mirror of
https://github.com/Dadido3/noita-mapcap.git
synced 2024-11-22 21:17:33 +00:00
577 lines
18 KiB
Lua
577 lines
18 KiB
Lua
-- Copyright (c) 2022 David Vogel
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--
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-- This software is released under the MIT License.
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-- https://opensource.org/licenses/MIT
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-- Noita modding API, but a bit more beautiful.
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-- Current modding API version: 7
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-- State: Working but incomplete. If something is missing, add it by hand!
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-- It would be optimal to generate this API wrapper automatically...
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---@type JSONLib
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local json = dofile_once("mods/noita-mapcap/files/json-serialize.lua")
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-------------
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-- Classes --
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-------------
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local EntityAPI = {}
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---@class NoitaEntity
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---@field ID integer -- Noita entity ID.
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local NoitaEntity = {}
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NoitaEntity.__index = NoitaEntity
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---WrapID wraps the given entity ID and returns a Noita entity object.
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---@param id number
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---@return NoitaEntity|nil
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function EntityAPI.WrapID(id)
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if id == nil or type(id) ~= "number" then return nil end
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return setmetatable({ ID = id }, NoitaEntity)
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end
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local ComponentAPI = {}
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---@class NoitaComponent
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---@field ID integer -- Noita component ID.
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local NoitaComponent = {}
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NoitaComponent.__index = NoitaComponent
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---WrapID wraps the given component ID and returns a Noita component object.
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---@param id number
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---@return NoitaComponent|nil
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function ComponentAPI.WrapID(id)
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if id == nil or type(id) ~= "number" then return nil end
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return setmetatable({ ID = id }, NoitaComponent)
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end
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-------------------------
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-- JSON Implementation --
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-------------------------
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-- Set of component keys that would return an "invalid type" error when called with ComponentGetValue2().
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-- This is more or less to get around console error spam that otherwise can't be prevented when iterating over component members.
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-- Only used inside the JSON marshaler, until there is a better solution.
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local componentValueKeysWithInvalidType = {}
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---MarshalJSON implements the JSON marshaler interface.
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---@return string
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function NoitaComponent:MarshalJSON()
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-- Get list of members, but with correct type (instead of string values).
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local membersTable = self:GetMembers()
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local members = {}
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if membersTable then
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for k, v in pairs(membersTable) do
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if not componentValueKeysWithInvalidType[k] then
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local packedResult = table.pack(self:GetValue(k)) -- Try to get value with correct type. Assuming nil is an error, but this is not always the case... meh.
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if packedResult.n == 0 then
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members[k] = nil -- Write no result as nil. Basically do nothing.
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elseif packedResult.n == 1 then
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members[k] = packedResult[1] -- Write single value result as single value.
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else
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packedResult.n = nil -- Discard n field, otherwise this is not a pure array.
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members[k] = packedResult -- Write multi value result as array.
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end
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end
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if members[k] == nil then
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componentValueKeysWithInvalidType[k] = true
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--members[k] = v -- Fall back to string value of self:GetMembers().
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end
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end
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end
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local resultObject = {
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typeName = self:GetTypeName(),
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members = members,
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--objectMembers = component:ObjectGetMembers
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}
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return json.Marshal(resultObject)
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end
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---MarshalJSON implements the JSON marshaler interface.
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---@return string
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function NoitaEntity:MarshalJSON()
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local result = {
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name = self:GetName(),
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filename = self:GetFilename(),
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tags = self:GetTags(),
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children = self:GetAllChildren(),
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components = self:GetAllComponents(),
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transform = {},
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}
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result.transform.x, result.transform.y, result.transform.rotation, result.transform.scaleX, result.transform.scaleY = self:GetTransform()
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return json.Marshal(result)
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end
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------------------------
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-- Noita API wrappers --
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------------------------
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---
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---@param filename string
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---@param posX number -- X coordinate in world (virtual) pixels.
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---@param posY number -- Y coordinate in world (virtual) pixels.
