3dec5d3b71
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder * Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file * Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message * Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and @ENGINEROOT@/EngineAssets/Editor path for engine tool assets * Updating references to Icons and other assets to account for moving the Engine and Editor folder under a single EngineAssets folder * Moving the Engine Settings Registry folder from Engine/Registry -> Registry * Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator * Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now * Fixed Atom Shader Preprocessing when running using an External Project * Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable * Updated the Install_Common.cmake ly_setup_others function to install the EngineAssets directory and the each of the Gem's Assets directory while maintaining the relative directory structure to the Engine Root Also updated the install step to install the Registry folder at the engine root * Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder * Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder * Updated the LyTestTools and C++ code to point that the new location of the AssetProcessorPlatformConfig.setreg file inside of the Registry folder * Renamed Test AssetProcessor*Config.ini files to have the .setreg extension * Converted the AssetProcessor test setreg files from ini format to json format using the SerializeContextTools convert-ini command * Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder * Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames * Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder * Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available * Updating the Install_common.cmake logic to copy any "Assets" folder to the install layout. The Script has also been updated to copy over the "Assets" folder in the Engine Root to the install layout instead of an "EngineAssets" folder * Updating References to EngineAssets source asset folder in code to be the Assets source folder * Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders * Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner * Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the output prefix, but instead place the source asset root into a subdirectory * Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory * Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
962 lines
32 KiB
Lua
962 lines
32 KiB
Lua
----------------------------------------------------------------------------------------------------
|
|
--
|
|
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
|
-- its licensors.
|
|
--
|
|
-- For complete copyright and license terms please see the LICENSE at the root of this
|
|
-- distribution (the "License"). All use of this software is governed by the License,
|
|
-- or, if provided, by the license below or the license accompanying this file. Do not
|
|
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
|
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
--
|
|
--
|
|
----------------------------------------------------------------------------------------------------
|
|
EntityCommon =
|
|
{
|
|
TempPhysParams = { mass=0,density=0 },
|
|
TempPhysicsFlags = { flags_mask=0, flags=0 };
|
|
TempSimulationParams = { max_time_step=0.02 };
|
|
}
|
|
|
|
----------------------------------------------------------
|
|
-- Creates a new table that is derived class of parent entity.
|
|
----------------------------------------------------------
|
|
function MakeDerivedEntity( _DerivedClass,_Parent )
|
|
local derivedProperties = _DerivedClass.Properties;
|
|
_DerivedClass.Properties = {};
|
|
mergef(_DerivedClass,_Parent,1);
|
|
|
|
-- Add derived class properties.
|
|
mergef(_DerivedClass.Properties,derivedProperties,1);
|
|
|
|
_DerivedClass.__super = BasicEntity;
|
|
return _DerivedClass;
|
|
end
|
|
|
|
----------------------------------------------------------
|
|
-- Creates a new table that is derived class of parent entity.
|
|
-- The Child's Properties will override the ones from the parent
|
|
----------------------------------------------------------
|
|
function MakeDerivedEntityOverride( _DerivedClass,_Parent )
|
|
--local derivedProperties = _Parent.Properties;
|
|
--_Parent.Properties = {};
|
|
mergef(_DerivedClass,_Parent,1);
|
|
|
|
-- Add derived class properties.
|
|
--mergef(_DerivedClass.Properties,derivedProperties,1);
|
|
|
|
_DerivedClass.__super = _Parent;
|
|
return _DerivedClass;
|
|
end
|
|
|
|
|
|
----------------------------------
|
|
function BroadcastEvent( sender,Event )
|
|
-- Check if Event Target for this input event exists.
|
|
sender:ProcessBroadcastEvent( Event );
|
|
if (sender.Events) then
|
|
--System.Log( "Events found" );
|
|
local eventTargets = sender.Events[Event];
|
|
if (eventTargets) then
|
|
--System.Log( "Events Targets found" );
|
|
for i, target in pairs(eventTargets) do
|
|
local TargetId = target[1];
|
|
local TargetEvent = target[2];
|
|
--System.Log( "Target: "..TargetId.."/"..TargetEvent );
|
|
--System.Log( "Target: "..TargetEvent );
|
|
|
|
if (TargetId == 0) then
|
|
-- If TargetId refer to global Mission table.
|
|
if Mission then
|
|
local func = Mission["Event_"..TargetEvent];
|
|
if (func ~= nil) then
|
|
func( sender )
|
|
else
|
|
System.Log( "Mission does not support event "..TargetEvent );
|
|
end
|
|
end
|
|
else
|
|
-- If TargetId refer to Entity.
