WurstScript
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Next-gen Object-gen
We want to improve our object editing pipeline to be more flexible and feature-complete. The main problem is that objectdefinitions only save the modifications done to their parent, so if you try to access a value that hasn't been set, it will be empty. The solution to this is to parse all those values from the game's slk files, and cache those results somewhere (re-generate if new patch is detected).
Sub tasks:
- [ ] Retain data set by the user for each object definition (e.g. in a HashMap)
- [ ] Read default field values from game SLKs
- [ ] Expose object data to the user at compile- and runtime
- [ ] Maybe add some way to resolve circular dependencies/"race conditions" (accessing value before it is set/the object has been created)