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Jackzie 2024-07-13 21:37:28 -05:00
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commit 59d4310a94
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#if defined _actions_included
#endinput
#endif
#define _actions_included
#define ACTION_NAME_LENGTH 32
enum ActionResultType
{
CONTINUE, // continue executing this action next frame - nothing has changed
CHANGE_TO, // change actions next frame
SUSPEND_FOR, // put the current action on hold for the new action
DONE, // this action has finished, resume suspended action
SUSTAIN, // for use with event handlers - a way to say "It's important to keep doing what I'm doing"
};
enum EventResultPriorityType
{
RESULT_NONE, // no result
RESULT_TRY, // use this result, or toss it out, either is ok
RESULT_IMPORTANT, // try extra-hard to use this result
RESULT_CRITICAL // this result must be used - emit an error if it can't be
};
enum BehaviorAction
{
INVALID_ACTION
};
/**
* @brief Callback called for every entity action.
*
* @param action Action address
*
* @noreturn
*/
typedef ActionsIteratorCallback = function void (BehaviorAction action);
/**
* @brief Called whenever action is created
*
* @param action Created action address
* @param actor Actor of the action
* @param name Name of the action
*
* @noreturn
*/
forward void OnActionCreated( BehaviorAction action, int actor, const char[] name );
/**
* @brief Called whenever action is destroyed
* @note You are in action destructor!
*
* @param action Destroyed action address
* @param actor Actor of the action
* @param name Name of the action
*
* @noreturn
*/
forward void OnActionDestroyed( BehaviorAction action, int actor, const char[] name );
methodmap ActionResult
{
/**
* @brief Gets action result reason
*
* @param destination Buffer to store reason
* @param maxlength Length of the buffer
*
* @noreturn
*/
public native void GetReason( char[] destination, int maxlength );
/**
* @brief Sets action result reason
*
* @param reason String with reason
*
* @noreturn
*/
public native void SetReason( const char[] reason );
/**
* @brief Property to get/set result type
*
* @return Result type (see ActionResultType)
*/
property ActionResultType type
{
public native get();
public native set(ActionResultType type);
}
/**
* @brief Property to get/set result action
*
* @return Result action
*/
property BehaviorAction action
{
public native get();
public native set(BehaviorAction action);
}
/**
* @brief Checks if result is requesting change
*
* @return true if it is requesting, false otherwise
*/
public bool IsRequestingChange()
{
ActionResultType type = this.type;
return (type == CHANGE_TO || type == SUSPEND_FOR || type == DONE);
}
}
methodmap ActionDesiredResult < ActionResult
{
/**
* @brief Property to get/set result priority
*
* @return Result priority
*/
property EventResultPriorityType priority
{
public native get();
public native set(EventResultPriorityType priority);
}
}
typeset ActionHandler
{
/* OnStart, OnSuspend, OnResume */
function Action (BehaviorAction action, int actor, BehaviorAction priorAction, ActionResult result);
/* OnUpdate */
function Action (BehaviorAction action, int actor, float interval, ActionResult result);
/* OnEnd */
function void (BehaviorAction action, int actor, BehaviorAction priorAction, ActionResult result);
/* InitialContainedAction */
function Action (BehaviorAction action, int actor, BehaviorAction& action);
/* OnLeaveGround, OnLandOnGround, OnDrop, OnShoved, OnBlinded, OnHitByVomitJar, OnCommandAttack */
function Action (BehaviorAction action, int actor, int entity, ActionDesiredResult result);
/* OnContact */
function Action (BehaviorAction action, int actor, int entity, Address trace, ActionDesiredResult result);
/* OnMoveToSuccess */
function Action (BehaviorAction action, int actor, Address path, ActionDesiredResult result);
/* OnMoveToFailure */
function Action (BehaviorAction action, int actor, Address path, any type, ActionDesiredResult result);
/* OnStuck, OnUnStuck, OnPostureChanged, OnIgnite, OnModelChanged, OnEnteredSpit, OnCommandAssault, OnCommandResume */
function Action (BehaviorAction action, int actor, ActionDesiredResult result);
/* OnAnimationActivityComplete, OnAnimationActivityInterrupted */
function Action (BehaviorAction action, int actor, int activity, ActionDesiredResult result);
/* OnAnimationEvent */
function Action (BehaviorAction action, int actor, Address animevent, ActionDesiredResult result);
/* OnInjured, OnKilled */
function Action (BehaviorAction action, int actor, Address takedamageinfo, ActionDesiredResult result);
/* OnOtherKilled */
function Action (BehaviorAction action, int actor, int other, Address takedamageinfo, ActionDesiredResult result);
/* OnSight, OnLostSight, OnThreatChanged */
function Action (BehaviorAction action, int actor, int entity, ActionDesiredResult result);
/* OnSound */
function Action (BehaviorAction action, int actor, int entity, const float pos[3], Address keyvalues, ActionDesiredResult result);
/* OnSpokeConcept */
function Action (BehaviorAction action, int actor, int who, Address concept, Address response, Address unknown, ActionDesiredResult result);
/* OnNavAreaChanged */
function Action (BehaviorAction action, int actor, Address newArea, Address oldArea, ActionDesiredResult result);
/* OnPickUp */
function Action (BehaviorAction action, int actor, int entity, int giver, ActionDesiredResult result);
/* OnCommandApproachVector */