|
|
local entity = System.GetEntity(TargetId);
|
|
if (entity ~= nil) then
|
|
|
|
local TargetName=entity:GetName();
|
|
--System.Log( "Entity Named "..TargetName.." Found." );
|
|
--System.Log( "Calling method: "..TargetName..":Event_"..TargetEvent );
|
|
local func = entity["Event_"..TargetEvent];
|
|
if (func ~= nil) then
|
|
func( entity,sender )
|
|
-- else
|
|
-- System.Log( "Entity "..TargetName.." does not support event "..TargetEvent );
|
|
end
|
|
-- else
|
|
-- System.Log( "Entity Named "..TargetName.." Not Found." );
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function DumpEntities()
|
|
local ents=System.GetEntities();
|
|
System.Log("Entities dump");
|
|
for idx,e in pairs(ents) do
|
|
local pos=e:GetPos();
|
|
local ang=e:GetAngles();
|
|
System.Log("["..tostring(e.id).."]..name="..e:GetName().." clsid="..e.class..format(" pos=%.03f,%.03f,%.03f",pos.x,pos.y,pos.z)..format(" ang=%.03f,%.03f,%.03f",ang.x,ang.y,ang.z));
|
|
end
|
|
end
|
|
|
|
|
|
function MakeTargetableByAI( entity )
|
|
if (not entity.Properties) then entity.Properties = {} end
|
|
if (not entity.Properties.esFaction) then
|
|
entity.Properties.esFaction = "";
|
|
end
|
|
|
|
function entity:RegisterWithAI()
|
|
if (self.Properties.esFaction ~= "") then
|
|
CryAction.RegisterWithAI(self.id, AIOBJECT_TARGET);
|
|
AI.ChangeParameter(self.id, AIPARAM_FACTION, self.Properties.esFaction);
|
|
end
|
|
end
|
|
|
|
local _onReset = entity.OnReset;
|
|
function entity:OnReset(...)
|
|
if (_onReset) then
|
|
_onReset(self, ...);
|
|
end
|
|
|
|
self:RegisterWithAI();
|
|
end
|
|
|
|
local _onSpawn = entity.OnSpawn;
|
|
function entity:OnSpawn(...)
|
|
if (_onSpawn) then
|
|
_onSpawn(self, ...);
|
|
end
|
|
|
|
self:RegisterWithAI();
|
|
end
|
|
end
|
|
|
|
|
|
function MakeAICoverEntity(entity)
|
|
if (not entity.Properties) then entity.Properties = {} end
|
|
if (not entity.Properties.bProvideAICover) then entity.Properties.bProvideAICover = 1 end
|
|
|
|
local tbl = entity.Server and entity.Server or entity
|
|
local _onStartGame = tbl.OnStartGame
|
|
tbl.OnStartGame = function(self)
|
|
if (self.PropertiesInstance.bProvideAICover ~= 0) and (AI ~= nil) then
|
|
AI.AddCoverEntity(self.id)
|
|
end
|
|
|
|
if (_onStartGame) then
|
|
_onStartGame(self)
|
|
end
|
|
end
|
|
end
|
|
|
|
function MakeKillable( entity )
|
|
if (not entity.Properties) then entity.Properties = {} end
|
|
if (not entity.Properties.Health) then entity.Properties.Health = {} end
|
|
|
|
local Health = entity.Properties.Health;
|
|
Health.MaxHealth = 500;
|
|
Health.bInvulnerable = 0;
|
|
Health.bOnlyEnemyFire = 1;
|
|
|
|
function entity:IsDead()
|
|
return self.dead;
|
|
end
|
|
|
|
function entity:SetupHealthProperties()
|
|
self.dead = nil;
|
|
self.health = self.Properties.Health.MaxHealth;
|
|
self.invulnerable = self.Properties.Health.bInvulnerable ~= 0;
|
|
self.friendlyFire = self.Properties.Health.bOnlyEnemyFire == 0;
|
|
end
|
|
|
|
if (not entity.Server) then entity.Server = {} end
|
|
if (not entity.Client) then entity.Client = {} end
|
|
|
|
function entity:GetHealthRatio()
|
|
local healthR = 1;
|
|
local maxHealth = self.Properties.Health.MaxHealth;
|
|
if (maxHealth > 0) then
|
|
healthR = self.health / maxHealth;
|
|
end
|
|
|
|
return healthR;
|
|
end
|
|
|
|
function entity:IsInvulnerable()
|
|
return self.invulnerable
|
|
end
|
|
|
|
function entity:GetMaxHealth()
|
|
return self.Properties.Health.MaxHealth;
|
|
end
|
|
|
|
local _onHit = entity.Server.OnHit;
|
|
function entity.Server:OnHit(hit)
|
|
if ((not self.health) or (self.IsInvulnerable == nil)) then
|
|
Log("$4%s:%s Health not initialized!", self.class, self:GetName());
|
|
|
|
self:SetupHealthProperties();
|
|
end
|
|
|
|
local result = false;
|
|
if (_onHit) then
|
|
result = _onHit(self, hit);
|
|
end
|
|
|
|
if (not result) then
|
|
if (self:IsInvulnerable()) then
|
|
self:ActivateOutput("Health", self:GetHealthRatio() * 100);
|
|
self:Event_Hit();
|
|
|
|
return false;
|
|
end
|
|
|
|
if (not self.friendlyFire) then
|
|
if (System.GetEntity(hit.shooterId) ~= nil) then
|
|
local reaction = AI.GetReactionOf(self.id, hit.shooterId);
|
|
|
|
if (reaction == Friendly) then
|
|
self:ActivateOutput("Health", self:GetHealthRatio() * 100);
|
|
self:Event_Hit();
|
|
|
|
return false;
|
|
end
|
|
end
|
|
end
|
|
|
|
self.health = self.health - hit.damage;
|
|
end
|
|
|
|
self:ActivateOutput("Health", self:GetHealthRatio() * 100);
|
|
self:Event_Hit();
|
|
|
|
if (self.health <= 0) then
|
|
self.dead = true;
|
|
|
|
self:Event_Dead();
|
|
|
|
return true;
|
|
end
|
|
end
|
|
|
|
|
|
local _onReset = entity.OnReset;
|
|
function entity:OnReset(...)
