Plugins: prop hunt APIs, and plugin commands in the console lookup

- reskate.entities.blueprints lists the game's object blueprints (meshes only if asked),
  and reskate.entities.bounds gives a blueprint's box, so a mod can pick a prop by list or at random
- Attached objects take upright, turn and ground (a floor found within reach below), the "root"
  joint, and a 6th options argument with solid; spawned props' bodies are found and ghosted
- reskate.skater.hide, reskate.world.pick, and skater.get gives right and switch
- reskate.console.command takes an optional 4th table of subcommands; the console lookup
  suggests plugin commands word by word, and plugin commands lists the subcommands
- objbody: a test command for finding which body setter takes a prop out of collision
This commit is contained in:
AyeZeeBB committed 2026-10-22 00:30:06 -05:00
1 parent c35e9a357b
commit 45346b122c
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#include "Extension/Console/commands.h"
#include "Extension/Profile/local_profile_runtime.h"
#include "Extension/World/world_entities.h"
namespace dingosdk::console {
void register_object_commands(Commands &registry) {
// Test only: a per-body physics setter on plugins' world objects (world_entities.h test_bodies).
auto body_test = action("objbody", "Test: run a physics body setter on plugins' world objects", Group::objects, {argument("setter")});
body_test.run = [](const Model &, const Values &args, const Output &out) {
world_entities::test_bodies(std::get<std::string>(args[0]));
out("Queued; the log says which bodies it ran on.");
};
registry.add(std::move(body_test));
auto enabled = variable("objects enabled", "Persist placed objects between sessions", Group::objects,
argument("0|1", Type::boolean));
enabled.aliases = {"objectpersistence"};