function Action (BehaviorAction action, int actor, const float pos[3], float range, ActionDesiredResult result);
/* OnCommandApproachEntity */
function Action (BehaviorAction action, int actor, int goal, ActionDesiredResult result);
/* OnCommandRetreat */
function Action (BehaviorAction action, int actor, int threat, float range, ActionDesiredResult result);
/* OnCommandPause */
function Action (BehaviorAction action, int actor, float duration, ActionDesiredResult result);
/* OnCommandString */
function Action (BehaviorAction action, int actor, const char[] command, ActionDesiredResult result);
/* IsAbleToBlockMovementOf */
function Action (BehaviorAction action, int actor, Address nextbot, ActionDesiredResult result);
}
methodmap ActionsManager
{
/**
* @brief Creates action template with given name
* @note Use this to create your own actions
*
* @param name New action name
*
* @return Action address
*/
public static native BehaviorAction Create( const char[] name );
/**
* @brief Allocates memory with given size
* @note Use this with game action constructor to create game actions
*
* @param size Size to allocate
*
* @return Allocated memory start address
*/
public static native BehaviorAction Allocate( int size );
/**
* @brief Deallocates memory
* @note Actually used only for deallocating actions
*
* @param action Action to deallocate
*
* @noreturn
*/
public static native void Deallocate( BehaviorAction action );
/**
* @brief Used to iterate over all entity actions
*
* @param entity Entity index
* @param callback Iterator callback
*
* @return Number of actions entity has
*/
public static native int Iterator( int entity, ActionsIteratorCallback callback = INVALID_FUNCTION );
/**
* @brief Returns entity action with given name
*
* @param entity Entity index
* @param name Action name to find
*
* @return Action address, INVALID_ACTION if not found
*/
public static native BehaviorAction GetAction( int entity, const char[] name );
}
methodmap BehaviorAction
{
public BehaviorAction(any action)
{
return view_as<BehaviorAction>(action);
}
/**
* @brief Stores pending event result
* @note This is almost same as changing result via event handler but this one violates semantics
*
* @param type Result type (See ActionResultType)
* @param action Action
* @param priority Priority
* @param reason Reason
*
* @error Invalid action passed
* @noreturn
*/
public native void StorePendingEventResult( ActionResultType type = CONTINUE, BehaviorAction action = INVALID_ACTION, EventResultPriorityType priority = RESULT_TRY, const char[] reason = NULL_STRING );
/**
* @brief Gets action name
*
* @param destination Buffer to store name
* @param maxlength Buffer length
*
* @error Invalid action passed
* @return Number of bytes written?
*/
public native int GetName( char[] destination, int maxlength = ACTION_NAME_LENGTH );
/**
* @brief Simple wrapper to get action data
*
* @param int Offset to data
* @param type How many bytes read (See NumberType)
*
* @return Stored data
*/
public any Get( int offset, NumberType type = NumberType_Int32 )
{
return view_as<any>(LoadFromAddress(view_as<Address>(this) + view_as<Address>(offset), type));
}
/**
* @brief Simple wrapper to set action data
*
* @param int Offset to data
* @param data Data to set
* @param type How many bytes set (See NumberType)
*
* @noreturn
*/
#if SOURCEMOD_V_MINOR < 11
public void Set( int offset, any data, NumberType type = NumberType_Int32 )
{
StoreToAddress(view_as<Address>(this) + view_as<Address>(offset), data, type);
}
#else
public void Set( int offset, any data, NumberType type = NumberType_Int32, bool updateMemAccess = true )
{
StoreToAddress(view_as<Address>(this) + view_as<Address>(offset), data, type, updateMemAccess);
}
#endif
// ====================================================================================================
// ACTION PROPERTIES
// ====================================================================================================
/**
* @brief Property to get/set parent action
*
* @return Parent action
*/
property BehaviorAction Parent
{
public native get();
}
/**
* @brief Property to get/set child action
*
* @return Child action
*/
property BehaviorAction Child
{
public native get();
}
/**
* @brief Property to get/set "under" action
* @note if we are suspender then this will return a suspended action
*
* @return Under action
*/
property BehaviorAction Under
{
public native get();
}
/**
* @brief Property to get/set "above" action
* @note if we are suspended action then this will return a suspender
*
* @return Above action
*/
property BehaviorAction Above
{
public native get();
}
/**
* @brief Property to get actor of action
* @note returns 0 if action hasn't been started yet
*
* @return Action actor
*/
property int Actor
{
public native get();
}
/**
* @brief Property to get/set suspended state of action
*
* @return true if suspended, false otherwise
*/
property bool IsSuspended
{
public native get();
public native set(bool suspended);
}
/**
* @brief Property to get/set started state of action
* @note if this returns true then OnStart handled has already been called
*
* @return true if started, false otherwise
*/
property bool IsStarted
{
public native get();
public native set(bool started);
}
// ====================================================================================================
// ACTION PRE EVENT HANDLERS
// ====================================================================================================
property ActionHandler OnStart
