* Add AngelScript scriping language

* Add AngelScript sample

* Initial implementation of Angelscript

* Update Angelscript tm_scope and ace_mode

* Move Angelscript after ANTLR

* Updated grammar list

* Alphabetical sorting for Angelscript

* Angelscript grammar license is unlicense

* Add ActionScript samples

* Added a heuristic for .as files

* Whitelist sublime-angelscript license hash

* Added heuristic test for Angelscript and Actionscript

* Remove .acs from Angelscript file extensions
This commit is contained in:
Codecat 2017-10-14 18:34:12 +02:00 коммит произвёл Colin Seymour
Родитель e51b5ec9b7
Коммит 44048c9ba8
13 изменённых файлов: 582 добавлений и 0 удалений

3
.gitmodules поставляемый
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@ -874,6 +874,9 @@
[submodule "vendor/grammars/language-ruby"]
path = vendor/grammars/language-ruby
url = https://github.com/atom/language-ruby
[submodule "vendor/grammars/sublime-angelscript"]
path = vendor/grammars/sublime-angelscript
url = https://github.com/wronex/sublime-angelscript
[submodule "vendor/grammars/TypeScript-TmLanguage"]
path = vendor/grammars/TypeScript-TmLanguage
url = https://github.com/Microsoft/TypeScript-TmLanguage

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@ -635,6 +635,8 @@ vendor/grammars/standard-ml.tmbundle:
- source.ml
vendor/grammars/sublime-MuPAD:
- source.mupad
vendor/grammars/sublime-angelscript:
- source.angelscript
vendor/grammars/sublime-aspectj:
- source.aspectj
vendor/grammars/sublime-autoit:

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@ -73,6 +73,14 @@ module Linguist
# Common heuristics
ObjectiveCRegex = /^\s*(@(interface|class|protocol|property|end|synchronised|selector|implementation)\b|#import\s+.+\.h[">])/
disambiguate ".as" do |data|
if /^\s*(package\s+[a-z0-9_\.]+|import\s+[a-zA-Z0-9_\.]+;|class\s+[A-Za-z0-9_]+\s+extends\s+[A-Za-z0-9_]+)/.match(data)
Language["ActionScript"]
else
Language["AngelScript"]
end
end
disambiguate ".asc" do |data|
if /^(----[- ]BEGIN|ssh-(rsa|dss)) /.match(data)
Language["Public Key"]

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@ -210,6 +210,17 @@ Alpine Abuild:
codemirror_mode: shell
codemirror_mime_type: text/x-sh
language_id: 14
AngelScript:
type: programming
color: "#C7D7DC"
extensions:
- ".as"
- ".angelscript"
tm_scope: source.angelscript
ace_mode: text
codemirror_mode: clike
codemirror_mime_type: text/x-c++src
language_id: 389477596
Ant Build System:
type: data
tm_scope: text.xml.ant

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@ -0,0 +1,35 @@
// A sample for Actionscript.
package foobar
{
import flash.display.MovieClip;
class Bar
{
public function getNumber():Number
{
return 10;
}
}
class Foo extends Bar
{
private var ourNumber:Number = 25;
override public function getNumber():Number
{
return ourNumber;
}
}
class Main extends MovieClip
{
public function Main()
{
var x:Bar = new Bar();
var y:Foo = new Foo();
trace(x.getNumber());
trace(y.getNumber());
}
}
}

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@ -0,0 +1,13 @@
package mypackage
{
public class Hello
{
/* Let's say hello!
* This is just a test script for Linguist's Actionscript detection.
*/
public function sayHello():void
{
trace("Hello, world");
}
}
}

