mirror of https://github.com/OpenMW/openmw.git
Add built-in Lua library 'openmw_aux' that extends OpenMW Lua API
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-------------------------------------------------------------------------------
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-- `openmw_aux.util` defines utility functions that are implemented in Lua rather than in C++.
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-- Implementation can be found in `resources/vfs/openmw_aux/util.lua`.
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-- @module util
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-- @usage local aux_util = require('openmw_aux.util')
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local aux_util = {}
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-------------------------------------------------------------------------------
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-- Finds the nearest object to the given point in the given list.
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-- Ignores cells, uses only coordinates. Returns the nearest object,
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-- and the distance to it. If objectList is empty, returns nil.
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-- @function [parent=#util] findNearestTo
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-- @param openmw.util#Vector3 point
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-- @param openmw.core#ObjectList objectList
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-- @return openmw.core#GameObject, #number the nearest object and the distance
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function aux_util.findNearestTo(point, objectList)
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local res = nil
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local resDist = nil
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for i = 1, #objectList do
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local obj = objectList[i]
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local dist = (obj.position - point):length()
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if i == 1 or dist < resDist then
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res = obj
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resDist = dist
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end
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end
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return res, resDist
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end
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-------------------------------------------------------------------------------
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-- Runs given function every N game seconds (seconds when the game is not paused).
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-- Note that loading a save stops the evaluation. If it should work always, call it in 2 places --
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-- when a script starts and in the engine handler `onLoad`.
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-- @function [parent=#util] runEveryNSeconds
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-- @param #number N interval in seconds
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-- @param #function fn the function that should be called every N seconds
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-- @param #number initialDelay optional argument -- delay in seconds before the first call. If missed then the delay is a random number in range [0, N]. Randomization is used for performance reasons -- to prevent all scripts from doing time consuming operations at the same time.
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-- @return #function a function without arguments that can be used to stop the periodical evaluation.
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-- @usage
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-- local stopFn = aux_util.runEveryNSeconds(5, function() print('Test') end) -- print 'Test' every 5 seconds
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-- stopFn() -- stop printing 'Test'
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-- aux_util.runEveryNSeconds(5, function() print('Test2') end, 1) -- print 'Test' every 5 seconds starting from the next second
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function aux_util.runEveryNSeconds(N, fn, initialDelay)
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if N <= 0 then
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error('Interval must be positive. If you want it to be as small '..
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'as possible, use the engine handler `onUpdate` instead', 2)
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end
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local async = require('openmw.async')
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local core = require('openmw.core')
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local breakFlag = false
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local initialDelay = initialDelay or math.random() * N
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local baseTime = core.getGameTimeInSeconds() + initialDelay
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local wrappedFn
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wrappedFn = function()
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if breakFlag then return end
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fn()
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local nextDelay = 1.5 * N - math.fmod(core.getGameTimeInSeconds() - baseTime + N / 2, N)
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async:newUnsavableTimerInSeconds(nextDelay, wrappedFn)
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end
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async:newUnsavableTimerInSeconds(initialDelay, wrappedFn)
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return function() breakFlag = true end
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end
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-------------------------------------------------------------------------------
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-- Runs given function every N game hours.
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-- Note that loading a save stops the evaluation. If it should work always, call it in 2 places --
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-- when a script starts and in the engine handler `onLoad`.
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-- @function [parent=#util] runEveryNHours
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-- @param #number N interval in game hours
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-- @param #function fn the function that should be called every N game hours
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-- @param #number initialDelay optional argument -- delay in game hours before the first call. If missed then the delay is a random number in range [0, N]. Randomization is used for performance reasons -- to prevent all scripts from doing time consuming operations at the same time.
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-- @return #function a function without arguments that can be used to stop the periodical evaluation.
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-- @usage
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-- local timeBeforeMidnight = 24 - math.fmod(core.getGameTimeInHours(), 24)
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-- aux_util.runEveryNHours(24, doSomething, timeBeforeMidnight) -- call `doSomething` at the end of every game day.
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function aux_util.runEveryNHours(N, fn, initialDelay)
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if N <= 0 then
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error('Interval must be positive. If you want it to be as small '..
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'as possible, use the engine handler `onUpdate` instead', 2)
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end
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local async = require('openmw.async')
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local core = require('openmw.core')
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local breakFlag = false
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local initialDelay = initialDelay or math.random() * N
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local baseTime = core.getGameTimeInHours() + initialDelay
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local wrappedFn
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wrappedFn = function()
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if breakFlag then return end
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fn()
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local nextDelay = 1.5 * N - math.fmod(core.getGameTimeInHours() - baseTime + N / 2, N)
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async:newUnsavableTimerInHours(nextDelay, wrappedFn)
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end
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async:newUnsavableTimerInHours(initialDelay, wrappedFn)
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return function() breakFlag = true end
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end
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return aux_util
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