|
|
if (_onReset) then
|
|
_onReset(self, ...);
|
|
end
|
|
|
|
self:SetupHealthProperties();
|
|
end
|
|
|
|
local _onSpawn = entity.OnSpawn;
|
|
function entity:OnSpawn(...)
|
|
if (_onSpawn) then
|
|
_onSpawn(self, ...);
|
|
end
|
|
|
|
self:SetupHealthProperties();
|
|
end
|
|
|
|
function entity:Event_ResetHealth()
|
|
self.dead = nil;
|
|
self.health = self.Properties.Health.MaxHealth;
|
|
end
|
|
|
|
function entity:SetInvulnerability(invulnerable)
|
|
self.invulnerable = invulnerable;
|
|
|
|
if(not self.overrode_saveload) then
|
|
local _onSave = self.OnSave;
|
|
function self:OnSave(table)
|
|
if(_onSave) then
|
|
_onSave(self, table);
|
|
end
|
|
|
|
if(self.invulnerable) then
|
|
table.invulnerable = self.invulnerable;
|
|
end
|
|
|
|
if(self.dead) then
|
|
table.dead = self.dead;
|
|
end
|
|
|
|
if(self.health) then
|
|
table.health = self.health;
|
|
end
|
|
end
|
|
|
|
local _onLoad = self.OnLoad;
|
|
function self:OnLoad(table)
|
|
if(_onLoad) then
|
|
_onLoad(self, table);
|
|
end
|
|
|
|
if(table.invulnerable) then
|
|
self.invulnerable = table.invulnerable;
|
|
else
|
|
self.invulnerable = false;
|
|
end
|
|
|
|
if(table.dead) then
|
|
self.dead = table.dead;
|
|
else
|
|
self.dead = false;
|
|
end
|
|
|
|
if(table.health) then
|
|
self.health = table.health;
|
|
else
|
|
self.health = self.Properties.Health.MaxHealth;
|
|
end
|
|
end
|
|
|
|
self.overrode_saveload = true;
|
|
end
|
|
end
|
|
|
|
function entity:Event_MakeVulnerable()
|
|
self:SetInvulnerability(false);
|
|
end
|
|
|
|
function entity:Event_MakeInvulnerable()
|
|
self:SetInvulnerability(true);
|
|
end
|
|
|
|
function entity:Event_Dead()
|
|
self:TriggerEvent(AIEVENT_DISABLE);
|
|
|
|
BroadcastEvent(self, "Dead");
|
|
end
|
|
|
|
function entity:Event_Hit()
|
|
BroadcastEvent(self, "Hit");
|
|
end
|
|
|
|
if not entity.FlowEvents then entity.FlowEvents = {} end
|
|
local fe = entity.FlowEvents
|
|
fe.Inputs = fe.Inputs or {}
|
|
fe.Outputs = fe.Outputs or {}
|
|
|
|
fe.Inputs["ResetHealth"] = { entity.Event_ResetHealth, "any" };
|
|
fe.Inputs["MakeVulnerable"] = { entity.Event_MakeVulnerable, "any" };
|
|
fe.Inputs["MakeInvulnerable"] = { entity.Event_MakeInvulnerable, "any" };
|
|
|
|
fe.Outputs["Dead"] = "bool";
|
|
fe.Outputs["Hit"] = "bool";
|
|
fe.Outputs["Health"] = "float";
|
|
end
|
|
|
|
function MakeRenderProxyOptions( entity )
|
|
if (not entity.Properties) then entity.Properties = {} end
|
|
if (not entity.Properties.RenderProxyOptions) then entity.Properties.RenderProxyOptions = {} end
|
|
|
|
entity.Properties.RenderProxyOptions.bAnimateOffScreenShadow = 0;
|
|
|
|
function entity:SetRenderProxyOptions()
|
|
self.bAnimateOffScreenShadow = self.Properties.RenderProxyOptions.bAnimateOffScreenShadow ~= 0;
|
|
if (self.bAnimateOffScreenShadow) then
|
|
self:CreateRenderProxy();
|
|
end
|
|
self:SetAnimateOffScreenShadow(self.bAnimateOffScreenShadow);
|
|
end
|
|
|
|
local _onReset = entity.OnReset;
|
|
function entity:OnReset(...)
