khanat-opennel-code/code/ryzom/common/data_common/r2/r2_utils.lua
2014-01-28 11:41:26 -08:00

500 lines
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Lua
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if r2.Utils == nil
then
r2.Utils={}
end
r2.Utils.addReaction = function(this,event,action)
local reactions = this.Reactions[event]
if reactions == nil
then
reactions = {}
this.Reactions[event]=reactions
end
table.insert(reactions,action)
end
------------------------------------------------------
--Create the states and groups to represent:
-- -A counter mission
-- -The counters used for this mission
r2.Utils._obsolete_initCounterStates = function(counter,context)
if counter.Class =="Counter"
then
local pGroup = r2.createPseudoGroup(context)
context.RtCounters[counter.InstanceId]=pGroup
for k,v in pairs(counter.Counters)
do
Translator.LogicEntityTranslator(v,context)
end
end
end
r2.Utils.createGroup = function(x,y,n,base,name,mode)
if mode == nil
then
mode = "circle"
end
local isGeneric = false
if string.find(base, "palette.entities.players.") ~= nil then
isGeneric = true
end
local npcGroup = r2.newComponent("NpcGrpFeature")
assert(npcGroup)
npcGroup.Name = name
if mode == "circle"
then
local pas = (2 * math.pi)/n
local r = (n/(2*math.pi))+2
for i=1,n do
local npc = nil
if ( isGeneric == true) then
npc = r2.newComponent("NpcCustom")
else
npc = r2.newComponent("Npc")
end
npc.Name = name.."_".."Npc"..i
npc.Base = base
npc.Position.x = x + (r-1) * math.cos((i-1)*pas)
npc.Position.y = y + (r-1) * math.sin((i-1)*pas)
npc.Position.z = r2:snapZToGround(npc.Position.x, npc.Position.y)
npc.Angle = (i-1)*pas + math.pi
table.insert(npcGroup.Components,npc)
end
end
if mode == "line"
then
local pas = 1
for i=1,n do
local npc = r2.newComponent("Npc")
npc.Name = name.."_".."Npc"..i
npc.Base = base
npc.Position.x = x + i * pas
npc.Position.y = y
npc.Position.z = r2:snapZToGround(npc.Position.x, npc.Position.y)
npc.Angle = 0
table.insert(npcGroup.Components,npc)
end
end
return npcGroup
end
--region = region to fill
--x,y = region's center
--r = region's ray
--nbPoints = number of points to create the region
r2.Utils.createRegion = function(region,x, y, r,nbPoints)
region.Points = {}
local tmpPositions = region.Points
local pas = (2 * math.pi)/nbPoints
local Angle = 0
while nbPoints ~= 0
do
local tmpVertex = r2.newComponent("RegionVertex")
local tmpPosition = r2.newComponent("Position")
local sx, sy, sz
sx = x + r * math.cos(Angle)
sy = y + r * math.sin(Angle)
sx, sy, sz = r2:snapPosToGround(sx, sy)
tmpPosition.x = sx
tmpPosition.y = sy
tmpPosition.z = sz
tmpVertex.Position = tmpPosition
table.insert(tmpPositions, tmpVertex)
Angle = Angle + pas
nbPoints = nbPoints - 1
end
end
--region = region to fill
--x,y = region's center
--r = region's ray
--nbPoints = number of points to create the region
r2.Utils.createNonDeleteableRegion = function(region,x, y, r,nbPoints)
region.Deletable = 0
region.Points = {}
local tmpPositions = region.Points
local pas = (2 * math.pi)/nbPoints
local Angle = 0
while nbPoints ~= 0
do
local tmpVertex = r2.newComponent("RegionVertex")
tmpVertex.Deletable = 0
local tmpPosition = r2.newComponent("Position")
local sx, sy, sz
sx = x + r * math.cos(Angle)
sy = y + r * math.sin(Angle)
sx, sy, sz = r2:snapPosToGround(sx, sy)
tmpPosition.x = sx
tmpPosition.y = sy
tmpPosition.z = sz
tmpVertex.Position = tmpPosition
table.insert(tmpPositions, tmpVertex)
Angle = Angle + pas
nbPoints = nbPoints - 1
end
end
--region = trigger Zone
--x,y = region's center
--r = region's ray
--nbPoints = number of points to create the region
r2.Utils.createTriggerRegion = function(region,x, y, r)
return r2.Utils.createNonDeleteableRegion(region, x, y, r, 4)
end
-- Create a Road
-- ex local road = createRoad("rout1", { {21570, -1363}, {21570, -1363}, {21570, -1363})