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---@return NoitaEntity|nil
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function EntityAPI.Load(filename, posX, posY)
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local entityID = EntityLoad(filename, posX, posY)
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if entityID == nil then
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return nil
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end
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return setmetatable({ ID = entityID }, NoitaEntity)
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end
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---
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---@param filename string
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---@param posX number -- X coordinate in world (virtual) pixels.
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---@param posY number -- Y coordinate in world (virtual) pixels.
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---@return NoitaEntity|nil
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function EntityAPI.LoadEndGameItem(filename, posX, posY)
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local entityID = EntityLoadEndGameItem(filename, posX, posY)
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if entityID == nil then
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return nil
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end
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return setmetatable({ ID = entityID }, NoitaEntity)
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end
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---
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---@param filename string
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---@param posX number -- X coordinate in world (virtual) pixels.
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---@param posY number -- Y coordinate in world (virtual) pixels.
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function EntityAPI.LoadCameraBound(filename, posX, posY)
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return EntityLoadCameraBound(filename, posX, posY)
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end
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---Creates a new entity from the given XML file, and attaches it to entity.
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---This will not load tags and other stuff, it seems.
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---@param filename string
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---@param entity NoitaEntity
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function EntityAPI.LoadToEntity(filename, entity)
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return EntityLoadToEntity(filename, entity.ID)
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end
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---
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---Note: works only in dev builds.
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---@param filename string
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function NoitaEntity:Save(filename)
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return EntitySave(self.ID, filename)
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end
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---
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---@param name string
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---@return NoitaEntity|nil
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function EntityAPI.CreateNew(name)
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local entityID = EntityCreateNew(name)
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if entityID == nil then
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return nil
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end
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return setmetatable({ ID = entityID }, NoitaEntity)
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end
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---
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function NoitaEntity:Kill()
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return EntityKill(self.ID)
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end
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---
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function NoitaEntity:IsAlive()
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return EntityGetIsAlive(self.ID)
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end
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---
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---@param componentTypeName string
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---@param tableOfComponentValues string[]|nil
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---@return NoitaComponent|nil
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function NoitaEntity:AddComponent(componentTypeName, tableOfComponentValues)
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local componentID = EntityAddComponent(self.ID, componentTypeName, tableOfComponentValues)
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if componentID == nil then
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return nil
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end
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return setmetatable({ ID = componentID }, NoitaComponent)
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end
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---
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---@param component NoitaComponent
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function NoitaEntity:RemoveComponent(component)
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return EntityRemoveComponent(self.ID, component.ID)
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end
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---Returns a table of with all components of this entity.
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---@return NoitaComponent[]
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function NoitaEntity:GetAllComponents()
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local componentIDs = EntityGetAllComponents(self.ID) or {}
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local result = {}
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for _, componentID in ipairs(componentIDs) do
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table.insert(result, setmetatable({ ID = componentID }, NoitaComponent))
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end
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return result
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end
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---Returns a table of components filtered by the given parameters.
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---@param componentTypeName string
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---@param tag string|nil
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---@return NoitaComponent[]
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function NoitaEntity:GetComponents(componentTypeName, tag)
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local componentIDs
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if tag ~= nil then
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componentIDs = EntityGetComponent(self.ID, componentTypeName, tag) or {}
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else
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componentIDs = EntityGetComponent(self.ID, componentTypeName) or {}
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end
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local result = {}
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for _, componentID in ipairs(componentIDs) do
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table.insert(result, setmetatable({ ID = componentID }, NoitaComponent))
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end
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return result
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end
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---Returns the first component of this entity that fits the given parameters.
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---@param componentTypeName string
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---@param tag string|nil
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---@return NoitaComponent|nil
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function NoitaEntity:GetFirstComponent(componentTypeName, tag)
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local componentID
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if tag ~= nil then
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componentID = EntityGetFirstComponent(self.ID, componentTypeName, tag)
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else
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componentID = EntityGetFirstComponent(self.ID, componentTypeName)
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end
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if componentID == nil then
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return nil
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end
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return setmetatable({ ID = componentID }, NoitaComponent)
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end
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---Sets the transform of the entity.