|
|
if (_onReset) then
|
|
_onReset(self, ...);
|
|
end
|
|
|
|
self:SetRenderProxyOptions();
|
|
end
|
|
|
|
local _onSpawn = entity.OnSpawn;
|
|
function entity:OnSpawn(...)
|
|
if (_onSpawn) then
|
|
_onSpawn(self, ...);
|
|
end
|
|
|
|
self:SetRenderProxyOptions();
|
|
end
|
|
|
|
end
|
|
|
|
-- makes an OnUsed event for designers on an entity...
|
|
-- usage:
|
|
-- MyEntity = { ... whatever you usually put here ... }
|
|
-- MakeUsable(MyEntity)
|
|
-- function MyEntity:OnSpawn() ...
|
|
-- function MyEntity:OnReset()
|
|
-- self:ResetOnUsed()
|
|
-- ...
|
|
-- end
|
|
function MakeUsable( entity )
|
|
if not entity.Properties then entity.Properties = {} end
|
|
entity.Properties.UseMessage = "";
|
|
entity.Properties.bUsable = 0;
|
|
function entity:IsUsable()
|
|
if not self.__usable then
|
|
self.__origUsable = self.Properties.bUsable;
|
|
self.__origPickable = self.Properties.bPickable;
|
|
if (self.Properties.bUsable==1 or self.Properties.bPickable==1) then
|
|
self.__usable = 1;
|
|
else
|
|
self.__usable = 0;
|
|
end
|
|
end
|
|
return self.__usable;
|
|
end
|
|
function entity:ResetOnUsed()
|
|
self.__usable = nil;
|
|
end
|
|
function entity:GetUsableMessage()
|
|
return self.Properties.UseMessage;
|
|
end
|
|
function entity:OnUsed(user, idx)
|
|
BroadcastEvent(self, "Used");
|
|
if (self.Base_OnUsed) then
|
|
self:Base_OnUsed(user, idx);
|
|
end
|
|
end
|
|
function entity:Event_Used()
|
|
BroadcastEvent(self, "Used");
|
|
end
|
|
function entity:Event_EnableUsable()
|
|
self.__usable = 1;
|
|
BroadcastEvent(self, "EnableUsable");
|
|
end
|
|
function entity:Event_DisableUsable()
|
|
self.__usable = 0;
|
|
BroadcastEvent(self, "DisableUsable");
|
|
end
|
|
end
|
|
|
|
function MakePickable( entity )
|
|
if not entity.Properties then entity.Properties = {} end;
|
|
entity.Properties.bPickable = 0;
|
|
end
|
|
|
|
function AddHeavyObjectProperty(entity)
|
|
if (not entity.Properties) then
|
|
entity.Properties = {};
|
|
end;
|
|
entity.Properties.bHeavyObject = 0;
|
|
end;
|
|
|
|
function MakeThrownObjectTargetable( entity )
|
|
-- Add property
|
|
if not entity.Properties then
|
|
entity.Properties = {};
|
|
end
|
|
if not entity.Properties.AutoAimTarget then
|
|
entity.Properties.AutoAimTarget = {};
|
|
end
|
|
entity.Properties.AutoAimTarget.bMakeTargetableOnThrown = 0;
|
|
entity.Properties.AutoAimTarget.InnerRadiusVolumeFactor = 0.35;
|
|
entity.Properties.AutoAimTarget.OuterRadiusVolumeFactor = 0.6;
|
|
entity.Properties.AutoAimTarget.SnapRadiusVolumeFactor = 1.25;
|
|
entity.Properties.AutoAimTarget.AfterThrownTargetableTime = 3.0;
|
|
|
|
-- Add callback functions
|
|
function entity:OnThrown()
|
|
if ((self.Properties.AutoAimTarget.bMakeTargetableOnThrown ~= 0) and (self:CanBeMadeTargetable())) then
|
|
Game.RegisterWithAutoAimManager(self.id, self.Properties.AutoAimTarget.InnerRadiusVolumeFactor, self.Properties.AutoAimTarget.OuterRadiusVolumeFactor, self.Properties.AutoAimTarget.SnapRadiusVolumeFactor);
|
|
Script.SetTimer(self.Properties.AutoAimTarget.AfterThrownTargetableTime * 1000, function() self:AfterThrownTimer(); end)
|
|
self.isTargetable = 1;
|
|
end
|
|
end
|
|
|
|
function entity:AfterThrownTimer()
|
|
if (self.isTargetable) then
|
|
Game.UnregisterFromAutoAimManager(self.id);
|
|
self.isTargetable = nil;
|
|
end
|
|
end
|
|
|
|
local _CanBeMadeTargetable = entity.CanBeMadeTargetable;
|
|
function entity:CanBeMadeTargetable(...)
