367 lines
15 KiB
Lua
367 lines
15 KiB
Lua
-------------
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-- globals --
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-------------
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--- @type MarioState[]
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--- Array of `MarioState`s, from 0 to `MAX_PLAYERS` - 1
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--- - Uses the local index, which is different between every player
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--- - Index 0 always refers to the local player
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gMarioStates = {}
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--- @type NetworkPlayer[]
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--- Array of `NetworkPlayer`s, from 0 to `MAX_PLAYERS` - 1
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--- - Uses the local index, which is different between every player
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--- - Index 0 always refers to the local player
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gNetworkPlayers = {}
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--- @type Mod[]
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--- Array of all mods loaded, starting from 0
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--- - All mods are loaded in the same order for every player
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--- - Index 0 is the first mod in the list (the top of the mod list)
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gActiveMods = {}
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--- @type Character[]
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--- Array of every character, from 0 to `CT_MAX` - 1
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--- - The contents or order of the characters can never change
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gCharacters = {}
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--- @type Controller[]
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--- Array of every controller, from 0 to `MAX_PLAYERS` - 1
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--- - Uses the local index, which is different between every player
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--- - Index 0 always refers to the local player
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gControllers = {}
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--- @type GlobalTextures
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--- Struct containing HUD glyph textures
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gTextures = {}
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--- @type GlobalObjectAnimations
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--- Struct containing every object animation
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gObjectAnimations = {}
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--- @type GlobalObjectCollisionData
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--- Struct containing all object collision data
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gGlobalObjectCollisionData = {}
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--- @type PaintingValues
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--- Struct containing all paintings and their fields
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gPaintingValues = {}
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--- @alias SyncTable table
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--- @type SyncTable
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--- Any keys added and modified to this table will be synced among everyone.
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--- - This shouldn't be used to sync player-specific values; Use `gPlayerSyncTable` for that
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--- - Note: Does not support tables as keys
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gGlobalSyncTable = {}
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--- @type SyncTable[]
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--- Array of sync tables. Any change to any sync tables will be synced to everyone else.
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--- - This array takes in a local index, however it automatically translates to the global index
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--- - Note: Does not support tables as keys
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gPlayerSyncTable = {}
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--- @type LevelValues
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--- Struct containing fields that modify specific gameplay or level properties
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gLevelValues = {}
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--- @type BehaviorValues
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--- Struct containing fields that modify specific object behavior properties
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gBehaviorValues = {}
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--- @type FirstPersonCamera
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--- Struct that contains the fields for the first person camera
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gFirstPersonCamera = {}
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--- @type LakituState
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--- The primary struct that controls the camera
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--- - Local player only
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gLakituState = {}
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--- @type ServerSettings
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--- Struct containing the settings for the server
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--- - enablePlayersInLevelDisplay and enablePlayerList are not synced
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gServerSettings = {}
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--- @type NametagsSettings
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--- Struct containing the settings for Nametags
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gNametagsSettings = {}
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-----------
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-- hooks --
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-----------
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--- @param behaviorId BehaviorId | integer? The behavior id of the object to modify. Pass in as `nil` to create a custom object
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--- @param objectList ObjectList | integer Object list
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--- @param replaceBehavior boolean Whether or not to completely replace the behavior
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--- @param initFunction? fun(obj:Object) Run on object creation
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--- @param loopFunction? fun(obj:Object) Run every frame
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--- @param behaviorName? string Optional
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--- @return BehaviorId BehaviorId Use if creating a custom object, otherwise can be ignored
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--- Modify an object's behavior or create a new custom object
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function hook_behavior(behaviorId, objectList, replaceBehavior, initFunction, loopFunction, behaviorName)
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-- ...
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end
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--- @param command string The command to run. Should be easy to type
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--- @param description string Should describe what the command does and how to use it
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--- @param func fun(msg:string): boolean Run upon activating the command. Return `true` to confirm the command has succeeded
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function hook_chat_command(command, description, func)
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-- ...
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end
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--- @param command string The command to change the description of
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--- @param description string The description to change to
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function update_chat_command_description(command, description)
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-- ...
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end
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--- @param hookEventType LuaHookedEventType When a function should run
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--- @param func fun(...: any): any The function to run
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--- Different hooks can pass in different parameters and have different return values. Be sure to read the hooks guide for more information.
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function hook_event(hookEventType, func)
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-- ...
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end
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--- @class ActionTable
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--- @field every_frame fun(m:MarioState):integer?
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--- @field gravity fun(m:MarioState):integer?
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--- @param actionId integer The action to replace
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--- @param funcOrFuncTable fun(m:MarioState):integer? | ActionTable The new behavior of the action
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--- @param interactionType? InteractionFlag Optional; The flag that determines how the action interacts with other objects
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--- If a function table is used, it must be in the form of `{ act_hook = [func], ... }`. Current action hooks include:
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--- - every_frame
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--- - gravity
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function hook_mario_action(actionId, funcOrFuncTable, interactionType)
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-- ...