{
public native set(ActionHandler func);
}
property ActionHandler OnUpdate
{
public native set(ActionHandler func);
}
property ActionHandler OnEnd
{
public native set(ActionHandler func);
}
property ActionHandler OnSuspend
{
public native set(ActionHandler func);
}
property ActionHandler OnResume
{
public native set(ActionHandler func);
}
property ActionHandler OnInitialContainedAction
{
public native set(ActionHandler func);
}
property ActionHandler OnLeaveGround
{
public native set(ActionHandler func);
}
property ActionHandler OnLandOnGround
{
public native set(ActionHandler func);
}
property ActionHandler OnContact
{
public native set(ActionHandler func);
}
property ActionHandler OnMoveToSuccess
{
public native set(ActionHandler func);
}
property ActionHandler OnMoveToFailure
{
public native set(ActionHandler func);
}
property ActionHandler OnStuck
{
public native set(ActionHandler func);
}
property ActionHandler OnUnStuck
{
public native set(ActionHandler func);
}
property ActionHandler OnPostureChanged
{
public native set(ActionHandler func);
}
property ActionHandler OnAnimationActivityComplete
{
public native set(ActionHandler func);
}
property ActionHandler OnAnimationActivityInterrupted
{
public native set(ActionHandler func);
}
property ActionHandler OnAnimationEvent
{
public native set(ActionHandler func);
}
property ActionHandler OnIgnite
{
public native set(ActionHandler func);
}
property ActionHandler OnInjured
{
public native set(ActionHandler func);
}
property ActionHandler OnKilled
{
public native set(ActionHandler func);
}
property ActionHandler OnOtherKilled
{
public native set(ActionHandler func);
}
property ActionHandler OnSight
{
public native set(ActionHandler func);
}
property ActionHandler OnLostSight
{
public native set(ActionHandler func);
}
property ActionHandler OnThreatChanged
{
public native set(ActionHandler func);
}
property ActionHandler OnSound
{
public native set(ActionHandler func);
}
property ActionHandler OnSpokeConcept
{
public native set(ActionHandler func);
}
property ActionHandler OnNavAreaChanged
{
public native set(ActionHandler func);
}
property ActionHandler OnModelChanged
{
public native set(ActionHandler func);
}
property ActionHandler OnPickUp
{
public native set(ActionHandler func);
}
property ActionHandler OnShoved
{
public native set(ActionHandler func);
}
property ActionHandler OnBlinded
{
public native set(ActionHandler func);
}
property ActionHandler OnEnteredSpit
{
public native set(ActionHandler func);
}
property ActionHandler OnHitByVomitJar
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandAttack
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandAssault
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandApproachV
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandApproachE
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandRetreat
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandPause
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandResume
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandString
{
public native set(ActionHandler func);
}
property ActionHandler IsAbleToBlockMovementOf
{
public native set(ActionHandler func);
}
// ====================================================================================================
// ACTION POST EVENT HANDLERS
// ====================================================================================================
property ActionHandler OnStartPost
{
public native set(ActionHandler func);
}
property ActionHandler OnUpdatePost
{
public native set(ActionHandler func);
}
property ActionHandler OnEndPost
{
public native set(ActionHandler func);
}
property ActionHandler OnSuspendPost
{
public native set(ActionHandler func);
}
property ActionHandler OnResumePost
{
public native set(ActionHandler func);
}
property ActionHandler OnInitialContainedActionPost
{
public native set(ActionHandler func);
}
property ActionHandler OnLeaveGroundPost
{
public native set(ActionHandler func);
}
property ActionHandler OnLandOnGroundPost
{
public native set(ActionHandler func);
}
property ActionHandler OnContactPost
{
public native set(ActionHandler func);
}
property ActionHandler OnMoveToSuccessPost
{
public native set(ActionHandler func);
}
property ActionHandler OnMoveToFailurePost
{
public native set(ActionHandler func);
}
property ActionHandler OnStuckPost
{
public native set(ActionHandler func);
}
property ActionHandler OnUnStuckPost
{
public native set(ActionHandler func);
}
property ActionHandler OnPostureChangedPost
{
public native set(ActionHandler func);
}
property ActionHandler OnAnimationActivityCompletePost
{
public native set(ActionHandler func);
}
property ActionHandler OnAnimationActivityInterruptedPost
{
public native set(ActionHandler func);
}
property ActionHandler OnAnimationEventPost
{
public native set(ActionHandler func);
}
property ActionHandler OnIgnitePost
{
public native set(ActionHandler func);
}
property ActionHandler OnInjuredPost
{
public native set(ActionHandler func);
}
property ActionHandler OnKilledPost
{
public native set(ActionHandler func);
}
property ActionHandler OnOtherKilledPost
{
public native set(ActionHandler func);
}
property ActionHandler OnSightPost
{
public native set(ActionHandler func);
}
property ActionHandler OnLostSightPost
{
public native set(ActionHandler func);
}
property ActionHandler OnThreatChangedPost
{
public native set(ActionHandler func);
}
property ActionHandler OnSoundPost
{
public native set(ActionHandler func);