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---@param x number
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---@param y number
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---@param rotation number
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---@param scaleX number
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---@param scaleY number
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function NoitaEntity:SetTransform(x, y, rotation, scaleX, scaleY)
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return EntitySetTransform(self.ID, x, y, rotation, scaleX, scaleY)
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end
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---Sets the transform and tries to immediately refresh components that calculate values based on an entity's transform.
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---@param x number
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---@param y number
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---@param rotation number
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---@param scaleX number
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---@param scaleY number
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function NoitaEntity:SetAndApplyTransform(x, y, rotation, scaleX, scaleY)
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return EntityApplyTransform(self.ID, x, y, rotation, scaleX, scaleY)
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end
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---Returns the transformation of the entity.
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---@return number x, number y, number rotation, number scaleX, number scaleY
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function NoitaEntity:GetTransform()
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return EntityGetTransform(self.ID)
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end
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---
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---@param child NoitaEntity
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function NoitaEntity:AddChild(child)
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return EntityAddChild(self.ID, child.ID)
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end
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---
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---@return NoitaEntity[]
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function NoitaEntity:GetAllChildren()
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local entityIDs = EntityGetAllChildren(self.ID) or {}
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local result = {}
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for _, entityID in ipairs(entityIDs) do
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table.insert(result, setmetatable({ ID = entityID }, NoitaEntity))
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end
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return result
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end
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---
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---@return NoitaEntity|nil
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function NoitaEntity:GetParent()
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local entityID = EntityGetParent(self.ID)
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if entityID == nil then
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return nil
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end
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return setmetatable({ ID = entityID }, NoitaEntity)
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end
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---Returns the given entity if it has no parent, otherwise walks up the parent hierarchy to the topmost parent and returns it.
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---@return NoitaEntity
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function NoitaEntity:GetRootEntity()
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local entityID = EntityGetRootEntity(self.ID)
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return setmetatable({ ID = entityID }, NoitaEntity)
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end
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---
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function NoitaEntity:RemoveFromParent()
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return EntityRemoveFromParent(self.ID)
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end
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---
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---@param tag string
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---@param enabled boolean
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function NoitaEntity:SetComponentsWithTagEnabled(tag, enabled)
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return EntitySetComponentsWithTagEnabled(self.ID, tag, enabled)
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end
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---
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---@param component NoitaComponent
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---@param enabled boolean
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function NoitaEntity:SetComponentsEnabled(component, enabled)
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return EntitySetComponentIsEnabled(self.ID, component.ID, enabled)
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end
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---
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---@return string
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function NoitaEntity:GetName()
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return EntityGetName(self.ID)
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end
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---
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---@param name string
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function NoitaEntity:SetName(name)
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return EntitySetName(self.ID, name)
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end
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---Returns an array of all the entity's tags.
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---@return string[]
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function NoitaEntity:GetTags()
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---@type string
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local tagsString = EntityGetTags(self.ID)
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local result = {}
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for tag in tagsString:gmatch('([^,]+)') do
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table.insert(result, tag)
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end
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return result
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end
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---Returns all entities with 'tag'.
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---@param tag string
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---@return NoitaEntity[]
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function EntityAPI.GetWithTag(tag)
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local entityIDs = EntityGetWithTag(tag) or {}
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local result = {}
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for _, entityID in ipairs(entityIDs) do
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table.insert(result, setmetatable({ ID = entityID }, NoitaEntity))
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end
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return result
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end
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---Returns all entities in 'radius' distance from 'x','y'.
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---@param posX number -- X coordinate in world (virtual) pixels.
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---@param posY number -- X coordinate in world (virtual) pixels.
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---@param radius number -- Radius in world (virtual) pixels.