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@ -0,0 +1,77 @@
/*
* This is a sample script.
*/
#include "BotManagerInterface.acs"
BotManager::BotManager g_BotManager( @CreateDumbBot );
CConCommand@ m_pAddBot;
void PluginInit()
{
g_BotManager.PluginInit();
@m_pAddBot = @CConCommand( "addbot", "Adds a new bot with the given name", @AddBotCallback );
}
void AddBotCallback( const CCommand@ args )
{
if( args.ArgC() < 2 )
{
g_Game.AlertMessage( at_console, "Usage: addbot <name>" );
return;
}
BotManager::BaseBot@ pBot = g_BotManager.CreateBot( args[ 1 ] );
if( pBot !is null )
{
g_Game.AlertMessage( at_console, "Created bot " + args[ 1 ] + "\n" );
}
else
{
g_Game.AlertMessage( at_console, "Could not create bot\n" );
}
}
final class DumbBot : BotManager::BaseBot
{
DumbBot( CBasePlayer@ pPlayer )
{
super( pPlayer );
}
void Think()
{
BotManager::BaseBot::Think();
// If the bot is dead and can be respawned, send a button press
if( Player.pev.deadflag >= DEAD_RESPAWNABLE )
{
Player.pev.button |= IN_ATTACK;
}
else
Player.pev.button &= ~IN_ATTACK;
KeyValueBuffer@ pInfoBuffer = g_EngineFuncs.GetInfoKeyBuffer( Player.edict() );
pInfoBuffer.SetValue( "topcolor", Math.RandomLong( 0, 255 ) );
pInfoBuffer.SetValue( "bottomcolor", Math.RandomLong( 0, 255 ) );
if( Math.RandomLong( 0, 100 ) > 10 )
Player.pev.button |= IN_ATTACK;
else
Player.pev.button &= ~IN_ATTACK;
for( uint uiIndex = 0; uiIndex < 3; ++uiIndex )
{
m_vecVelocity[ uiIndex ] = Math.RandomLong( -50, 50 );
}
}
}
BotManager::BaseBot@ CreateDumbBot( CBasePlayer@ pPlayer )
{
return @DumbBot( pPlayer );
}