}
property ActionHandler OnSpokeConceptPost
{
public native set(ActionHandler func);
}
property ActionHandler OnNavAreaChangedPost
{
public native set(ActionHandler func);
}
property ActionHandler OnModelChangedPost
{
public native set(ActionHandler func);
}
property ActionHandler OnPickUpPost
{
public native set(ActionHandler func);
}
property ActionHandler OnShovedPost
{
public native set(ActionHandler func);
}
property ActionHandler OnBlindedPost
{
public native set(ActionHandler func);
}
property ActionHandler OnEnteredSpitPost
{
public native set(ActionHandler func);
}
property ActionHandler OnHitByVomitJarPost
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandAttackPost
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandAssaultPost
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandApproachVPost
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandApproachEPost
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandRetreatPost
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandPausePost
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandResumePost
{
public native set(ActionHandler func);
}
property ActionHandler OnCommandStringPost
{
public native set(ActionHandler func);
}
property ActionHandler IsAbleToBlockMovementOfPost
{
public native set(ActionHandler func);
}
};
// ====================================================================================================
// PL NTV
// ====================================================================================================
public Extension __ext_actions =
{
name = "Actions",
file = "actions.ext",
autoload = 1,
#if defined REQUIRE_EXTENSIONS
required = 1,
#else
required = 0,
#endif
};
#if !defined REQUIRE_EXTENSIONS
public void __ext_actions_SetNTVOptional()
{
MarkNativeAsOptional("ActionResult.GetReason");
MarkNativeAsOptional("ActionResult.SetReason");
MarkNativeAsOptional("ActionResult.type.get");
MarkNativeAsOptional("ActionResult.type.set");
MarkNativeAsOptional("ActionResult.action.get");
MarkNativeAsOptional("ActionResult.action.set");
MarkNativeAsOptional("ActionDesiredResult.priority.get");
MarkNativeAsOptional("ActionDesiredResult.priority.set");
MarkNativeAsOptional("ActionsManager.Create");
MarkNativeAsOptional("ActionsManager.Allocate");
MarkNativeAsOptional("ActionsManager.Deallocate");
MarkNativeAsOptional("ActionsManager.Iterator");
MarkNativeAsOptional("ActionsManager.GetAction");
MarkNativeAsOptional("BehaviorAction.StorePendingEventResult");
MarkNativeAsOptional("BehaviorAction.GetName");
MarkNativeAsOptional("BehaviorAction.Parent.get");
MarkNativeAsOptional("BehaviorAction.Child.get");
MarkNativeAsOptional("BehaviorAction.Under.get");
MarkNativeAsOptional("BehaviorAction.Above.get");
MarkNativeAsOptional("BehaviorAction.Actor.get");
MarkNativeAsOptional("BehaviorAction.IsSuspended.get");
MarkNativeAsOptional("BehaviorAction.IsSuspended.set");
MarkNativeAsOptional("BehaviorAction.IsStarted.get");
MarkNativeAsOptional("BehaviorAction.IsStarted.set");
MarkNativeAsOptional("BehaviorAction.OnStart.set");
MarkNativeAsOptional("BehaviorAction.OnUpdate.set");
MarkNativeAsOptional("BehaviorAction.OnEnd.set");
MarkNativeAsOptional("BehaviorAction.OnSuspend.set");
MarkNativeAsOptional("BehaviorAction.OnResume.set");
MarkNativeAsOptional("BehaviorAction.OnInitialContainedAction.set");
MarkNativeAsOptional("BehaviorAction.OnLeaveGround.set");
MarkNativeAsOptional("BehaviorAction.OnLandOnGround.set");
MarkNativeAsOptional("BehaviorAction.OnContact.set");
MarkNativeAsOptional("BehaviorAction.OnMoveToSuccess.set");
MarkNativeAsOptional("BehaviorAction.OnMoveToFailure.set");
MarkNativeAsOptional("BehaviorAction.OnStuck.set");
MarkNativeAsOptional("BehaviorAction.OnUnStuck.set");
MarkNativeAsOptional("BehaviorAction.OnPostureChanged.set");
MarkNativeAsOptional("BehaviorAction.OnAnimationActivityComplete.set");
MarkNativeAsOptional("BehaviorAction.OnAnimationActivityInterrupted.set");
MarkNativeAsOptional("BehaviorAction.OnAnimationEvent.set");
MarkNativeAsOptional("BehaviorAction.OnIgnite.set");
MarkNativeAsOptional("BehaviorAction.OnInjured.set");
MarkNativeAsOptional("BehaviorAction.OnKilled.set");
MarkNativeAsOptional("BehaviorAction.OnOtherKilled.set");
MarkNativeAsOptional("BehaviorAction.OnSight.set");
MarkNativeAsOptional("BehaviorAction.OnLostSight.set");
MarkNativeAsOptional("BehaviorAction.OnThreatChanged.set");
MarkNativeAsOptional("BehaviorAction.OnSound.set");
MarkNativeAsOptional("BehaviorAction.OnSpokeConcept.set");
MarkNativeAsOptional("BehaviorAction.OnNavAreaChanged.set");
MarkNativeAsOptional("BehaviorAction.OnModelChanged.set");
MarkNativeAsOptional("BehaviorAction.OnPickUp.set");
MarkNativeAsOptional("BehaviorAction.OnShoved.set");
MarkNativeAsOptional("BehaviorAction.OnBlinded.set");
MarkNativeAsOptional("BehaviorAction.OnEnteredSpit.set");
MarkNativeAsOptional("BehaviorAction.OnHitByVomitJar.set");
MarkNativeAsOptional("BehaviorAction.OnCommandAttack.set");
MarkNativeAsOptional("BehaviorAction.OnCommandAssault.set");
MarkNativeAsOptional("BehaviorAction.OnCommandApproachV.set");
MarkNativeAsOptional("BehaviorAction.OnCommandApproachE.set");
MarkNativeAsOptional("BehaviorAction.OnCommandRetreat.set");
MarkNativeAsOptional("BehaviorAction.OnCommandPause.set");
MarkNativeAsOptional("BehaviorAction.OnCommandResume.set");
MarkNativeAsOptional("BehaviorAction.OnCommandString.set");
MarkNativeAsOptional("BehaviorAction.IsAbleToBlockMovementOf.set");