r2.Utils.createRoute = function(name, positions)
local road = r2.newComponent("Road")
local function wp(x, y, z)
local wayPoint = r2.newComponent("WayPoint")
local pos = r2.newComponent("Position")
pos.x = x
pos.y = y
pos.z = z
wayPoint.Position = pos
return wayPoint
end
-- road.Base = "palette.geom.road"
road.Name = name
local tmpPositions = road.Points -- depart a arriv<69>e
for index, points in pairs(positions)
do
table.insert(tmpPositions, wp(points[1], points[2], 0))
end
return road
end
--function to set an RtAiState with a npc's behavior
r2.Utils.setState = function(context,behavior,rtAiState)
local aiMovement = behavior.Type
rtAiState.Name = rtAiState.Id .. "|" .. aiMovement
rtAiState.AiMovement = aiMovement
if (aiMovement == "wander" or aiMovement == "follow_route" or aiMovement == "patrol_route" or aiMovement == "repeat_road") then
local id = behavior.ZoneId
local zone = context.Components[id]
assert( zone ~= nil)
local points=zone.Points
assert( points ~= nil)
local size = table.getn(points)
rtAiState.Pts = {}
local k,v = next(points, nil)
local i = 0
while k ~= nil
do
if (k ~= "Keys")
then
-- replacement for getworldPos
assert(v ~= nil)
i = i +1
rtAiState.Pts[i] = {}
-- ??? v.Position.x ??
rtAiState.Pts[i].x = r2.getWorldPos(v).x
rtAiState.Pts[i].y = r2.getWorldPos(v).y
rtAiState.Pts[i].z = r2.getWorldPos(v).z
end
k,v = next(points, k)
end
-- do reverse
if (aiMovement == "patrol_route") then
i = 0
for i = 1, size -1 , 1
do
local first = size - i
local last = size + i
rtAiState.Pts[last] = {}
rtAiState.Pts[last].x = rtAiState.Pts[first].x
rtAiState.Pts[last].y = rtAiState.Pts[first].y
rtAiState.Pts[last].z = rtAiState.Pts[first].z
end
end
if (aiMovement == "patrol_route" or aiMovement == "repeat_road") then
rtAiState.AiMovement = "follow_route"
local eventHandler = Actions.createEvent("destination_reached", rtAiState.Id ,"")
assert( eventHandler ~= nil)
local eName = rtAiState.Id .. ":destination_reached"
eventHandler.Name=eName
table.insert(context.RtAct.Events,eventHandler)
local action = Actions.createAction("begin_state", rtAiState.Id)
action.Name="begin state " .. rtAiState.Id
table.insert(context.RtAct.Actions,action)
table.insert(eventHandler.ActionsId,action.Id)
end
end
end
r2.Utils.invertRoad = function(road)
local road2 = r2.newComponent("Road")
local function wp(x, y, z)
local wayPoint = r2.newComponent("WayPoint")
local pos = r2.newComponent("Position")
pos.x = x
pos.y = y
pos.z = z
wayPoint.Position = pos
return wayPoint
end
local max = table.getn(road.Points)
for i=1,max do
local point = road.Points[max-i+1].Position
table.insert(road2.Points,wp(point.x,point.y,point.z))
end
return road2
end
r2.Utils.createEntry = function(who,states,event,actions)
local entry = r2.newComponent("EventHandlerEntry")
entry.Who = who
entry.States = states
entry.Event = event
entry.Actions = actions
return entry
end
r2.Utils.createPlace = function(x,y,z,r)
local place = r2.newComponent("Place")
place.Position.x=x
place.Position.y=y
place.Position.z=z
place.Radius = r
return place
end
r2.Utils.searchEntry = function(activity,who,event,state)
local max = table.getn(activity.Entries)
for i=1, max do
local entry = activity.Entries[i]
if entry.Who==who and entry.Event == event and (entry.States == state or state=="")
then
return entry
end
end
return nil
end
r2.Utils.groupActivities = function(activity1,activity2,event1,state1,event2,state2)
local entry
entry = r2.Utils.searchEntry(activity1,activity1.Entries[1].Who,event1,state1)
if entry == nil
then
entry = r2.Utils.createEntry(activity1.Entries[1].Who,state1,event1,"begin_state\n"..state2)
table.insert(activity1.Entries,entry)
else
entry.Actions = entry.Actions .. "\nbegin_state\n"..state2
end
entry = r2.Utils.searchEntry(activity2,activity2.Entries[1].Who,event2,state2)
if entry == nil
then