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---@return NoitaEntity[]
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function EntityAPI.GetInRadius(posX, posY, radius)
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local entityIDs = EntityGetInRadius(posX, posY, radius) or {}
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local result = {}
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for _, entityID in ipairs(entityIDs) do
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table.insert(result, setmetatable({ ID = entityID }, NoitaEntity))
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end
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return result
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end
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---Returns all entities in 'radius' distance from 'x','y' that have the given tag.
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---@param posX number -- X coordinate in world (virtual) pixels.
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---@param posY number -- X coordinate in world (virtual) pixels.
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---@param radius number -- Radius in world (virtual) pixels.
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---@param tag string
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---@return NoitaEntity[]
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function EntityAPI.GetInRadiusWithTag(posX, posY, radius, tag)
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local entityIDs = EntityGetInRadiusWithTag(posX, posY, radius, tag) or {}
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local result = {}
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for _, entityID in ipairs(entityIDs) do
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table.insert(result, setmetatable({ ID = entityID }, NoitaEntity))
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end
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return result
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end
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---
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---@param posX number -- X coordinate in world (virtual) pixels.
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---@param posY number -- X coordinate in world (virtual) pixels.
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---@return NoitaEntity|nil
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function EntityAPI.GetClosest(posX, posY)
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local entityID = EntityGetClosest(posX, posY)
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if entityID == nil then
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return nil
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end
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return setmetatable({ ID = entityID }, NoitaEntity)
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end
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---
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---@param name string
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---@return NoitaEntity|nil
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function EntityAPI.GetWithName(name)
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local entityID = EntityGetWithName(name)
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if entityID == nil then
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return nil
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end
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return setmetatable({ ID = entityID }, NoitaEntity)
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end
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---
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---@param tag string
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function NoitaEntity:AddTag(tag)
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return EntityAddTag(self.ID, tag)
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end
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---
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---@param tag string
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function NoitaEntity:RemoveTag(tag)
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return EntityRemoveTag(self.ID, tag)
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end
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---
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---@param tag string
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---@return boolean
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function NoitaEntity:HasTag(tag)
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return EntityHasTag(self.ID, tag)
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end
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---
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---@return string -- example: 'data/entities/items/flute.xml'.
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function NoitaEntity:GetFilename()
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return EntityGetFilename(self.ID)
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end
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---
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---@param tag string
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function NoitaComponent:AddTag(tag)
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return ComponentAddTag(self.ID, tag)
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end
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---
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---@param tag string
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function NoitaComponent:RemoveTag(tag)
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return ComponentRemoveTag(self.ID, tag)
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end
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---
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---@param tag string
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---@return boolean
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function NoitaComponent:HasTag(tag)
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return ComponentHasTag(self.ID, tag)
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end
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---Returns one or many values matching the type or subtypes of the requested field.
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---Reports error and returns nil if the field type is not supported or field was not found.
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---@param fieldName string
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---@return any|nil
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function NoitaComponent:GetValue(fieldName)
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return ComponentGetValue2(self.ID, fieldName) -- TODO: Rework Noita API to handle vectors, and return a vector instead of some shitty multi value result
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end
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---Sets the value of a field. Value(s) should have a type matching the field type.
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---Reports error if the values weren't given in correct type, the field type is not supported, or the component does not exist.
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---@param fieldName string
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---@param ... any|nil -- Vectors use one argument per dimension.
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function NoitaComponent:SetValue(fieldName, ...)
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return ComponentSetValue2(self.ID, fieldName, ...) -- TODO: Rework Noita API to handle vectors, and use a vector instead of shitty multi value arguments
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end
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---Returns one or many values matching the type or subtypes of the requested field in a component subobject.
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---Reports error and returns nil if the field type is not supported or 'object_name' is not a metaobject.
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---
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---Reporting errors means that it spams the stdout with messages, instead of using the lua error handling. Thanks Nolla.