MarkNativeAsOptional("BehaviorAction.OnStartPost.set");
MarkNativeAsOptional("BehaviorAction.OnUpdatePost.set");
MarkNativeAsOptional("BehaviorAction.OnEndPost.set");
MarkNativeAsOptional("BehaviorAction.OnSuspendPost.set");
MarkNativeAsOptional("BehaviorAction.OnResumePost.set");
MarkNativeAsOptional("BehaviorAction.OnInitialContainedActionPost.set");
MarkNativeAsOptional("BehaviorAction.OnLeaveGroundPost.set");
MarkNativeAsOptional("BehaviorAction.OnLandOnGroundPost.set");
MarkNativeAsOptional("BehaviorAction.OnContactPost.set");
MarkNativeAsOptional("BehaviorAction.OnMoveToSuccessPost.set");
MarkNativeAsOptional("BehaviorAction.OnMoveToFailurePost.set");
MarkNativeAsOptional("BehaviorAction.OnStuckPost.set");
MarkNativeAsOptional("BehaviorAction.OnUnStuckPost.set");
MarkNativeAsOptional("BehaviorAction.OnPostureChangedPost.set");
MarkNativeAsOptional("BehaviorAction.OnAnimationActivityCompletePost.set");
MarkNativeAsOptional("BehaviorAction.OnAnimationActivityInterruptedPost.set");
MarkNativeAsOptional("BehaviorAction.OnAnimationEventPost.set");
MarkNativeAsOptional("BehaviorAction.OnIgnitePost.set");
MarkNativeAsOptional("BehaviorAction.OnInjuredPost.set");
MarkNativeAsOptional("BehaviorAction.OnKilledPost.set");
MarkNativeAsOptional("BehaviorAction.OnOtherKilledPost.set");
MarkNativeAsOptional("BehaviorAction.OnSightPost.set");
MarkNativeAsOptional("BehaviorAction.OnLostSightPost.set");
MarkNativeAsOptional("BehaviorAction.OnThreatChangedPost.set");
MarkNativeAsOptional("BehaviorAction.OnSoundPost.set");
MarkNativeAsOptional("BehaviorAction.OnSpokeConceptPost.set");
MarkNativeAsOptional("BehaviorAction.OnNavAreaChangedPost.set");
MarkNativeAsOptional("BehaviorAction.OnModelChangedPost.set");
MarkNativeAsOptional("BehaviorAction.OnPickUpPost.set");
MarkNativeAsOptional("BehaviorAction.OnShovedPost.set");
MarkNativeAsOptional("BehaviorAction.OnBlindedPost.set");
MarkNativeAsOptional("BehaviorAction.OnEnteredSpitPost.set");
MarkNativeAsOptional("BehaviorAction.OnHitByVomitJarPost.set");
MarkNativeAsOptional("BehaviorAction.OnCommandAttackPost.set");
MarkNativeAsOptional("BehaviorAction.OnCommandAssaultPost.set");
MarkNativeAsOptional("BehaviorAction.OnCommandApproachVPost.set");
MarkNativeAsOptional("BehaviorAction.OnCommandApproachEPost.set");
MarkNativeAsOptional("BehaviorAction.OnCommandRetreatPost.set");
MarkNativeAsOptional("BehaviorAction.OnCommandPausePost.set");
MarkNativeAsOptional("BehaviorAction.OnCommandResumePost.set");
MarkNativeAsOptional("BehaviorAction.IsAbleToBlockMovementOfPost.set");
}
#endif

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@ -1,813 +0,0 @@
/**
* vim: set ts=4 :
* =============================================================================
* sm-json
* A pure SourcePawn JSON encoder/decoder.
* https://github.com/clugg/sm-json
*
* sm-json (C)2022 James Dickens. (clug)
* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or <http://www.sourcemod.net/license.php>.
*/
#if defined _json_included
#endinput
#endif
#define _json_included
#include <string>
#include <json/definitions>
#include <json/helpers/decode>
#include <json/helpers/errors>
#include <json/helpers/string>
#include <json/object>
#include <json/array>
/**
* Calculates the buffer size required to store an encoded JSON instance.
*
* @param obj Object to encode.
* @param options Bitwise combination of `JSON_ENCODE_*` options.
* @param depth The current depth of the encoder.
* @return The required buffer size.
*/
stock int json_encode_size(JSON_Object obj, int options = JSON_NONE, int depth = 0)
{
bool pretty_print = (options & JSON_ENCODE_PRETTY) != 0;
bool is_array = obj.IsArray;
int size = 1; // for opening bracket
// used in key iterator
int json_size = obj.Length;
JSON_Object child = null;
bool is_empty = true;
int str_length = 0;
int key_length = 0;
for (int i = 0; i < json_size; i += 1) {
key_length = is_array ? JSON_INT_BUFFER_SIZE : obj.GetKeySize(i);
char[] key = new char[key_length];
if (is_array) {
IntToString(i, key, key_length);
} else {
obj.GetKey(i, key, key_length);
}
// skip keys that are marked as hidden
if (obj.GetHidden(key)) {
continue;
}
JSONCellType type = obj.GetType(key);
// skip keys of unknown type
if (type == JSON_Type_Invalid) {
continue;
}
if (pretty_print) {
size += strlen(JSON_PP_NEWLINE);
size += (depth + 1) * strlen(JSON_PP_INDENT);
}
if (! is_array) {
// add the size of the key and + 1 for :
size += json_cell_string_size(key) + 1;
if (pretty_print) {
size += strlen(JSON_PP_AFTER_COLON);
}
}
switch (type) {
case JSON_Type_String: {
str_length = obj.GetSize(key);
char[] value = new char[str_length];
obj.GetString(key, value, str_length);
size += json_cell_string_size(value);
}
case JSON_Type_Int: {
size += JSON_INT_BUFFER_SIZE;
}
#if SM_INT64_SUPPORTED
case JSON_Type_Int64: {
size += JSON_INT64_BUFFER_SIZE;
}
#endif
case JSON_Type_Float: {
size += JSON_FLOAT_BUFFER_SIZE;
}
case JSON_Type_Bool: {
size += JSON_BOOL_BUFFER_SIZE;
}
case JSON_Type_Object: {
child = obj.GetObject(key);
size += child != null ? json_encode_size(child, options, depth + 1) : JSON_NULL_BUFFER_SIZE;
}
}
// increment for comma
size += 1;
is_empty = false;
}
if (! is_empty) {
// remove the final comma
size -= 1;
if (pretty_print) {
size += strlen(JSON_PP_NEWLINE);
size += depth * strlen(JSON_PP_INDENT);
}
}
size += 2; // closing bracket + NULL
return size;
}
/**
* Encodes a JSON instance into its string representation.
*
* @param obj Object to encode.
* @param output String buffer to store output.