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@ -0,0 +1,396 @@
// Sample script.
// Source: https://github.com/codecat/ssbd-payload
array<WorldScript::PayloadBeginTrigger@> g_payloadBeginTriggers;
array<WorldScript::PayloadTeamForcefield@> g_teamForceFields;
[GameMode]
class Payload : TeamVersusGameMode
{
[Editable]
UnitFeed PayloadUnit;
[Editable]
UnitFeed FirstNode;
[Editable default=10]
int PrepareTime;
[Editable default=300]
int TimeLimit;
[Editable default=90]
int TimeAddCheckpoint;
[Editable default=2]
float TimeOvertime;
[Editable default=1000]
int TimePayloadHeal;
[Editable default=1]
int PayloadHeal;
PayloadBehavior@ m_payload;
int m_tmStarting;
int m_tmStarted;
int m_tmLimitCustom;
int m_tmOvertime;
int m_tmInOvertime;
PayloadHUD@ m_payloadHUD;
PayloadClassSwitchWindow@ m_switchClass;
array<SValue@>@ m_switchedSidesData;
Payload(Scene@ scene)
{
super(scene);
m_tmRespawnCountdown = 5000;
@m_payloadHUD = PayloadHUD(m_guiBuilder);
@m_switchTeam = PayloadTeamSwitchWindow(m_guiBuilder);
@m_switchClass = PayloadClassSwitchWindow(m_guiBuilder);
}
void UpdateFrame(int ms, GameInput& gameInput, MenuInput& menuInput) override
{
TeamVersusGameMode::UpdateFrame(ms, gameInput, menuInput);
m_payloadHUD.Update(ms);
if (Network::IsServer())
{
uint64 tmNow = CurrPlaytimeLevel();
if (m_tmStarting == 0)
{
if (GetPlayersInTeam(0) > 0 && GetPlayersInTeam(1) > 0)
{
m_tmStarting = tmNow;
(Network::Message("GameStarting") << m_tmStarting).SendToAll();
}
}
if (m_tmStarting > 0 && m_tmStarted == 0 && tmNow - m_tmStarting > PrepareTime * 1000)
{
m_tmStarted = tmNow;
(Network::Message("GameStarted") << m_tmStarted).SendToAll();
for (uint i = 0; i < g_payloadBeginTriggers.length(); i++)
{
WorldScript@ ws = WorldScript::GetWorldScript(g_scene, g_payloadBeginTriggers[i]);
ws.Execute();
}
}
}
if (!m_ended && m_tmStarted > 0)
CheckTimeReached(ms);
}
string NameForTeam(int index) override
{
if (index == 0)
return "Defenders";
else if (index == 1)
return "Attackers";
return "Unknown";
}
void CheckTimeReached(int dt)
{
// Check if time limit is not reached yet
if (m_tmLimitCustom - (CurrPlaytimeLevel() - m_tmStarted) > 0)
{
// Don't need to continue checking
m_tmOvertime = 0;
m_tmInOvertime = 0;
return;
}
// Count how long we're in overtime for later time limit fixing when we reach a checkpoint
if (m_tmOvertime > 0)
m_tmInOvertime += dt;
// Check if there are any attackers still inside
if (m_payload.AttackersInside() > 0)
{
// We have overtime
m_tmOvertime = int(TimeOvertime * 1000);
return;
}
// If we have overtime
if (m_tmOvertime > 0)
{
// Decrease timer
m_tmOvertime -= dt;
if (m_tmOvertime <= 0)
{
// Overtime countdown reached, time limit reached
TimeReached();
}
}
else
{
// No overtime, so time limit is reached
TimeReached();
}
}
void TimeReached()
{
if (!Network::IsServer())
return;
(Network::Message("TimeReached")).SendToAll();
SetWinner(false);
}
bool ShouldFreezeControls() override
{
return m_switchClass.m_visible
|| TeamVersusGameMode::ShouldFreezeControls();
}
bool ShouldDisplayCursor() override
{
return m_switchClass.m_visible
|| TeamVersusGameMode::ShouldDisplayCursor();
}
bool CanSwitchTeams() override
{
return m_tmStarted == 0;
}
PlayerRecord@ CreatePlayerRecord() override
{
return PayloadPlayerRecord();
}
int GetPlayerClassCount(PlayerClass playerClass, TeamVersusScore@ team)
{
if (team is null)
return 0;
int ret = 0;
for (uint i = 0; i < team.m_players.length(); i++)
{
if (team.m_players[i].peer == 255)
continue;
auto record = cast<PayloadPlayerRecord>(team.m_players[i]);
if (record.playerClass == playerClass)
ret++;
}
return ret;
}
void PlayerClassesUpdated()
{
m_switchClass.PlayerClassesUpdated();
}
void SetWinner(bool attackers)
{
if (attackers)
print("Attackers win!");
else
print("Defenders win!");
m_payloadHUD.Winner(attackers);
EndMatch();
}
void DisplayPlayerName(int idt, SpriteBatch& sb, PlayerRecord@ record, PlayerHusk@ plr, vec2 pos) override
{
TeamVersusGameMode::DisplayPlayerName(idt, sb, record, plr, pos);
m_payloadHUD.DisplayPlayerName(idt, sb, cast<PayloadPlayerRecord>(record), plr, pos);
}
void RenderFrame(int idt, SpriteBatch& sb) override
{
Player@ player = GetLocalPlayer();
if (player !is null)
{
PlayerHealgun@ healgun = cast<PlayerHealgun>(player.m_currWeapon);
if (healgun !is null)
healgun.RenderMarkers(idt, sb);
}
TeamVersusGameMode::RenderFrame(idt, sb);
}
void RenderWidgets(PlayerRecord@ player, int idt, SpriteBatch& sb) override
{
m_payloadHUD.Draw(sb, idt);
TeamVersusGameMode::RenderWidgets(player, idt, sb);
m_switchClass.Draw(sb, idt);
}
void GoNextMap() override
{
if (m_switchedSidesData !is null)
{
TeamVersusGameMode::GoNextMap();
return;
}
ChangeLevel(GetCurrentLevelFilename());
}
void SpawnPlayers() override
{
if (m_switchedSidesData is null)
{
TeamVersusGameMode::SpawnPlayers();
return;
}
if (Network::IsServer())
{
for (uint i = 0; i < m_switchedSidesData.length(); i += 2)
{
uint peer = uint(m_switchedSidesData[i].GetInteger());
uint team = uint(m_switchedSidesData[i + 1].GetInteger());
TeamVersusScore@ joinScore = FindTeamScore(team);
if (joinScore is m_teamScores[0])
@joinScore = m_teamScores[1];
else
@joinScore = m_teamScores[0];
for (uint j = 0; j < g_players.length(); j++)
{
if (g_players[j].peer != peer)
continue;
SpawnPlayer(j, vec2(), 0, joinScore.m_team);
break;
}
}
}
}
void Save(SValueBuilder& builder) override
{
if (m_switchedSidesData is null)
{
builder.PushArray("teams");
for (uint i = 0; i < g_players.length(); i++)
{
if (g_players[i].peer == 255)
continue;
builder.PushInteger(g_players[i].peer);
builder.PushInteger(g_players[i].team);
}
builder.PopArray();
}
TeamVersusGameMode::Save(builder);
}
void Start(uint8 peer, SValue@ save, StartMode sMode) override
{
if (save !is null)
@m_switchedSidesData = GetParamArray(UnitPtr(), save, "teams", false);
TeamVersusGameMode::Start(peer, save, sMode);
m_tmLimit = 0; // infinite time limit as far as VersusGameMode is concerned
m_tmLimitCustom = TimeLimit * 1000; // 5 minutes by default
@m_payload = cast<PayloadBehavior>(PayloadUnit.FetchFirst().GetScriptBehavior());
if (m_payload is null)
PrintError("PayloadUnit is not a PayloadBehavior!");
UnitPtr unitFirstNode = FirstNode.FetchFirst();
if (unitFirstNode.IsValid())
{
auto node = cast<WorldScript::PayloadNode>(unitFirstNode.GetScriptBehavior());
if (node !is null)
@m_payload.m_targetNode = node;
else
PrintError("First target node is not a PayloadNode script!");
}
else
PrintError("First target node was not set!");
WorldScript::PayloadNode@ prevNode;
float totalDistance = 0.0f;
UnitPtr unitNode = unitFirstNode;
while (unitNode.IsValid())
{
auto node = cast<WorldScript::PayloadNode>(unitNode.GetScriptBehavior());
if (node is null)
break;
unitNode = node.NextNode.FetchFirst();
@node.m_prevNode = prevNode;
@node.m_nextNode = cast<WorldScript::PayloadNode>(unitNode.GetScriptBehavior());
if (prevNode !is null)
totalDistance += dist(prevNode.Position, node.Position);
@prevNode = node;
}
float currDistance = 0.0f;
auto distNode = cast<WorldScript::PayloadNode>(unitFirstNode.GetScriptBehavior());
while (distNode !is null)
{
if (distNode.m_prevNode is null)
distNode.m_locationFactor = 0.0f;
else
{
currDistance += dist(distNode.m_prevNode.Position, distNode.Position);
distNode.m_locationFactor = currDistance / totalDistance;
}
@distNode = distNode.m_nextNode;
}
m_payloadHUD.AddCheckpoints();
}
void SpawnPlayer(int i, vec2 pos = vec2(), int unitId = 0, uint team = 0) override
{
TeamVersusGameMode::SpawnPlayer(i, pos, unitId, team);
PayloadPlayerRecord@ record = cast<PayloadPlayerRecord>(g_players[i]);
record.HandlePlayerClass();
if (g_players[i].local)
{
//TODO: This doesn't work well
bool localAttackers = (team == HashString("player_1"));
for (uint j = 0; j < g_teamForceFields.length(); j++)
{
bool hasCollision = (localAttackers != g_teamForceFields[j].Attackers);
auto units = g_teamForceFields[j].Units.FetchAll();
for (uint k = 0; k < units.length(); k++)
{
PhysicsBody@ body = units[k].GetPhysicsBody();
if (body is null)
{
PrintError("PhysicsBody for unit " + units[k].GetDebugName() + "is null");
continue;
}
body.SetActive(hasCollision);
}
}
}
}
}