entry = r2.Utils.createEntry(activity2.Entries[1].Who,state2,event2,"begin_state\n"..state1)
table.insert(activity2.Entries,entry)
else
entry.Actions = entry.Actions .. "\nbegin_state\n"..state
end
end
r2.Utils.evalCost = function(feature)
--luaObject(feature)
local components = feature.Components
--luaObject(components)
local cost = 0
if components ~= nil
then
for key,comp in pairs(components)
do
if key~="Keys" and comp.Class == "Npc"
then
cost = cost + 1
end
end
end
return cost
end
r2.Utils.createChatAction = function(who,says,emote,face)
local chatStep
chatStep = r2.newComponent("ChatAction")
chatStep.Who = who
if says ~= ""
then
local entry=r2.registerText(says)
chatStep.Says = entry.InstanceId
else
chatStep.Says = says
end
if face ~="" and face ~=nil
then
chatStep.Facing = face
end
chatStep.Emote = emote
return chatStep
end
--replace each instanceId in the table by the new one
r2.Utils.replaceTab = function(this,ttable)
for k,v in pairs(this)
do
if k ~="Keys"
then
this[k]=ttable[this[k]]
end
end
end
--call the replace function for each object in the table
r2.Utils.callReplace = function(this,ttable)
for k,v in pairs(this)
do
if k ~="Keys"
then
v:replace(ttable)
end
end
end
r2.Utils.changeRepere = function(position,center)
position.x=position.x - center.x
position.y=position.y - center.y
position.z = r2:snapZToGround(position.x,position.y)
end
r2.Utils.changeZoneRepere = function(zone,center)
for i=1,table.getn(zone.Points)
do
r2.Utils.changeRepere(zone.Points[i])
end
end
r2.Utils.changeRepereRt = function(npc,center)
local x,y
local position = npc.Position
x = position.x - center.x
y = position.y - center.y
r2.requestSetNode(position.InstanceId,"x",x)
r2.requestSetNode(position.InstanceId,"y",y)
r2.requestSetNode(position.InstanceId,"z",r2:snapZToGround(x,y))
end
r2.Utils.setNewGroupCenter = function(group,x,y)
local k,v = next(group.Components,nil)
local center = r2.newComponent("Position")
local first = true
center.x = x
center.y = y
while k~=nil
do
if first == true
then
first = false
local newCenter = {}
newCenter.x = -(center.x - v.Position.x)
newCenter.y = -(center.y - v.Position.y)
center.z = r2:snapZToGround(center.x,center.y)
r2.requestSetNode(v.Position.InstanceId,"x",center.x)
r2.requestSetNode(v.Position.InstanceId,"y",center.y)
r2.requestSetNode(v.Position.InstanceId,"z",r2:snapZToGround(center.x,center.y))
center = newCenter
else
r2.Utils.changeRepereRt(v,center)
end
k,v = next(group.Components,k)
end
end
-- Obsolete
r2.Utils.getRtGroup = function(context,instanceId)
debugInfo("Call obsolete function: call r2.Translator.getRtGroup")
-- use r2.Translator.getRtGroup instead
return r2.Translator.getRtGroup(context, instanceId)
end
r2.Utils.concat = function(text,textSup)
if text == ""
then
return textSup
else
return text.."\n"..textSup
end
end
-----------------------------------------------------------
--return a string like: "group1:Npc1" for use with actions
r2.Utils.getNpcParam = function(npcId, context)
assert( type(npcId) == "string")
local who = r2:getInstanceFromId(tostring(npcId))
-- local group = who:getParentGroup()
local rtNpcGrp = context.RtGroups[tostring(npcId)]
if rtNpcGrp == nil
then
debugInfo("Err: unable to know the npc's group name ("..npcId..")")
return nil
end
return rtNpcGrp.Name..":"..tostring(who.Name)
end
--
-- Returns the RtNpcGrp Id for a given instanceId
--
r2.Utils.getRtIdFromInstanceId = function(context, instanceId)
assert(instanceId ~= nil and type(instanceId) == "string")
local instance = r2:getInstanceFromId(instanceId)
assert(instance)
return context.RtGroups[instanceId].Id
end
-- vianney tests
function r2.testVianney1()
r2.requestStartAct(1)
end
function r2.testVianney2()
r2.requestStartAct(2)
end
function r2.testVianney3()
r2.requestStopAct()
end
function r2:lowerTranslate(uiR2EdStr)
return string.lower(i18n.get(uiR2EdStr):toUtf8())
end