* @param max_size Maximum size of string buffer.
* @param options Bitwise combination of `JSON_ENCODE_*` options.
* @param depth The current depth of the encoder.
*/
stock void json_encode(
JSON_Object obj,
char[] output,
int max_size,
int options = JSON_NONE,
int depth = 0
)
{
bool pretty_print = (options & JSON_ENCODE_PRETTY) != 0;
bool is_array = obj.IsArray;
strcopy(output, max_size, is_array ? "[" : "{");
// used in key iterator
int json_size = obj.Length;
int builder_size = 0;
int str_length = 1;
JSON_Object child = null;
int cell_length = 0;
bool is_empty = true;
int key_length = 0;
for (int i = 0; i < json_size; i += 1) {
key_length = is_array ? JSON_INT_BUFFER_SIZE : obj.GetKeySize(i);
char[] key = new char[key_length];
if (is_array) {
IntToString(i, key, key_length);
} else {
obj.GetKey(i, key, key_length);
}
// skip keys that are marked as hidden
if (obj.GetHidden(key)) {
continue;
}
JSONCellType type = obj.GetType(key);
// skip keys of unknown type
if (type == JSON_Type_Invalid) {
continue;
}
// determine the length of the char[] needed to represent our cell data
cell_length = 0;
switch (type) {
case JSON_Type_String: {
str_length = obj.GetSize(key);
char[] value = new char[str_length];
obj.GetString(key, value, str_length);
cell_length = json_cell_string_size(value);
}
case JSON_Type_Int: {
cell_length = JSON_INT_BUFFER_SIZE;
}
#if SM_INT64_SUPPORTED
case JSON_Type_Int64: {
cell_length = JSON_INT64_BUFFER_SIZE;
}
#endif
case JSON_Type_Float: {
cell_length = JSON_FLOAT_BUFFER_SIZE;
}
case JSON_Type_Bool: {
cell_length = JSON_BOOL_BUFFER_SIZE;
}
case JSON_Type_Object: {
child = obj.GetObject(key);
cell_length = child != null ? max_size : JSON_NULL_BUFFER_SIZE;
}
}
// fit the contents into the cell
char[] cell = new char[cell_length];
switch (type) {
case JSON_Type_String: {
char[] value = new char[str_length];
obj.GetString(key, value, str_length);
json_cell_string(value, cell, cell_length);
}
case JSON_Type_Int: {
int value = obj.GetInt(key);
IntToString(value, cell, cell_length);
}
#if SM_INT64_SUPPORTED
case JSON_Type_Int64: {
int value[2];
obj.GetInt64(key, value);
Int64ToString(value, cell, cell_length);
}
#endif
case JSON_Type_Float: {
float value = obj.GetFloat(key);
FloatToString(value, cell, cell_length);
// trim trailing 0s from float output up until decimal point
int last_char = strlen(cell) - 1;
while (cell[last_char] == '0' && cell[last_char - 1] != '.') {
cell[last_char--] = '\0';
}
}
case JSON_Type_Bool: {
bool value = obj.GetBool(key);
strcopy(cell, cell_length, value ? "true" : "false");
}
case JSON_Type_Object: {
if (child != null) {
json_encode(child, cell, cell_length, options, depth + 1);
} else {
strcopy(cell, cell_length, "null");
}
}
}
// make the builder fit our key:value
// use previously determined cell length and + 1 for ,
builder_size = cell_length + 1;
if (! is_array) {
// get the length of the key and + 1 for :
builder_size += json_cell_string_size(key) + 1;
if (pretty_print) {
builder_size += strlen(JSON_PP_AFTER_COLON);
}
}
char[] builder = new char[builder_size];
strcopy(builder, builder_size, "");
// add the key if we're working with an object
if (! is_array) {
json_cell_string(key, builder, builder_size);
StrCat(builder, builder_size, ":");
if (pretty_print) {
StrCat(builder, builder_size, JSON_PP_AFTER_COLON);
}
}
// add the value and a trailing comma
StrCat(builder, builder_size, cell);
StrCat(builder, builder_size, ",");
// prepare pretty printing then send builder to output afterwards
if (pretty_print) {
StrCat(output, max_size, JSON_PP_NEWLINE);
for (int j = 0; j < depth + 1; j += 1) {
StrCat(output, max_size, JSON_PP_INDENT);
}
}
StrCat(output, max_size, builder);
is_empty = false;
}
if (! is_empty) {
// remove the final comma
output[strlen(output) - 1] = '\0';
if (pretty_print) {
StrCat(output, max_size, JSON_PP_NEWLINE);
for (int j = 0; j < depth; j += 1) {
StrCat(output, max_size, JSON_PP_INDENT);
}
}
}
// append closing bracket
StrCat(output, max_size, is_array ? "]" : "}");
}
/**
* Decodes a JSON string into a JSON instance.
*
* @param buffer Buffer to decode.
* @param options Bitwise combination of `JSON_DECODE_*` options.
* @param pos Current position of the decoder as bytes
* offset into the buffer.
* @param depth Current nested depth of the decoder.
* @return JSON instance or null if decoding failed becase
* the buffer didn't contain valid JSON.
* @error If the buffer does not contain valid JSON,
* an error will be thrown.
