share/hedgewars/Data/Scripts/Utils.lua
author Wuzzy <Wuzzy2@mail.ru>
Mon, 16 Sep 2019 17:33:49 +0200
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child 16000 a803428704fd
permissions -rw-r--r--
Racer: Fix weird water splashes after waypoint placement Does not affect official racer, as only waypoint placement is touched. The reason was that the air attack gear sometimes was not deleted fast enough so it might occassionally drop some air bombs (these are deleted now). Also, the airplane position was set to water level, which caused another water splash.
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-- Library for miscellaneous utilitiy functions and global helper variables
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HedgewarsScriptLoad("/Scripts/Locale.lua")
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--[[ FUNCTIONS ]]
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-- Check if a gear is inside a box
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function gearIsInBox(gear, x, y, w, h)
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    local gx, gy = GetGearPosition(gear)
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    if gx >= x and gy >= y and gx <= x + w and gy <= y + h then
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        return true
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    end
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    return false
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end
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-- Check if a gear is inside a circle
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function gearIsInCircle(gear, x, y, r, useRadius)
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    local gx, gy = GetGearPosition(gear)
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    if useRadius then
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        r = r + GetGearRadius(gear)
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    end
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    if r ^ 2 >= (x - gx) ^ 2 + (y - gy) ^ 2 then
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        return true
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    end
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    return false
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end
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local function drawFullMap(erase, flush)
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	for x = 200,4000,600 do
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		for y = 100,2000,150 do
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			AddPoint(x, y, 63, erase)
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		end
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	end
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	if flush ~= false then
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		FlushPoints()
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	end
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end
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local function challengeRecordToString(recordType, value)
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	if recordType == "TimeRecord" then
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		return string.format(loc("Team's best time: %.3fs"), value/1000)
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	elseif recordType == "TimeRecordHigh" then
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		return string.format(loc("Team's longest time: %.3fs"), value/1000)
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	elseif recordType == "Highscore" then
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		return string.format(loc("Team highscore: %d"), value)
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	elseif recordType == "Lowscore" then
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		return string.format(loc("Team lowscore: %d"), value)
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	elseif recordType == "AccuracyRecord" then
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		return string.format(loc("Team's top accuracy: %d%"), value)
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	end
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end
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function getReadableChallengeRecord(recordType)
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	local record = tonumber(GetMissionVar(recordType))
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	if type(record) ~= "number" then
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		return ""
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	else
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		return challengeRecordToString(recordType, record)
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	end
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end
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function updateChallengeRecord(recordType, value, stat)
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	local oldRecord = tonumber(GetMissionVar(recordType))
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	local newRecord = false
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	if stat == nil then
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		stat = recordType ~= "AccuracyRecord"
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	end
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	if type(oldRecord) ~= "number" then
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		newRecord = true
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	else
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		local recordBeaten = false
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		if recordType == "Lowscore" or recordType == "TimeRecord" then
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			if value < oldRecord then
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				recordBeaten = true
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				newRecord = true
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			end
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		else
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			if value > oldRecord then
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				recordBeaten = true
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				newRecord = true
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			end
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		end
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		if stat then
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			if recordBeaten then
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				SendStat(siCustomAchievement, loc("You have beaten the team record, congratulations!"))
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			else
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				SendStat(siCustomAchievement, challengeRecordToString(recordType, oldRecord))
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			end
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		end
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	end
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	if newRecord then
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		SaveMissionVar(recordType, value)
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	end
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end
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-- Completely fill the map with land. Requires MapGen=mgDrawn.
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-- If flush is false, FlushPoints() is not called.
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function fillMap(flush)
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	drawFullMap(false, flush)
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end
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-- Completely erase all land from drawn maps. Requires MapGen=mgDrawn.
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-- If flush is false, FlushPoints() is not called.
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function eraseMap(flush)
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	drawFullMap(true, flush)
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end
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-- Approximative but desync-safe version of square root. This function follows the Babylonian method.
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function integerSqrt(num)
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	local temp = num
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	while (temp*temp - div(temp, 2) > num)
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	do
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		temp = div((temp + div(num, temp)), 2)
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	end
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	return math.abs(temp)
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end
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-- Integer square root of (x^2, y^2), works without desyncs. Is approximative.
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-- This is the same as the length of the hypotenuse of a triangle with legs x, y.
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function integerHypotenuse(x, y)
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	-- To fix overflows
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	if(((math.abs(x)^2) + (math.abs(y)^2)) > 2^26)
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	then
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		local bitr = 2^13
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		return integerSqrt((div(math.abs(x), bitr)^2) + (div(math.abs(y), bitr)^2)) * bitr
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	else
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		return integerSqrt((math.abs(x)^2) + (math.abs(y) ^ 2))
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	end
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end
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--[[ GLOBAL VARIABLES ]]
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-- Shared common land color values for land sprites.
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-- These are useful if you want to make the land type visible.
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-- To be used as tint argument of PlaceSprite.
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U_LAND_TINT_NORMAL = 0xFFFFFFFF			-- tint for normal land
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U_LAND_TINT_INDESTRUCTIBLE = 0x960000FF		-- tint for indestructible land
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U_LAND_TINT_ICE = 0x00FAFAFA			-- tint for icy land
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U_LAND_TINT_BOUNCY = 0x00FA00FF			-- tint for bouncy land