|
|
if (_CanBeMadeTargetable) then
|
|
return _CanBeMadeTargetable(self, ...);
|
|
end
|
|
return true;
|
|
end
|
|
|
|
-- Override shutdown/reset
|
|
local _OnShutDown = entity.OnShutDown;
|
|
function entity:OnShutDown(...)
|
|
if _OnShutDown then
|
|
_OnShutDown(self, ...);
|
|
end
|
|
|
|
if (self.isTargetable) then
|
|
Game.UnregisterFromAutoAimManager(self.id);
|
|
self.isTargetable = nil;
|
|
end
|
|
end
|
|
|
|
local _OnReset = entity.OnReset;
|
|
function entity:OnReset(...)
|
|
if _OnReset then
|
|
_OnReset(self, ...);
|
|
end
|
|
|
|
if (self.isTargetable) then
|
|
Game.UnregisterFromAutoAimManager(self.id);
|
|
self.isTargetable = nil;
|
|
end
|
|
end
|
|
end
|
|
|
|
function AddInteractLargeObjectProperty(entity)
|
|
if (not entity.Properties) then
|
|
entity.Properties = {};
|
|
end;
|
|
entity.Properties.bInteractLargeObject = 0;
|
|
end;
|
|
|
|
function MakeSpawnable( entity )
|
|
entity.spawnedEntity = nil
|
|
-- setup some basic properties
|
|
if not entity.Properties then entity.Properties = {} end
|
|
local p = entity.Properties;
|
|
p.bSpawner = false;
|
|
p.SpawnedEntityName = "";
|
|
|
|
local _OnDestroy = entity.OnDestroy;
|
|
|
|
function entity:OnDestroy(...)
|
|
-- System.Log("OnDestroy"..tostring(self.id));
|
|
if self.whoSpawnedMe then
|
|
-- inform that I'm dead
|
|
self.whoSpawnedMe:NotifyRemoval(self.id);
|
|
end
|
|
if _OnDestroy then
|
|
_OnDestroy(self, ...);
|
|
end
|
|
end
|
|
|
|
function entity:NotifyRemoval(spawnedEntityId)
|
|
-- System.Log("NotifyRemoval"..tostring(self.id).." spawned="..tostring(spawnedEntityId));
|
|
-- clear spawnedEntity on original
|
|
if (self.spawnedEntity and self.spawnedEntity == spawnedEntityId) then
|
|
--System.Log("...Cleared");
|
|
self.spawnedEntity = nil;
|
|
self.lastSpawnedEntity = nil;
|
|
end
|
|
end
|
|
|
|
-- override some functions to have our code called also
|
|
local _OnReset = entity.OnReset;
|
|
function entity:OnReset(...)
|
|
--System.Log("reset");
|
|
self.lastSpawnedEntity = nil;
|
|
if self.spawnedEntity then
|
|
System.RemoveEntity(self.spawnedEntity);
|
|
self.spawnedEntity = nil;
|
|
end
|
|
if self.whoSpawnedMe then
|
|
System.RemoveEntity( self.id );
|
|
return
|
|
end
|
|
_OnReset(self, ...);
|
|
end
|
|
|
|
local _OnEditorSetGameMode = entity.OnEditorSetGameMode;
|
|
function entity:OnEditorSetGameMode(...)
|
|
self.lastSpawnedEntity = nil;
|
|
if self.spawnedEntity then
|
|
self.spawnedEntity = nil;
|
|
end
|
|
|
|
if (_OnEditorSetGameMode) then
|
|
_OnEditorSetGameMode(self, ...);
|
|
end
|
|
end
|
|
|
|
-- allow flowgraph forwarding
|
|
function entity:GetFlowgraphForwardingEntity()
|
|
if (self.spawnedEntity) then
|
|
return self.spawnedEntity;
|
|
else
|
|
return self.lastSpawnedEntity;
|
|
end
|
|
end
|
|
-- OnSpawned event
|
|
function entity:Event_Spawned()
|
|
BroadcastEvent(self, "Spawned")
|
|
end
|
|
|
|
if not entity.FlowEvents then entity.FlowEvents = {} end
|
|
local fe = entity.FlowEvents
|
|
-- normalize events
|
|
fe.Inputs = fe.Inputs or {}
|
|
fe.Outputs = fe.Outputs or {}
|
|
|
|
-- collate events
|
|
local allEvents = {}
|
|
local name, data
|
|
for name, data in pairs(fe.Outputs) do
|
|
allEvents[name] = data
|
|
end
|
|
for name, data in pairs(fe.Inputs) do
|
|
allEvents[name] = data
|
|
end
|
|
|
|
-- event rebinding
|
|
for name, data in pairs(allEvents) do
|
|
local isInput = fe.Inputs[name]
|
|
local isOutput = fe.Outputs[name]
|
|
local isDeath = (name=="Dead")
|
|
local _event = data
|
|
if type(_event) == "table" then
|
|
_event = _event[1]
|
|
else
|
|
_event = nil
|
|
end
|
|
entity["Event_"..name] = function(self, sender, param)
|
|
-- auto broadcast received things for outputs
|
|
if isOutput and (sender and sender.id == self.spawnedEntity or sender==self) then
|
|
-- AI.LogEvent( ">>broadcasting output event "..name );
|
|
BroadcastEvent(self, name)
