khanat-client-data-NeL/data/ryz/ryz_ring/r2_features_scenery_object_interaction.lua

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2016-05-06 10:56:20 +00:00
r2.Features.SceneryObjectInteractionFeature = {}
local feature = r2.Features.SceneryObjectInteractionFeature
feature.Name="SceneryObjectInteractionFeature"
feature.Description=""
feature.Components = {}
feature.Components.SceneryObjectInteraction =
{
BaseClass="LogicEntity",
Name="SceneryObjectInteraction",
InEventUI = true,
Menu="ui:interface:r2ed_feature_menu",
DisplayerProperties = "R2::CDisplayerLua",
DisplayerPropertiesParams = "sceneryObjectInteractionDisplayer",
DisplayerUI = "R2::CDisplayerLua",
DisplayerUIParams = "defaultUIDisplayer",
DisplayerVisual = "R2::CDisplayerVisualEntity",
Parameters = {},
ApplicableActions = { "activate", "deactivate"},
Events = {"activation", "deactivation", "trigger"},
Conditions = { "is active", "is inactive", "has triggered", "has not triggered" },
TextContexts = {},
TextParameters = {},
LiveParameters = {},
Prop =
{
{Name="InstanceId", Type="String", WidgetStyle="StaticText", Visible = false},
{Name="Components", Type="Table"},
{Name="Name", Type="String", MaxNumChar="32"},
{Name="SceneryObject", Type="RefId", PickFunction="r2:canPickSceneryObject", SetRefIdFunction="r2:setSceneryObjectTarget"},
--{Name="ContextualText", Type="String", ValidationFun="r2.refuseEmptyString", Category="uiR2EDRollout_TextToSay" },
{Name="ContextualText", Type="String", Category="uiR2EDRollout_TextToSay", MaxNumChar="100" },
{Name="Active", Type="Number", WidgetStyle="Boolean", DefaultValue="1"},
{Name="Repeatable", Type="Number", WidgetStyle="Boolean", DefaultValue="0"}
},
getAvailableCommands = function(this, dest)
r2.Classes.LogicEntity.getAvailableCommands(this, dest) -- fill by ancestor
this:getAvailableDisplayModeCommands(dest)
end,
getParentTreeNode = function(this)
return this:getFeatureParentTreeNode()
end,
appendInstancesByType = function(this, destTable, kind)
assert(type(kind) == "string")
--this:delegate():appendInstancesByType(destTable, kind)
r2.Classes.LogicEntity.appendInstancesByType(this, destTable, kind)
for k, component in specPairs(this.Components) do
component:appendInstancesByType(destTable, kind)
end
end,
getSelectBarSons = function(this)
return Components
end,
canHaveSelectBarSons = function(this)
return false;
end,
onPostCreate = function(this)
--this:createGhostComponents()
if this.User.DisplayProp and this.User.DisplayProp == 1 then
r2:setSelectedInstanceId(this.InstanceId)
r2:showProperties(this)
this.User.DisplayProp = nil
end
end,
}
local component = feature.Components.SceneryObjectInteraction
function component.pretranslate(this, context)
local prop = component.Prop
r2.Translator.CheckPickedEntity(this, prop)
r2.Translator.createAiGroup(this, context)
end
local sceneryObjectInteractionDisplayerTable = clone(r2:propertySheetDisplayer())
local oldOnAttrModified = sceneryObjectInteractionDisplayerTable.onAttrModified
function sceneryObjectInteractionDisplayerTable:onAttrModified(instance, attributeName)
oldOnAttrModified(instance, attributeName)
local propertySheet = r2:getPropertySheet(instance)
local scObjRefId = propertySheet:find("SceneryObject")
local scObjName = scObjRefId:find("name")
if attributeName == "SceneryObject" then
local instanceId = instance[attributeName]
if instanceId == "" then
scObjName.hardtext = "NONE"
return
end
scObjName.hardtext = r2:getInstanceFromId(instance[attributeName]).Name
return
end
return
end
function sceneryObjectInteractionDisplayerTable:onSelect(instance, isSelected)
r2:logicEntityPropertySheetDisplayer():onSelect(instance, isSelected)
end
function component:onTargetInstancePreHrcMove(targetAttr, targetIndexInArray)
local targetId = self[targetAttr]
local tmpInstance = r2:getInstanceFromId(targetId)
tmpInstance.User.SelfModified = true
end
function component:onTargetInstancePostHrcMove(targetAttr, targetIndexInArray)
debugInfo("postHrcMove!")