*/
stock JSON_Object json_decode(
const char[] buffer,
int options = JSON_NONE,
int &pos = 0,
int depth = 0
)
{
int length = strlen(buffer);
// skip preceding whitespace
if (! json_skip_whitespace(buffer, length, pos)) {
json_set_last_error("buffer ended early at position %d", pos);
return null;
}
bool is_array = false;
JSON_Array arr = null;
JSON_Object obj = null;
if (buffer[pos] == '{') {
is_array = false;
obj = new JSON_Object();
} else if (buffer[pos] == '[') {
is_array = true;
arr = new JSON_Array();
} else {
json_set_last_error("no object or array found at position %d", pos);
return null;
}
bool allow_single_quotes = (options & JSON_DECODE_SINGLE_QUOTES) > 0;
bool empty_checked = false;
// while we haven't reached the end of our structure
while (
(! is_array && buffer[pos] != '}')
|| (is_array && buffer[pos] != ']')
) {
// pos is either an opening structure or comma, so increment past it
pos += 1;
// skip any whitespace preceding the element
if (! json_skip_whitespace(buffer, length, pos)) {
json_set_last_error("buffer ended early at position %d", pos);
json_cleanup_and_delete(obj);
json_cleanup_and_delete(arr);
return null;
}
// if we haven't checked for empty yet and we are at the end
// of an object or array, we can stop here (empty structure)
if (! empty_checked) {
if (
(! is_array && buffer[pos] == '}')
|| (is_array && buffer[pos] == ']')
) {
break;
}
empty_checked = true;
}
int key_length = 1;
if (! is_array) {
// if dealing with an object, look for the key and determine length
if (! json_is_string(buffer[pos], allow_single_quotes)) {
json_set_last_error("expected key string at position %d", pos);
json_cleanup_and_delete(obj);
json_cleanup_and_delete(arr);
return null;
}
key_length = json_extract_string_size(
buffer,
length,
pos,
is_array
);
}
char[] key = new char[key_length];
if (! is_array) {
// extract the key from the buffer
json_extract_string(buffer, length, pos, key, key_length, is_array);
// skip any whitespace following the key
if (! json_skip_whitespace(buffer, length, pos)) {
json_set_last_error("buffer ended early at position %d", pos);
json_cleanup_and_delete(obj);
json_cleanup_and_delete(arr);
return null;
}
// ensure that we find a colon
if (buffer[pos++] != ':') {
json_set_last_error(
"expected colon after key at position %d",
pos
);
json_cleanup_and_delete(obj);
json_cleanup_and_delete(arr);
return null;
}
// skip any whitespace following the colon
if (! json_skip_whitespace(buffer, length, pos)) {
json_set_last_error("buffer ended early at position %d", pos);
json_cleanup_and_delete(obj);
json_cleanup_and_delete(arr);
return null;
}
}
int cell_length = 1;
JSONCellType cell_type = JSON_Type_Invalid;
if (buffer[pos] == '{' || buffer[pos] == '[') {
cell_type = JSON_Type_Object;
} else if (json_is_string(buffer[pos], allow_single_quotes)) {
cell_type = JSON_Type_String;
cell_length = json_extract_string_size(
buffer,
length,
pos,
is_array
);
} else {
// in this particular instance, we use JSON_Type_Invalid to
// represent any type that isn't an object or string
cell_length = json_extract_until_end_size(
buffer,
length,
pos,
is_array
);
}
if (! is_array && obj.HasKey(key)) {
obj.Remove(key);
}
char[] cell = new char[cell_length];
switch (cell_type) {
case JSON_Type_Object: {
// if we are dealing with an object or array, decode recursively
JSON_Object value = json_decode(
buffer,
options,
pos,
depth + 1
);
// decoding failed, error will be logged in json_decode
if (value == null) {
json_cleanup_and_delete(obj);
json_cleanup_and_delete(arr);
return null;
}
if (is_array) {
arr.PushObject(value);
} else {
obj.SetObject(key, value);
}
}
case JSON_Type_String: {
// if we are dealing with a string, attempt to extract it
if (! json_extract_string(
buffer,
length,
pos,
cell,
cell_length,
is_array
)) {
json_set_last_error(
"couldn't extract string at position %d",
pos
);
json_cleanup_and_delete(obj);
json_cleanup_and_delete(arr);
return null;
}
if (is_array) {
arr.PushString(cell);
} else {
obj.SetString(key, cell);
}
}
case JSON_Type_Invalid: {
if (! json_extract_until_end(
buffer,
length,
pos,
cell,
cell_length,
is_array
)) {
json_set_last_error(
"couldn't extract until end at position %d",
pos
);
json_cleanup_and_delete(obj);
json_cleanup_and_delete(arr);
return null;
}
if (strlen(cell) == 0) {
json_set_last_error(
"empty cell encountered at position %d",
pos
);
json_cleanup_and_delete(obj);
json_cleanup_and_delete(arr);
return null;
}
if (json_is_int(cell)) {
int value = StringToInt(cell);
#if SM_INT64_SUPPORTED
if (json_is_int64(cell, value)) {
int values[2];
StringToInt64(cell, values);
if (is_array) {
arr.PushInt64(values);
} else {
obj.SetInt64(key, values);
}
} else {
if (is_array) {
arr.PushInt(value);
} else {
obj.SetInt(key, value);
}
}
#else
if (is_array) {
arr.PushInt(value);
} else {
obj.SetInt(key, value);
}
#endif
} else if (json_is_float(cell)) {
float value = StringToFloat(cell);
if (is_array) {
arr.PushFloat(value);
} else {
obj.SetFloat(key, value);
}
} else if (StrEqual(cell, "true") || StrEqual(cell, "false")) {
bool value = StrEqual(cell, "true");
if (is_array) {
arr.PushBool(value);
} else {
obj.SetBool(key, value);
}
} else if (StrEqual(cell, "null")) {
if (is_array) {
arr.PushObject(null);
} else {
obj.SetObject(key, null);
}
} else {
json_set_last_error(
"unknown type encountered at position %d: %s",
pos,
cell
);
json_cleanup_and_delete(obj);
json_cleanup_and_delete(arr);
return null;
}
}
}
if (! json_skip_whitespace(buffer, length, pos)) {
json_set_last_error("buffer ended early at position %d", pos);
json_cleanup_and_delete(obj);
json_cleanup_and_delete(arr);
return null;
}
}
// skip remaining whitespace and ensure we're at the end of the buffer
pos += 1;
if (json_skip_whitespace(buffer, length, pos) && depth == 0) {
json_set_last_error(
"unexpected data after structure end at position %d",
pos
);
json_cleanup_and_delete(obj);
json_cleanup_and_delete(arr);
return null;
}
return is_array ? view_as<JSON_Object>(arr) : obj;
}
/**
* Encodes the object with the options provided and writes
* the output to the file at the path specified.
