if count >= total then
return "break"
end
end
end, IsGenericObjDestroyed, total)
ResumePassEdits("RepairAll")
end
--zulu specific implementation, building concept is zulu only
function DestroyableSlab:ShouldUseReplaceEntDestruction()
--figure out destruction type, i.e. use_replace_ent_destruction = ?
if not IsEditorActive() or dbgForceUseDamaged then
local svd = self:GetMaterialPreset()
if svd.use_damaged then
return true
elseif svd.use_damaged_first_floor then
local r = self.room
if not r then
return self.floor == 1
else
local meta = VolumeBuildingsMeta
return meta and self.floor == meta[r.building].firstFloorWithFloor
end
end
end
end
--set wood scaff to vulnerable
function dbgSetWoodScaffVulnerable()
local didWork = false
MapForEach("map", "FloorSlab", function(o)
if not o.room and o.material == "WoodScaff" and not o.forceInvulnerableBecauseOfGameRules then
didWork = true
o.forceInvulnerableBecauseOfGameRules = true
o.invulnerable = true
end
end)
return didWork
end
function dbgSetWoodScaffVulnerableAllMaps()
CreateRealTimeThread(function()
ForEachMap(ListMaps(), function()
if dbgSetWoodScaffVulnerable() then
SaveMap("no backup")
print("saved", GetMapName())
end
end)
end)
end
-----------------------------------------------------------------
--DestroyableWallDecoration special handling. use this file's system to kill only those that wont be seen by slabs.
-----------------------------------------------------------------
function SetupDestroyableWallDecorationManagedBySlab()
MapForEach("map", "DestroyableWallDecoration", function(o)
o.managed_by_slab = false
end)
MapForEach("map", "WallSlab", "SlabWallObject", "RoomCorner", const.efVisible, function(o)
if o:GetEntity() == "InvisibleObject" then
return
end
local decs = o:GetDecorations()
for i = 1, #(decs or "") do
local dec = decs[i]
if IsKindOf(dec, "DestroyableWallDecoration") then
dec.managed_by_slab = true
end
end
end)
end
function OnMsg.PreSaveMap()
SetupDestroyableWallDecorationManagedBySlab()
end
function DestroyableWallDecoration:Destroy()
if self.managed_by_slab then return end
if self.is_destroyed then return end
Destroyable.Destroy(self)
CObject.Destroy(self)
end
----------------------------------------------------------------------
--associate lights with obj to kill light with said obj
----------------------------------------------------------------------
AutoResolveMethods.OnDestroy = "call"
AppendClass.Object = {
properties = {
{ id = "AssociatedLights", editor = "objects", default = false,
name = "Associated Lights", help = "Objects in this list will get destroyed when this object is destroyed.",
category = "Destruction",
},
},
}
function Destroyable:OnDestroy()
KillAssociatedLights(self)
end
function KillAssociatedLights(o)
local t = o:HasMember("AssociatedLights") and o.AssociatedLights or false
for i, l in ipairs(t or empty_table) do
if ShouldDestroyObject(l) then
KillObj(l)
end
end
end
function AssociateLights()
local sel = editor.GetSel()
local objs = {}
local lights = {}
for i, o in ipairs(sel or empty_table) do
if IsKindOf(o, "Light") then
table.insert(lights, o)
else
table.insert(objs, o)
end
end
if #lights <= 0 then
lights = false
end
for i, o in ipairs(objs) do
--o.AssociatedLights = o.AssociatedLights or {}
--table.iappend(o.AssociatedLights, lights)
o.AssociatedLights = lights --overwrite, user can remove association this way
end
printf("%d lights associated with %d objects.", #(lights or ""), #objs)
end
function OnMsg.PreSaveMap()
--validate AssociatedLights
MapForEach("map", "Object", function(o)
local t = o.AssociatedLights
if t then
for i = #t, 1, -1 do
if not IsValid(t[i]) then
table.remove(t, i)
end
end
if #t <= 0 then
o.AssociatedLights = false
end
end
end)
end
ShouldShowAssociateLightsShortcut = return_true