|
|
end
|
|
-- forward events where necessary
|
|
if isInput and (self.spawnedEntity and ((not sender) or (self.spawnedEntity ~= sender.id))) then
|
|
local ent = System.GetEntity(self.spawnedEntity)
|
|
if _event and ent and ent ~= sender then
|
|
_event(ent, sender, param)
|
|
end
|
|
elseif _event and not self.spawnedEntity then
|
|
-- and pass through where not
|
|
_event(self, sender, param)
|
|
end
|
|
-- handle death events
|
|
if isDeath and (sender and sender.id == self.spawnedEntity) then
|
|
self.spawnedEntity = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
-- spawn event
|
|
function entity:Event_Spawn()
|
|
|
|
local entityIdDone = self:Event_Spawn_Internal();
|
|
|
|
-- the entity needs the output being activated, is not enough to just activate the output on the entity that spawnedMe,
|
|
-- because the flowgraph could be already forwarded to the newly spawned entity (if the entity does not have the flowgraph associated, the output event will be just ignored)
|
|
if (entityIdDone ~= self.id) then
|
|
self:ActivateOutput("Spawned", self.id);
|
|
end
|
|
end
|
|
|
|
|
|
function entity:Event_Spawn_Internal()
|
|
if self.whoSpawnedMe then
|
|
-- we were spawned (and not placed on a level)...
|
|
-- GetForwardingEntity will make sure that this event
|
|
-- is sent here first, but this event *MUST* be handled
|
|
-- by our spawner
|
|
return self.whoSpawnedMe:Event_Spawn_Internal()
|
|
else
|
|
if self.spawnedEntity then
|
|
return nil
|
|
end
|
|
local params = {
|
|
class = self.class;
|
|
position = self:GetPos(),
|
|
orientation = self:GetDirectionVector(1),
|
|
scale = self:GetScale(),
|
|
archetype = self:GetArchetype(),
|
|
properties = self.Properties,
|
|
propertiesInstance = self.PropertiesInstance,
|
|
}
|
|
if (self.InitialPosition) then
|
|
params.position = self.InitialPosition;
|
|
end
|
|
if self.Properties.SpawnedEntityName ~= "" then
|
|
params.name = self.Properties.SpawnedEntityName
|
|
else
|
|
params.name = self:GetName().."_s"
|
|
|
|
end
|
|
local ent = System.SpawnEntity(params, self.id)
|
|
if ent then
|
|
self.spawnedEntity = ent.id
|
|
self.lastSpawnedEntity = ent.id;
|
|
if not ent.Events then ent.Events = {} end
|
|
local evts = ent.Events
|
|
for name, data in pairs(self.FlowEvents.Outputs) do
|
|
if not evts[name] then evts[name] = {} end
|
|
table.insert(evts[name], {self.id, name})
|
|
end
|
|
ent.whoSpawnedMe = self;
|
|
|
|
ent:SetupTerritoryAndWave();
|
|
|
|
--self:Event_Spawned();
|
|
self:ActivateOutput("Spawned", ent.id);
|
|
return self.id;
|
|
end
|
|
end
|
|
end
|
|
|
|
-- spawn event keep
|
|
function entity:Event_SpawnKeep()
|
|
local params =
|
|
{
|
|
class = self.class;
|
|
position = self:GetPos(),
|
|
orientation = self:GetDirectionVector(1),
|
|
scale = self:GetScale(),
|
|
archetype = self:GetArchetype(),
|
|
properties = self.Properties,
|
|
propertiesInstance = self.PropertiesInstance,
|
|
}
|
|
local rndOffset = 1;
|
|
params.position.x = params.position.x + random(0,rndOffset*2)-rndOffset;
|
|
params.position.y = params.position.y + random(0,rndOffset*2)-rndOffset;
|
|
params.name = self:GetName()
|
|
local ent = System.SpawnEntity(params, self.id)
|
|
if ent then
|
|
self.spawnedEntity = ent.id
|
|
self.lastSpawnedEntity = ent.id;
|
|
if not ent.Events then ent.Events = {} end
|
|
local evts = ent.Events
|
|
for name, data in pairs(self.FlowEvents.Outputs) do
|
|
if not evts[name] then evts[name] = {} end
|
|
table.insert(evts[name], {self.id, name})
|
|
end
|
|
-- ent.whoSpawnedMe = self;
|
|
--self:Event_Spawned();
|
|
self:ActivateOutput("Spawned", ent.id);
|
|
end
|
|
end
|
|
|
|
-- hidhing/unhiding should be done inside disable/enable
|
|
-- function entity:Event_Hide()
|
|
-- self:Hide(1)
|
|
-- end
|
|
|
|
fe.Inputs["Spawn"] = {entity.Event_Spawn, "bool"}
|
|
-- fe.Inputs["Hide"] = {entity.Event_Hide, "bool"}
