Files
rojo/plugin/rbx_dom_lua/customProperties.lua
2025-04-02 11:32:27 -07:00

212 lines
5.2 KiB
Lua

local CollectionService = game:GetService("CollectionService")
local ScriptEditorService = game:GetService("ScriptEditorService")
local Error = require(script.Parent.Error)
--- A list of `Enum.Material` values that are used for Terrain.MaterialColors
local TERRAIN_MATERIAL_COLORS = {
Enum.Material.Grass,
Enum.Material.Slate,
Enum.Material.Concrete,
Enum.Material.Brick,
Enum.Material.Sand,
Enum.Material.WoodPlanks,
Enum.Material.Rock,
Enum.Material.Glacier,
Enum.Material.Snow,
Enum.Material.Sandstone,
Enum.Material.Mud,
Enum.Material.Basalt,
Enum.Material.Ground,
Enum.Material.CrackedLava,
Enum.Material.Asphalt,
Enum.Material.Cobblestone,
Enum.Material.Ice,
Enum.Material.LeafyGrass,
Enum.Material.Salt,
Enum.Material.Limestone,
Enum.Material.Pavement,
}
local function isAttributeNameValid(attributeName)
-- For SetAttribute to succeed, the attribute name must be less than or
-- equal to 100 characters...
return #attributeName <= 100
-- ...and must only contain alphanumeric characters, periods, hyphens,
-- underscores, or forward slashes.
and attributeName:match("[^%w%.%-_/]") == nil
end
local function isAttributeNameReserved(attributeName)
-- For SetAttribute to succeed, attribute names must not use the RBX
-- prefix, which is reserved by Roblox.
return attributeName:sub(1, 3) == "RBX"
end
-- Defines how to read and write properties that aren't directly scriptable.
--
-- The reflection database refers to these as having scriptability = "Custom"
return {
Instance = {
Attributes = {
read = function(instance)
return true, instance:GetAttributes()
end,
write = function(instance, _, value)
if typeof(value) ~= "table" then
return false, Error.new(Error.Kind.CannotParseBinaryString)
end
local existing = instance:GetAttributes()
local didAllWritesSucceed = true
for attributeName, attributeValue in pairs(value) do
if isAttributeNameReserved(attributeName) then
-- If the attribute name is reserved, then we don't
-- really care about reporting any failures about
-- it.
continue
end
if not isAttributeNameValid(attributeName) then
didAllWritesSucceed = false
continue
end
instance:SetAttribute(attributeName, attributeValue)
end
for existingAttributeName in pairs(existing) do
if isAttributeNameReserved(existingAttributeName) then
continue
end
if not isAttributeNameValid(existingAttributeName) then
didAllWritesSucceed = false
continue
end
if value[existingAttributeName] == nil then
instance:SetAttribute(existingAttributeName, nil)
end
end
return didAllWritesSucceed
end,
},
Tags = {
read = function(instance)
return true, CollectionService:GetTags(instance)
end,
write = function(instance, _, value)
local existingTags = CollectionService:GetTags(instance)
local unseenTags = {}
for _, tag in ipairs(existingTags) do
unseenTags[tag] = true
end
for _, tag in ipairs(value) do
unseenTags[tag] = nil
CollectionService:AddTag(instance, tag)
end
for tag in pairs(unseenTags) do
CollectionService:RemoveTag(instance, tag)
end
return true
end,
},
},
LocalizationTable = {
Contents = {
read = function(instance, _)
return true, instance:GetContents()
end,
write = function(instance, _, value)
instance:SetContents(value)
return true
end,
},
},
Model = {
Scale = {
read = function(instance, _, _)
return true, instance:GetScale()
end,
write = function(instance, _, value)
return true, instance:ScaleTo(value)
end,
},
WorldPivotData = {
read = function(instance)
return true, instance.WorldPivot
end,
write = function(instance, _, value)
if value == nil then
return true, nil
else
instance.WorldPivot = value
return true
end
end,
},
},
Terrain = {
MaterialColors = {
read = function(instance: Terrain)
-- There's no way to get a list of every color, so we have to
-- make one.
local colors = {}
for _, material in TERRAIN_MATERIAL_COLORS do
colors[material] = instance:GetMaterialColor(material)
end
return true, colors
end,
write = function(instance: Terrain, _, value: { [Enum.Material]: Color3 })
if typeof(value) ~= "table" then
return false, Error.new(Error.Kind.CannotParseBinaryString)
end
for material, color in value do
instance:SetMaterialColor(material, color)
end
return true
end,
},
},
Script = {
Source = {
read = function(instance: Script)
return true, ScriptEditorService:GetEditorSource(instance)
end,
write = function(instance: Script, _, value: string)
task.spawn(function()
ScriptEditorService:UpdateSourceAsync(instance, function()
return value
end)
end)
return true
end,
},
},
ModuleScript = {
Source = {
read = function(instance: ModuleScript)
return true, ScriptEditorService:GetEditorSource(instance)
end,
write = function(instance: ModuleScript, _, value: string)
task.spawn(function()
ScriptEditorService:UpdateSourceAsync(instance, function()
return value
end)
end)
return true
end,
},
},
}