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end
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--- @param syncTable SyncTable Must be the gGlobalSyncTable or gPlayerSyncTable[] or one of their child tables
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--- @param field string Field name
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--- @param tag any An additional parameter
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--- @param func fun(tag:any, oldVal:any, newVal:any) Run when the specified field has been changed
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function hook_on_sync_table_change(syncTable, field, tag, func)
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-- ...
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end
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--- @param name string The text to show on the button
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--- @param func fun(index:integer) The function that is called when the button is pressed
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--- Hooks a DJUI button into the mod menu. If you want to unpause the game when the button is pressed, return `true` from `func` to do so
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function hook_mod_menu_button(name, func)
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-- ...
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end
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--- @param name string The text to show on the left
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--- @param defaultValue boolean The default state of the checkbox
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--- @param func fun(index:integer, value:boolean) The function that is called when the checkbox is changed
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--- Hooks a DJUI checkbox into the mod menu
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function hook_mod_menu_checkbox(name, defaultValue, func)
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-- ...
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end
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--- @param name string The text to show on the left
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--- @param defaultValue integer The default value of the slider
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--- @param min integer The lowest the slider can go
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--- @param max integer The highest the slider can go
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--- @param func fun(index:integer, value:integer) The function that is called when the value of the slider changes
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--- Hooks a DJUI slider into the mod menu
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function hook_mod_menu_slider(name, defaultValue, min, max, func)
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-- ...
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end
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--- @param name string The text to show on the left
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--- @param defaultValue string The default text in the inputbox
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--- @param stringLength integer The max length of the inputbox
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--- @param func fun(index:integer, value:string) The function that is called when the value of the inputbox changes
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--- Hooks a DJUI inputbox into the mod menu
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function hook_mod_menu_inputbox(name, defaultValue, stringLength, func)
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-- ...
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end
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--- @param index integer The index of the element in the order in which they were hooked
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--- @param name string The name to change to
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--- Updates a mod menu element's text
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--- - NOTE: `index` is zero-indexed
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function update_mod_menu_element_name(index, name)
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-- ...
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end
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---------------
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-- functions --
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---------------
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--- @param t number Angle
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--- @return number
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function sins(t)
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-- ...
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end
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--- @param t number Angle
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--- @return number
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function coss(t)
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-- ...
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end
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--- @param y number
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--- @param x number
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--- @return integer
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function atan2s(y, x)
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-- ...
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end
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--- @param objFieldTable table<any, "u32"|"s32"|"f32">
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--- Keys must start with `o` and values must be `"u32"`, `"s32"`, or `"f32"`
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function define_custom_obj_fields(objFieldTable)
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-- ...
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end
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--- @param object Object Object to sync
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--- @param standardSync boolean Automatically syncs common fields and syncs with distance. If `false`, all syncing must be done with `network_send_object`.
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--- @param fieldTable table<string> The fields to sync
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--- All synced fields must start with `o` and there should not be any keys, just values
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function network_init_object(object, standardSync, fieldTable)
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-- ...
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end
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--- @param object Object Object to sync
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--- @param reliable boolean Whether or not the game should try to resend the packet in case it gets lost, good for important packets
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--- Sends a sync packet to sync up the object with everyone else
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function network_send_object(object, reliable)
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-- ...
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end
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--- @param reliable boolean Whether or not the game should try to resend the packet in case its lost, good for important packets
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--- @param dataTable table Table of values to be included in the packet
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--- `dataTable` can only contain strings, integers, numbers, booleans, and nil
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function network_send(reliable, dataTable)
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-- ...
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end
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--- @param toLocalIndex integer The local index to send the packet to
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--- @param reliable boolean Whether or not the game should try to resend the packet in case its lost, good for important packets
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--- @param dataTable table Table of values to be included in the packet
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--- `dataTable` can only contain strings, integers, numbers, booleans, and nil
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function network_send_to(toLocalIndex, reliable, dataTable)
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-- ...
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end
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--- @param textureName string The texture name
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--- @return TextureInfo
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--- Gets the `TextureInfo` of a texture by name
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--- - Note: This also works with vanilla textures
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function get_texture_info(textureName)
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-- ...
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end
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--- @param texInfo TextureInfo The texture
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--- @param x number Where the texture is horizontally (left anchored)
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--- @param y number Where the texture is vertically (top anchored)
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--- @param scaleW number The scaled width of the texture
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--- @param scaleH number The scaled height of the texture
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--- Renders a texture to the screen
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function djui_hud_render_texture(texInfo, x, y, scaleW, scaleH)
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-- ...