|
|
fe.Outputs["Spawned"] = "entity";
|
|
end
|
|
|
|
|
|
-----------------------------------------------------------------------------------------
|
|
-- Setup the collision filtering for the entity
|
|
-----------------------------------------------------------------------------------------
|
|
function SetupCollisionFiltering( entity )
|
|
-- Have we got an entity and a physics collision filtering table
|
|
if (entity == nil) then return end
|
|
if (entity.Properties == nil) then entity.Properties = {} end
|
|
if (entity.Properties.Physics == nil) then entity.Properties.Physics = {} end
|
|
|
|
-- Populate the table with the basic collision classes
|
|
-- These are enumurated in the global g_PhysicsCollisionClass
|
|
-- which is created by the game code
|
|
entity.Properties.Physics.CollisionFiltering = {};
|
|
local c = entity.Properties.Physics.CollisionFiltering;
|
|
c.collisionType = {}
|
|
c.collisionIgnore = {}
|
|
if (g_PhysicsCollisionClass == nil) then return end
|
|
for i, v in pairs(g_PhysicsCollisionClass) do
|
|
c.collisionType[i] = 0;
|
|
c.collisionIgnore[i] = 0;
|
|
end
|
|
end
|
|
|
|
|
|
function GetCollisionFiltering( entity )
|
|
local output = {}
|
|
output.collisionClass = 0;
|
|
output.collisionClassIgnore = 0;
|
|
if (entity.Properties.Physics==nil) then return output; end
|
|
if (entity.Properties.Physics.CollisionFiltering==nil) then return output; end
|
|
local c = entity.Properties.Physics.CollisionFiltering;
|
|
for i,v in pairs(c.collisionType) do
|
|
local gameSideFlag = g_PhysicsCollisionClass[i];
|
|
if (gameSideFlag ~= nil and v==1) then
|
|
output.collisionClass = output.collisionClass + gameSideFlag;
|
|
end
|
|
end
|
|
for i,v in pairs(c.collisionIgnore) do
|
|
local gameSideFlag = g_PhysicsCollisionClass[i];
|
|
if (gameSideFlag ~= nil and v==1) then
|
|
output.collisionClassIgnore = output.collisionClassIgnore + gameSideFlag;
|
|
end
|
|
end
|
|
return output;
|
|
end
|
|
|
|
function ApplyCollisionFiltering(entity, filtering)
|
|
if (filtering.collisionClass ~= 0 or filtering.collisionClassIgnore ~= 0) then
|
|
entity:SetPhysicParams(PHYSICPARAM_COLLISION_CLASS, filtering );
|
|
end
|
|
end
|
|
|
|
---------------------------------------------------------------------------------------------------
|
|
-- Physicalize rigid body.
|
|
---------------------------------------------------------------------------------------------------
|
|
--GlobalPhysicsSimParams = { max_logged_collisions = 1 };
|
|
|
|
|
|
EntityCommon.PhysicalizeRigid = function( entity,nSlot,Properties,bActive )
|
|
local Mass = Properties.Mass;
|
|
local Density = Properties.Density;
|
|
if bActive and bActive==0 then
|
|
Mass = 0.0; Density = 0.0;
|
|
end
|
|
|
|
local physType;
|
|
|
|
if (Properties.bArticulated == 1) then
|
|
physType = PE_ARTICULATED;
|
|
else
|
|
if (Properties.bRigidBody == 1) then
|
|
physType = PE_RIGID;
|
|
else
|
|
physType = PE_STATIC;
|
|
end
|
|
|
|
end
|
|
|
|
local TempPhysParams = EntityCommon.TempPhysParams;
|
|
|
|
TempPhysParams.density = Density;
|
|
TempPhysParams.mass = Mass;
|
|
TempPhysParams.flags = 0;
|
|
|
|
if (Properties.CGFPropsOverride) then
|
|
TempPhysParams.CGFprops = "";
|
|
for key,value in pairs(Properties.CGFPropsOverride) do
|
|
if (type(value)=="table") then
|
|
for key1,value1 in pairs(value) do
|
|
if (value1~="") then
|
|
TempPhysParams.CGFprops = TempPhysParams.CGFprops..key1.."="..value1.."\n";
|
|
end
|
|
end
|
|
else
|
|
if (value~="") then
|
|
TempPhysParams.CGFprops = TempPhysParams.CGFprops..key.."="..value.."\n";
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
entity:Physicalize( nSlot, physType, TempPhysParams );
|
|
|
|
--entity:SetPhysicParams(PHYSICPARAM_SIMULATION, GlobalPhysicsSimParams );
|
|
|
|
if (Mass>0 or Density>0) then
|
|
ApplyCollisionFiltering(entity, { collisionClass=gcc_rigid; } );