local targetId = self[targetAttr]
local tmpInstance = r2:getInstanceFromId(targetId)
assert(tmpInstance)
if tmpInstance.User.SelfModified and tmpInstance.User.SelfModified == true then
if tmpInstance.ParentInstance and tmpInstance.ParentInstance:isKindOf("NpcGrpFeature") then
r2.requestSetNode(self.InstanceId, targetAttr, r2.RefId(""))
end
end
end
function r2:sceneryObjectInteractionDisplayer()
return sceneryObjectInteractionDisplayerTable -- returned shared displayer to avoid wasting memory
end
function component:textAdapter(text)
assert(self)
assert(type(text) == "string")
local str = text
local object = ""
if tostring(self.SceneryObject) ~= "" then
local scObject = r2:getInstanceFromId(self.SceneryObject)
if scObject then object = scObject.Name end
end
str=string.gsub(str, "<object_name>", object)
return str
end
function component:pretranslate(context)
if context.InteractingSceneryObjects then
if self.SceneryObject and self.SceneryObject ~= "" then
local scObj = r2:getInstanceFromId(self.SceneryObject)
--assert(scObj)
table.insert(context.InteractingSceneryObjects, scObj.InstanceId)
end
end
--inspect(context.InteractingSceneryObjects)
r2.Translator.createAiGroup(self, context)
end
function component:translate(context)
local rtGrp = r2.Translator.getRtGroup(context, self.InstanceId)
r2.Translator.translateAiGroup(self, context)
local sceneryObject = r2:getInstanceFromId(self.SceneryObject)
-----------------
--Contextual text
do
if sceneryObject then
local actionContextual = r2.Translator.createAction("talk_to", rtGrp.Id, self:textAdapter(tostring(self.ContextualText)))
local rtAction = r2.Translator.createAction("if_value_equal", rtGrp.Id, "Active", 1, -- Active
r2.Translator.createAction("if_value_equal", rtGrp.Id, "v2", 0, actionContextual))
r2.Translator.translateAiGroupEvent("player_target_npc", sceneryObject, context, rtAction)
end
end
r2.Translator.Tasks.setStatusLogic(self, context, rtGrp)
-------------------
--Trigger
if sceneryObject then
local rtSceneryObjectGrp = r2.Translator.getRtGroup(context, sceneryObject.InstanceId)
local rtAction = r2.Translator.createAction("if_value_equal", rtGrp.Id, "Active", 1, --if active
r2.Translator.createAction("if_value_equal", rtGrp.Id, "v2", 1, --and if the scenery object has been selected once by the player
r2.Translator.createAction("multi_actions", {
r2.Translator.createAction("set_value", rtGrp.Id, "v2", 2 ),
r2.Translator.createAction("set_value", rtGrp.Id, "v3", 1 ),
r2.Translator.createAction("user_event_trigger", rtGrp.Id, 6) })
))
--r2.Translator.translateAiGroupEvent("player_target_npc", sceneryObject, context, rtAction)
r2.Translator.translateAiGroupEvent("user_event_3", self, context, rtAction)
end
-------------------
--Start of state
do
local rtAction1 = r2.Translator.createAction("set_value", rtGrp.Id, "Active", self.Active)
local rtAction2 = r2.Translator.createAction("set_value", rtGrp.Id, "v1", self.Repeatable)
local rtAction3 = r2.Translator.createAction("set_value", rtGrp.Id, "v2", 0) -- the scenery object hasn't been selected yet
local rtAction4 = r2.Translator.createAction("set_value", rtGrp.Id, "v3", 0)
local rtAction = r2.Translator.createAction("multi_actions", { rtAction1, rtAction2, rtAction3, rtAction4} )
r2.Translator.translateAiGroupEvent("start_of_state" , self, context, rtAction)
end
do
local action2 = r2.Translator.createAction("if_value_equal", rtGrp.Id, "v1", 1, -- Repeatable
r2.Translator.createAction("multi_actions", {
r2.Translator.createAction("set_value", rtGrp.Id, "Active", 1 ),
r2.Translator.createAction("set_value", rtGrp.Id, "v2", 0 ),
})
);
local action3 = r2.Translator.createAction("if_value_equal", rtGrp.Id, "v1", 0, -- Not Repeatable
r2.Translator.createAction("multi_actions", {
r2.Translator.createAction("set_value", rtGrp.Id, "Active", 0 ) ,
r2.Translator.createAction("set_value", rtGrp.Id, "v2", 1 ),
r2.Translator.createAction("user_event_trigger", rtGrp.Id, 5)
})
);
local rtAction = r2.Translator.createAction("multi_actions", {action2, action3})
--Autodeactivate after having triggered
r2.Translator.translateAiGroupEvent("user_event_6", self, context, rtAction)
end
r2.Translator.translateFeatureActivation(self, context)
end
component.getLogicAction = function(entity, context, action)
assert( action.Class == "ActionStep")
local component = r2:getInstanceFromId(action.Entity)
assert(component)
local rtNpcGrp = r2.Translator.getRtGroup(context, component.InstanceId)
assert(rtNpcGrp)
return r2.Translator.getFeatureActivationLogicAction(rtNpcGrp, action)
end
component.getLogicCondition = function(this, context, condition)
assert( condition.Class == "ConditionStep")
local component = r2:getInstanceFromId(condition.Entity)
assert(component)
local rtNpcGrp = r2.Translator.getRtGroup(context, component.InstanceId)
assert(rtNpcGrp)
local prefix = ""
if rtNpcGrp.Id and rtNpcGrp.Id ~= "" then
prefix = r2:getNamespace() .. rtNpcGrp.Id.."."