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end
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--- @param texInfo TextureInfo The texture
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--- @param x number Where the texture is horizontally (left anchored)
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--- @param y number Where the texture is vertically (top anchored)
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--- @param scaleW number The scaled width of the texture
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--- @param scaleH number The scaled height of the texture
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--- @param tileX number Where the tile is horizontally (left anchored)
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--- @param tileY number Where the tile is vertically (top anchored)
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--- @param tileW number The width of the tile
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--- @param tileH number The height of the tile
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--- Renders a tile of a texture to the screen
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function djui_hud_render_texture_tile(texInfo, x, y, scaleW, scaleH, tileX, tileY, tileW, tileH)
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-- ...
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end
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--- @param texInfo TextureInfo The texture
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--- @param prevX number Where the texture previously was horizontally (left anchored)
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--- @param prevY number Where the texture previously was vertically (top anchored)
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--- @param prevScaleW number The previous scaled width of the texture
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--- @param prevScaleH number The previous scaled height of the texture
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--- @param x number Where the texture is horizontally (left anchored)
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--- @param y number Where the texture is vertically (top anchored)
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--- @param scaleW number The scaled width of the texture
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--- @param scaleH number The scaled height of the texture
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--- Renders an interpolated texture to the screen
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function djui_hud_render_texture_interpolated(texInfo, prevX, prevY, prevScaleW, prevScaleH, x, y, scaleW, scaleH)
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-- ...
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end
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--- @param texInfo TextureInfo The texture
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--- @param prevX number Where the texture previously was horizontally (left anchored)
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--- @param prevY number Where the texture previously was vertically (top anchored)
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--- @param prevScaleW number The previous scaled width of the texture
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--- @param prevScaleH number The previous scaled height of the texture
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--- @param x number Where the texture is horizontally (left anchored)
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--- @param y number Where the texture is vertically (top anchored)
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--- @param scaleW number The scaled width of the texture
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--- @param scaleH number The scaled height of the texture
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--- @param tileX number Where the tile is horizontally (left anchored)
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--- @param tileY number Where the tile is vertically (top anchored)
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--- @param tileW number The width of the tile
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--- @param tileH number The height of the tile
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--- Renders an interpolated tile of a texture to the screen
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function djui_hud_render_texture_tile_interpolated(texInfo, prevX, prevY, prevScaleW, prevScaleH, x, y, scaleW, scaleH, tileX, tileY, tileW, tileH)
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-- ...
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end
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--- @param textureName string The name of the texture
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--- @param overrideTexInfo TextureInfo The texture to override with
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--- Overrides a texture with a custom `TextureInfo`
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--- - `textureName` must be the codename of a vanilla texture, you can find these in files such as `texture.inc.c`s
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--- - `overrideTexInfo` can be any TextureInfo
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function texture_override_set(textureName, overrideTexInfo)
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-- ...
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end
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--- @param textureName string The name of the texture
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--- Resets an overridden texture
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function texture_override_reset(textureName)
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-- ...
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end
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--- @class bhvData
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--- @field behavior BehaviorId
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--- @field behaviorArg integer
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--- @param levelNum LevelNum | integer
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--- @param func fun(areaIndex:number, bhvData:bhvData, macroBhvIds:BehaviorId[], macroBhvArgs:integer[])
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--- When `func` is called, arguments are filled depending on the level command:
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--- - `AREA` command: only `areaIndex` is filled. It's a number.
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--- - `OBJECT` command: only `bhvData` is filled. `bhvData` is a table with two fields: `behavior` and `behaviorArg`.
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--- - `MACRO` command: only `macroBhvIds` and `macroBhvArgs` are filled. `macrobhvIds` is a list of behavior ids. `macroBhvArgs` is a list of behavior params. Both lists have the same size and start at index 0.
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function level_script_parse(levelNum, func)
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-- ...
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end
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--- @param name string The name of the animation
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--- @param flags integer The flags of the animation (`ANIM_FLAG_*`)
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--- @param animYTransDivisor integer The vertical animation translation divisor
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--- @param startFrame integer What frame the animation starts on
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--- @param loopStart integer When the loop starts
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--- @param loopEnd integer When the loop ends
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--- @param values table The table containing animation values
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--- @param index table The table containing animation indices
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--- Registers an animation that can be used in objects if `smlua_anim_util_set_animation` is called
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function smlua_anim_util_register_animation(name, flags, animYTransDivisor, startFrame, loopStart, loopEnd, values, index)
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-- ...
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end
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--- @param message string The message to log
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--- @param level? ConsoleMessageLevel Optional; Determines whether the message should appear as info, a warning or an error.
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--- Logs a message to the in-game console
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function log_to_console(message, level)
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-- ...
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end
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--- @param index integer The index of the scroll target, should match up with the behavior param of RM_Scroll_Texture or editor_Scroll_Texture
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--- @param name string The name of the vertex buffer that should be used while scrolling the texture
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--- Registers a vertex buffer to be used for a scrolling texture. Should be used with RM_Scroll_Texture or editor_Scroll_Texture
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function add_scroll_target(index, name)
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-- ...
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end |