|
|
end
|
|
|
|
if(Properties.bInteractLargeObject==1) then
|
|
ApplyCollisionFiltering(entity, { collisionClass=gcc_large_kickable; } );
|
|
end
|
|
|
|
ApplyCollisionFiltering(entity, GetCollisionFiltering(entity));
|
|
|
|
|
|
if (Properties.Simulation) then
|
|
local SimulationSrc = Properties.Simulation;
|
|
local SimulationDst = EntityCommon.TempSimulationParams;
|
|
for key,value in next,SimulationDst,nil do SimulationDst[key] = nil; end
|
|
for key,value in next,SimulationSrc,nil do
|
|
if (key~="max_time_step" or value<0.0199 or value>0.0201) and (key~="sleep_speed" or value<0.0399 or value>0.0401) then SimulationDst[key] = value; end
|
|
end
|
|
entity:SetPhysicParams(PHYSICPARAM_SIMULATION, SimulationDst);
|
|
end
|
|
|
|
local Buoyancy = Properties.Buoyancy;
|
|
if (Buoyancy) then
|
|
entity:SetPhysicParams(PHYSICPARAM_BUOYANCY, Buoyancy);
|
|
end
|
|
|
|
local ForeignData = Properties.ForeignData;
|
|
if(ForeignData and ForeignData.bMovingPlatform == 1) then
|
|
entity:SetPhysicParams(PHYSICPARAM_FOREIGNDATA, { foreignFlags=FOREIGNFLAGS_MOVING_PLATFORM } );
|
|
end
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- Set physical flags.
|
|
-----------------------------------------------------------------------------
|
|
local PhysFlags = EntityCommon.TempPhysicsFlags;
|
|
PhysFlags.flags = 0;
|
|
if (Properties.bPushableByPlayers == 1) then
|
|
PhysFlags.flags = pef_pushable_by_players;
|
|
end
|
|
if (Simulation and Simulation.bFixedDamping and Simulation.bFixedDamping==1) then
|
|
PhysFlags.flags = PhysFlags.flags+pef_fixed_damping;
|
|
end
|
|
if (Simulation and Simulation.bUseSimpleSolver and Simulation.bUseSimpleSolver==1) then
|
|
PhysFlags.flags = PhysFlags.flags+ref_use_simple_solver;
|
|
end
|
|
if (Properties.bCanBreakOthers==nil or Properties.bCanBreakOthers==0) then
|
|
PhysFlags.flags = PhysFlags.flags+pef_never_break;
|
|
end
|
|
if (Properties.MP and Properties.MP.bClientOnly) then
|
|
-- allow breaking on the client
|
|
PhysFlags.flags = PhysFlags.flags+pef_override_impulse_scale;
|
|
end
|
|
PhysFlags.flags_mask = pef_fixed_damping + ref_use_simple_solver + pef_pushable_by_players + pef_never_break + pef_override_impulse_scale;
|
|
entity:SetPhysicParams( PHYSICPARAM_FLAGS,PhysFlags );
|
|
-----------------------------------------------------------------------------
|
|
|
|
if (Properties.bResting == 0) then
|
|
entity:AwakePhysics(1);
|
|
else
|
|
entity:AwakePhysics(0);
|
|
end
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- Compare entities by name (for table.sort)
|
|
-------------------------------------------------------------------------------
|
|
|
|
function CompareEntitiesByName( ent1, ent2 )
|
|
return ent1:GetName() < ent2:GetName()
|
|
end
|
|
|
|
function MakeCompareEntitiesByDistanceFromPoint( point )
|
|
function CompareEntitiesByDistanceFromPoint( ent1, ent2 )
|
|
distance1 = DistanceSqVectors( ent1:GetWorldPos(), point )
|
|
distance2 = DistanceSqVectors( ent2:GetWorldPos(), point )
|
|
return distance1 > distance2
|
|
end
|
|
return CompareEntitiesByDistanceFromPoint
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- Called by Pool System when an Entity is bookmarked for pool usage
|
|
-- - Gives us its EntityId and PropertiesInstance tables for logic-driven utilities
|
|
-------------------------------------------------------------------------------
|
|
|
|
function OnEntityBookmarkCreated( entityId, propertiesInstance )
|
|
|
|
local waveName = nil;
|
|
if (propertiesInstance and propertiesInstance.AITerritoryAndWave) then
|
|
waveName = propertiesInstance.AITerritoryAndWave.aiwave_Wave;
|
|
end
|
|
|
|
if (waveName and waveName ~= "<None>") then
|
|
|
|
-- Notify territory and wave
|
|
AddBookmarkedToWave(entityId, waveName);
|
|
return false;
|
|
|
|
end
|
|
|
|
return true;
|
|
|
|
end |