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