156 lines
5.5 KiB
Lua

--- Entity module
-- @module Entity
require 'stdlib/core'
require 'stdlib/surface'
require 'stdlib/area/area'
Entity = {}
--- Converts an entity and its selection_box to the area around it
-- @param entity to convert to an area
-- @return area that entity selection_box is valid for
function Entity.to_selection_area(entity)
fail_if_missing(entity, "missing entity argument")
local pos = entity.position
local bb = entity.prototype.selection_box
return Area.offset(bb, pos)
end
--- Converts an entity and its collision_box to the area around it
-- @param entity to convert to an area
-- @return area that entity collision_box is valid for
function Entity.to_collision_area(entity)
fail_if_missing(entity, "missing entity argument")
local pos = entity.position
local bb = entity.prototype.collision_box
return Area.offset(bb, pos)
end
--- Tests whether an entity has access to the field
-- @param entity to test field access
-- @param field_name that should be tested for
-- @return true if the entity has access to the field, false if the entity threw an exception accessing the field
function Entity.has(entity, field_name)
fail_if_missing(entity, "missing entity argument")
fail_if_missing(field_name, "missing field name argument")
local status = pcall(function() return entity[field_name]; end)
return status
end
--- Gets user data from the entity, stored in a mod's global data.
--- <p> The data will persist between loads, and will be removed for an entity when it becomes invalid</p>
-- @param entity the entity to look up data for
-- @return the data, or nil if no data exists for the entity
function Entity.get_data(entity)
fail_if_missing(entity, "missing entity argument")
if not global._entity_data then return nil end
local unit_number = entity.unit_number
if unit_number then
return global._entity_data[unit_number]
else
local entity_name = entity.name
if not global._entity_data[entity_name] then return nil end
local entity_category = global._entity_data[entity_name]
for _, entity_data in pairs(entity_category) do
if Entity._are_equal(entity_data.entity, entity) then
return entity_data.data
end
end
return nil
end
end
--- Sets user data on the entity, stored in a mod's global data.
--- <p> The data will persist between loads, and will be removed for an entity when it becomes invalid</p>
-- @param entity the entity to set data for
-- @param data the data to set, or nil to delete the data associated with the entity
-- @return the previous data associated with the entity, or nil if the entity had no previous data
function Entity.set_data(entity, data)
fail_if_missing(entity, "missing entity argument")
if not global._entity_data then global._entity_data = {} end
local unit_number = entity.unit_number
if unit_number then
local prev = global._entity_data[unit_number]
global._entity_data[unit_number] = data
return prev
else
local entity_name = entity.name
if not global._entity_data[entity_name] then
global._entity_data[entity_name] = {}
end
local entity_category = global._entity_data[entity_name]
for i = #entity_category, 1, -1 do
local entity_data = entity_category[i]
if not entity_data.entity.valid then
table.remove(entity_category, i)
end
if Entity._are_equal(entity_data.entity, entity) then
local prev = entity_data.data
if data then
entity_data.data = data
else
table.remove(entity_category, i)
end
return prev
end
end
table.insert(entity_category, { entity = entity, data = data })
end
return nil
end
--- Freezes an entity, by making it inactive, inoperable, and non-rotatable, or unfreezes by doing the reverse.
-- @param entity the entity to freeze or unfreeze
-- @param mode (optional) if true, freezes the entity, if false, unfreezes the entity. If not specified, is true.
-- @return entity passed into it
function Entity.set_frozen(entity, mode)
fail_if_missing(entity, "missing entity argument")
mode = mode == false and true or false
entity.active = mode
entity.operable = mode
entity.rotatable = mode
return entity
end
--- Makes an entity indestructible, so that it can not be damaged or mined by the player or enemy factions
-- @param entity the entity to set indestructible
-- @param mode (optional) if true, makes the entity indestructible, if false, makes the entity destructable. If not specified, is true.
-- @return entity passed into it
function Entity.set_indestructible(entity, mode)
fail_if_missing(entity, "missing entity argument")
mode = mode == false and true or false
entity.minable = mode
entity.destructible = mode
return entity
end
--- Tests if two entities are equal
-- <p>If they don't have reference equality and entity_a has an 'equals' function,
-- it will be called with entity_b as the first argument</p>
-- @tparam table entity_a
-- @tparam table entity_b
-- @treturn bool
function Entity._are_equal(entity_a, entity_b)
if entity_a == nil then
return entity_a == entity_b
elseif entity_a == entity_b then
return true
elseif Entity.has(entity_a, "equals") and entity_a.equals ~= nil then
return entity_a.equals(entity_b)
else
return false
end
end
return Entity