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--
-- file: weapondefs_post.lua
-- brief: weaponDef post processing
-- author: Dave Rodgers
--
-- Copyright (C) 2008.
-- Licensed under the terms of the GNU GPL, v2 or later.
--
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
-- Per-unitDef weaponDefs
--
local function isbool(x) return (type(x) == 'boolean') end
local function istable(x) return (type(x) == 'table') end
local function isnumber(x) return (type(x) == 'number') end
local function isstring(x) return (type(x) == 'string') end
local function tobool(val)
local t = type(val)
if (t == 'nil') then
return false
elseif (t == 'boolean') then
return val
elseif (t == 'number') then
return (val ~= 0)
elseif (t == 'string') then
return ((val ~= '0') and (val ~= 'false'))
end
return false
end
local function hs2rgb(h, s)
--// FIXME? ignores saturation completely
s = 1
local invSat = 1 - s
if (h > 0.5) then h = h + 0.1 end
if (h > 1.0) then h = h - 1.0 end
local r = invSat / 2.0
local g = invSat / 2.0
local b = invSat / 2.0
if (h < (1.0 / 6.0)) then
r = r + s
g = g + s * (h * 6.0)
elseif (h < (1.0 / 3.0)) then
g = g + s
r = r + s * ((1.0 / 3.0 - h) * 6.0)
elseif (h < (1.0 / 2.0)) then
g = g + s
b = b + s * ((h - (1.0 / 3.0)) * 6.0)
elseif (h < (2.0 / 3.0)) then
b = b + s
g = g + s * ((2.0 / 3.0 - h) * 6.0)
elseif (h < (5.0 / 6.0)) then
b = b + s
r = r + s * ((h - (2.0 / 3.0)) * 6.0)
else
r = r + s
b = b + s * ((3.0 / 3.0 - h) * 6.0)
end
return ("%0.3f %0.3f %0.3f"):format(r,g,b)
end
--------------------------------------------------------------------------------
local function BackwardCompability(wdName, wd)
-- weapon reloadTime and stockpileTime were seperated in 77b1
if (tobool(wd.stockpile) and (wd.stockpiletime==nil)) then
wd.stockpiletime = wd.reloadtime
wd.reloadtime = 2 -- 2 seconds
end
-- auto detect ota weapontypes
if (wd.weapontype == nil) then
local rendertype = tonumber(wd.rendertype) or 0
if (tobool(wd.dropped)) then
wd.weapontype = "AircraftBomb"
elseif (tobool(wd.vlaunch)) then
wd.weapontype = "StarburstLauncher"
elseif (tobool(wd.beamlaser)) then
wd.weapontype = "BeamLaser"
elseif (tobool(wd.isshield)) then
wd.weapontype = "Shield"
elseif (tobool(wd.waterweapon)) then
wd.weapontype = "TorpedoLauncher"
elseif (wdName:lower():find("disintegrator",1,true)) then
wd.weaponType = "DGun"
elseif (tobool(wd.lineofsight)) then
if (rendertype == 7) then
wd.weapontype = "LightningCannon"
-- swta fix (outdated?)
elseif (wd.model and wd.model:lower():find("laser",1,true)) then
wd.weapontype = "LaserCannon"
elseif (tobool(wd.beamweapon)) then
wd.weapontype = "LaserCannon"
elseif (tobool(wd.smoketrail)) then
wd.weapontype = "MissileLauncher"
elseif (rendertype == 4 and tonumber(wd.color)==2) then
wd.weapontype = "EmgCannon"
elseif (rendertype == 5) then
wd.weapontype = "Flame"
--elseif(rendertype == 1) then
-- wd.weapontype = "MissileLauncher"
else
wd.weapontype = "Cannon"
end
else
wd.weapontype = "Cannon"
end
end
if (wd.weapontype == "LightingCannon") then
wd.weapontype = "LightningCannon"
elseif (wd.weapontype == "AircraftBomb") then
if (wd.manualbombsettings) then
wd.reloadtime = tonumber(wd.reloadtime or 1.0)
wd.burstrate = tonumber(wd.burstrate or 0.1)
if (wd.reloadtime < 0.5) then
wd.burstrate = math.min(0.2, wd.reloadtime) -- salvodelay
wd.burst = math.floor((1.0 / wd.burstrate) + 1) -- salvosize
wd.reloadtime = 5.0
else
wd.burstrate = math.min(0.4, wd.reloadtime)
wd.burst = 2
end
end
end
if (not wd.rgbcolor) then
if (wd.weapontype == "Cannon") then
wd.rgbcolor = "1.0 0.5 0.0"
elseif (wd.weapontype == "EmgCannon") then
wd.rgbcolor = "0.9 0.9 0.2"
else
local hue = (wd.color or 0) / 255
local sat = (wd.color2 or 0) / 255
wd.rgbcolor = hs2rgb(hue, sat)
end
end
if (not wd.craterareaofeffect) then
wd.craterareaofeffect = tonumber(wd.areaofeffect or 0) * 1.5
end
if (tobool(wd.ballistic) or tobool(wd.dropped)) then
wd.gravityaffected = true
end
-- remove the legacy tags (so engine doesn't print warnings)
wd.rendertype = nil
wd.dropped = nil
wd.vlaunch = nil
wd.beamlaser = nil
wd.isshield = nil
wd.lineofsight = nil
wd.beamweapon = nil
wd.manualbombsettings = nil
wd.color = nil
wd.color2 = nil
wd.ballistic = nil
end
--------------------------------------------------------------------------------
local function ProcessUnitDef(udName, ud)
local wds = ud.weapondefs
if (not istable(wds)) then
return
end
-- add this unitDef's weaponDefs
for wdName, wd in pairs(wds) do
if (isstring(wdName) and istable(wd)) then
local fullName = udName .. '_' .. wdName
WeaponDefs[fullName] = wd
end
end
-- convert the weapon names
local weapons = ud.weapons
if (istable(weapons)) then
for i = 1, 32 do
local w = weapons[i]
if (istable(w)) then
if (isstring(w.def)) then
local ldef = string.lower(w.def)
local fullName = udName .. '_' .. ldef
local wd = WeaponDefs[fullName]
if (istable(wd)) then
w.name = fullName
end
end
w.def = nil
end
end
end
-- convert the death explosions
if (isstring(ud.explodeas)) then
local fullName = udName .. '_' .. ud.explodeas
if (WeaponDefs[fullName]) then
ud.explodeas = fullName
end
end
if (isstring(ud.selfdestructas)) then
local fullName = udName .. '_' .. ud.selfdestructas
if (WeaponDefs[fullName]) then
ud.selfdestructas = fullName
end
end
end
--------------------------------------------------------------------------------
local function ProcessWeaponDef(wdName, wd)
-- backward compability
BackwardCompability(wdName, wd)
end
--------------------------------------------------------------------------------
-- Process the unitDefs
local UnitDefs = DEFS.unitDefs
for udName, ud in pairs(UnitDefs) do
if (isstring(udName) and istable(ud)) then
ProcessUnitDef(udName, ud)
end
end
for wdName, wd in pairs(WeaponDefs) do
if (isstring(wdName) and istable(wd)) then
ProcessWeaponDef(wdName, wd)
end
end
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