*
* @param obj Object to encode/write to file.
* @param path Path of file to write to.
* @param options Options to pass to `json_encode`.
* @return True on success, false otherwise.
*/
stock bool json_write_to_file(
JSON_Object obj,
const char[] path,
int options = JSON_NONE
)
{
File f = OpenFile(path, "wb");
if (f == null) {
return false;
}
int size = json_encode_size(obj, options);
char[] buffer = new char[size];
json_encode(obj, buffer, size, options);
bool success = f.WriteString(buffer, false);
delete f;
return success;
}
/**
* Reads and decodes the contents of a JSON file.
*
* @param path Path of file to read from.
* @param options Options to pass to `json_decode`.
* @return The decoded object on success, null otherwise.
*/
stock JSON_Object json_read_from_file(const char[] path, int options = JSON_NONE)
{
File f = OpenFile(path, "rb");
if (f == null) {
return null;
}
f.Seek(0, SEEK_END);
int size = f.Position + 1;
char[] buffer = new char[size];
f.Seek(0, SEEK_SET);
f.ReadString(buffer, size);
delete f;
return json_decode(buffer, options);
}
/**
* Creates a shallow copy of the specified object.
*
* @param obj Object to copy.
* @return A shallow copy of the specified object.
*/
stock JSON_Object json_copy_shallow(JSON_Object obj)
{
bool isArray = obj.IsArray;
JSON_Object result = isArray
? view_as<JSON_Object>(new JSON_Array())
: new JSON_Object();
if (isArray) {
view_as<JSON_Array>(result).Concat(view_as<JSON_Array>(obj));
} else {
result.Merge(obj);
}
return result;
}
/**
* Creates a deep copy of the specified object.
*
* @param obj Object to copy.
* @return A deep copy of the specified object.
*/
stock JSON_Object json_copy_deep(JSON_Object obj)
{
JSON_Object result = json_copy_shallow(obj);
int length = obj.Length;
int key_length = 0;
for (int i = 0; i < length; i += 1) {
key_length = obj.GetKeySize(i);
char[] key = new char[key_length];
obj.GetKey(i, key, key_length);
// only deep copy objects
JSONCellType type = obj.GetType(key);
if (type != JSON_Type_Object) {
continue;
}
JSON_Object value = obj.GetObject(key);
result.SetObject(key, value != null ? json_copy_deep(value) : null);
}
return result;
}
/**
* Recursively cleans up the instance and any instances stored within.
*
* @param obj Object to clean up.
*/
stock void json_cleanup(JSON_Object obj)
{
if (obj == null) {
return;
}
int length = obj.Length;
int key_length = 0;
for (int i = 0; i < length; i += 1) {
key_length = obj.GetKeySize(i);
char[] key = new char[key_length];
obj.GetKey(i, key, key_length);
// only clean up objects
JSONCellType type = obj.GetType(key);
if (type != JSON_Type_Object) {
continue;
}
JSON_Object value = obj.GetObject(key);
if (value != null) {
json_cleanup(value);
}
}
obj.Super.Cleanup();
}
/**
* Cleans up an object and sets the passed variable to null.
*
* @param obj Object to clean up.
*/
stock void json_cleanup_and_delete(JSON_Object &obj)
{
json_cleanup(obj);
obj = null;
}

View file

@ -1,54 +0,0 @@
#if defined _info_editor_included
#endinput
#endif
#define _info_editor_included
/**
* Retrieves the value of a specified key from the games mission info keyvalue system. "N/A" is returned when not found.
*
* @param pThis Enter the pThis value from OnGetMissionInfo/OnGetWeaponsInfo. Can specify 0 when reading Mission data.
* @param keyname Key name to check.
* @param dest Destination string buffer to copy to.
* @param destLen Destination buffer length (includes null terminator).
*
* @noreturn
*/
native void InfoEditor_GetString(int pThis, const char[] keyname, char[] dest, int destLen);
/**
* Sets the value of a specified key from the games mission info keyvalue system.
*
* @param pThis Enter the pThis value from OnGetMissionInfo/OnGetWeaponsInfo. Can specify 0 when writing Mission data.
* @param keyname Key name to set.
* @param value Value to set.
* @param create Optionally create the keyvalue if it doesn't exist.
*
* @noreturn
*/
native void InfoEditor_SetString(int pThis, const char[] keyname, const char[] value, bool create = false);
/**
* Reloads the mission and weapons data configs and forces the game to reload them.
*
* @noreturn
*/
native void InfoEditor_ReloadData();
/**
* @brief Fired multiple times when the mission info data is parsed.
*
* @param pThis This pointer used for InfoEditor_GetString/InfoEditor_SetString.
*/
forward void OnGetMissionInfo(int pThis);
/**
* Fired multiple times when the weapon info data is parsed for a specific weapon classname.
*
* @param pThis This pointer used for InfoEditor_GetString/InfoEditor_SetString.
* @param classname Classname of the weapon being parsed.
*/
forward void OnGetWeaponsInfo(int pThis, const char[] classname);