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---@param objectName string
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---@param fieldName string
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---@return any|nil
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function NoitaComponent:ObjectGetValue(objectName, fieldName)
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return ComponentObjectGetValue2(self.ID, objectName, fieldName) -- TODO: Rework Noita API to handle vectors, and return a vector instead of some shitty multi value result
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end
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---Sets the value of a field in a component subobject. Value(s) should have a type matching the field type.
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---Reports error if the values weren't given in correct type, the field type is not supported or 'object_name' is not a metaobject.
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---@param objectName string
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---@param fieldName string
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---@param ... any|nil -- Vectors use one argument per dimension.
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function NoitaComponent:ObjectSetValue(objectName, fieldName, ...)
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return ComponentObjectSetValue2(self.ID, objectName, fieldName, ...) -- TODO: Rework Noita API to handle vectors, and use a vector instead of shitty multi value arguments
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end
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---Creates a component of type 'component_type_name' and adds it to 'entity_id'.
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---'table_of_component_values' should be a string-indexed table, where keys are field names and values are field values of correct type.
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---The value setting works like ComponentObjectSetValue2(), with the exception that multivalue types are not supported.
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---Additional supported values are _tags:comma_separated_string and _enabled:bool, which basically work like the those fields work in entity XML files.
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---Returns the created component, if creation succeeded, or nil.
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---@param componentTypeName string
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---@param tableOfComponentValues table<string, any>
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---@return NoitaComponent|nil
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function NoitaEntity:EntityAddComponent(componentTypeName, tableOfComponentValues)
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local componentID = EntityAddComponent2(self.ID, componentTypeName, tableOfComponentValues)
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if componentID == nil then
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return nil
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end
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return setmetatable({ ID = componentID }, NoitaComponent)
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end
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---
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---@param arrayMemberName string
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---@param typeStoredInVector "int"|"float"|"string"
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---@return number
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function NoitaComponent:GetVectorSize(arrayMemberName, typeStoredInVector)
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return ComponentGetVectorSize(self.ID, arrayMemberName, typeStoredInVector)
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end
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---
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---@param arrayName string
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---@param typeStoredInVector "int"|"float"|"string"
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---@param index number
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---@return number|number|string|nil
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function NoitaComponent:GetVectorValue(arrayName, typeStoredInVector, index)
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return ComponentGetVectorValue(self.ID, arrayName, typeStoredInVector, index)
|
|
end
|
|
|
|
---
|
|
---@param arrayName string
|
|
---@param typeStoredInVector "int"|"float"|"string"
|
|
---@return number[]|number|string|nil
|
|
function NoitaComponent:GetVector(arrayName, typeStoredInVector)
|
|
return ComponentGetVector(self.ID, arrayName, typeStoredInVector)
|
|
end
|
|
|
|
---Returns true if the given component exists and is enabled, else false.
|
|
---@return boolean
|
|
function NoitaComponent:GetIsEnabled()
|
|
return ComponentGetIsEnabled(self.ID)
|
|
end
|
|
|
|
---Returns a string-indexed table of string.
|
|
---@return table<string, string>|nil
|
|
function NoitaComponent:GetMembers()
|
|
return ComponentGetMembers(self.ID)
|
|
end
|
|
|
|
---Returns a string-indexed table of string or nil.
|
|
---@param objectName string
|
|
---@return table<string, string>|nil
|
|
function NoitaComponent:ObjectGetMembers(objectName)
|
|
return ComponentObjectGetMembers(self.ID, objectName)
|
|
end
|
|
|
|
---@return string string
|
|
function NoitaComponent:GetTypeName()
|
|
return ComponentGetTypeName(self.ID)
|
|
end
|
|
|
|
-- TODO: Add missing Noita API methods and functions.
|
|
|
|
--------------------
|
|
-- Noita API root --
|
|
--------------------
|
|
|
|
---@class NoitaAPI
|
|
local api = {
|
|
Component = ComponentAPI,
|
|
Entity = EntityAPI,
|
|
MetaTables = {
|
|
Component = NoitaComponent,
|
|
Entity = NoitaEntity,
|
|
},
|
|
}
|
|
|
|
return api
|