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@ -43,6 +43,7 @@ class TestGrammars < Minitest::Test
"82c356d6ecb143a8a20e1658b0d6a2d77ea8126f", # idl.tmbundle
"9dafd4e2a79cb13a6793b93877a254bc4d351e74", # sublime-text-ox
"8e111741d97ba2e27b3d18a309d426b4a37e604f", # sublime-varnish
"23d2538e33ce62d58abda2c039364b92f64ea6bc", # sublime-angelscript
].freeze
# List of allowed SPDX license names

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@ -44,6 +44,13 @@ class TestHeuristcs < Minitest::Test
assert_equal Language["Objective-C"], match
end
def test_as_by_heuristics
assert_heuristics({
"ActionScript" => all_fixtures("ActionScript", "*.as"),
"AngelScript" => all_fixtures("AngelScript", "*.as")
})
end
# Candidate languages = ["AGS Script", "AsciiDoc", "Public Key"]
def test_asc_by_heuristics
assert_heuristics({

1
vendor/README.md поставляемый
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@ -15,6 +15,7 @@ This is a list of grammars that Linguist selects to provide syntax highlighting
- **Alloy:** [macekond/Alloy.tmbundle](https://github.com/macekond/Alloy.tmbundle)
- **Alpine Abuild:** [atom/language-shellscript](https://github.com/atom/language-shellscript)
- **AMPL:** [ampl/sublime-ampl](https://github.com/ampl/sublime-ampl)
- **AngelScript:** [wronex/sublime-angelscript](https://github.com/wronex/sublime-angelscript)
- **Ant Build System:** [textmate/ant.tmbundle](https://github.com/textmate/ant.tmbundle)
- **ANTLR:** [textmate/antlr.tmbundle](https://github.com/textmate/antlr.tmbundle)
- **ApacheConf:** [textmate/apache.tmbundle](https://github.com/textmate/apache.tmbundle)

1
vendor/grammars/sublime-angelscript поставляемый Submodule

@ -0,0 +1 @@
Subproject commit a15fe9ee571ccd2b7d757c262e0ce5537a349df7

27
vendor/licenses/grammar/sublime-angelscript.txt поставляемый Normal file
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@ -0,0 +1,27 @@
---
type: grammar
name: sublime-angelscript
license: unlicense
---
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.