end
if condition.Condition.Type == "is active" then
local action1 = r2.Translator.createAction("if_value_equal", rtNpcGrp.Id, "Active", 1);
return action1, action1
elseif condition.Condition.Type == "is inactive" then
local action1 = r2.Translator.createAction("if_value_equal", rtNpcGrp.Id, "Active", 0);
return action1, action1
elseif condition.Condition.Type == "has triggered" then
local action1 = r2.Translator.createAction("if_value_equal", rtNpcGrp.Id, "v3", 1 );
return action1, action1
elseif condition.Condition.Type == "has not triggered" then
local action1 = r2.Translator.createAction("dynamic_if", prefix.."v3 == 0");
return action1, action1
else
assert(nil)
end
return nil,nil
end
component.getLogicEvent = function(this, context, event)
assert( event.Class == "LogicEntityAction")
local component = this -- r2:getInstanceFromId(event.Entity)
assert(component)
local rtNpcGrp = r2.Translator.getRtGroup(context, component.InstanceId)
assert(rtNpcGrp)
if event.Event.Type == "trigger" then
return r2.Translator.getComponentUserEvent(rtNpcGrp, 6)
end
return r2.Translator.getFeatureActivationLogicEvent(rtNpcGrp, event)
end
component.createComponent = function(x, y)
local contextualText = i18n.get("uiR2EdSceneryObjectInteraction_ContextualText"):toUtf8()
local comp = r2.newComponent("SceneryObjectInteraction")
assert(comp)
comp.Base = r2.Translator.getDebugBase("palette.entities.botobjects.bot_chat")
comp.Name = r2:genInstanceName(i18n.get("uiR2EdSceneryObjectInteraction")):toUtf8()
comp.ContextualText = contextualText
comp.Position.x = x
comp.Position.y = y
comp.Position.z = r2:snapZToGround(x, y)
-- comp.ItemQty = 1
comp._Seed = os.time()
return comp
end
component.create = function()
r2:checkAiQuota()
local function paramsOk(resultTable)
local x = tonumber( resultTable["X"] )
local y = tonumber( resultTable["Y"] )
local showAgain = tonumber(resultTable["Display"])
if showAgain == 1 then
r2.setDisplayInfo("SceneryObjectInteraction", 0)
else r2.setDisplayInfo("SceneryObjectInteraction", 1) end
if not x or not y
then
debugInfo("Can't create Component")
return
end
local component = feature.Components.SceneryObjectInteraction.createComponent( x, y)
r2:setCookie(component.InstanceId, "DisplayProp", 1)
r2.requestInsertNode(r2:getCurrentAct().InstanceId, "Features", -1, "", component)
end
local function paramsCancel()
debugInfo("Cancel form for 'SceneryObjectInteraction' creation")
end
local function posOk(x, y, z)
debugInfo(string.format("Validate creation of 'SceneryObjectInteraction' at pos (%d, %d, %d)", x, y, z))
if r2.mustDisplayInfo("SceneryObjectInteraction") == 1 then
r2.displayFeatureHelp("SceneryObjectInteraction")
end
r2.requestNewAction(i18n.get("uiR2EDNewSceneryObjectInteractionFeatureAction"))
local component = feature.Components.SceneryObjectInteraction.createComponent( x, y)
r2:setCookie(component.InstanceId, "DisplayProp", 1)
r2.requestInsertNode(r2:getCurrentAct().InstanceId, "Features", -1, "", component)
end
local function posCancel()
debugInfo("Cancel choice 'SceneryObjectInteraction' position")
end
local creature = r2.Translator.getDebugCreature("object_component_bot_chat.creature")
r2:choosePos(creature, posOk, posCancel, "createFeatureSceneryObjectInteraction")
end
function component:registerMenu(logicEntityMenu)
local name = i18n.get("uiR2EdSceneryObjectInteraction")
logicEntityMenu:addLine(ucstring(name), "lua", "", "SceneryObjectInteraction")
end
function component:getLogicTranslations()
local logicTranslations = {
["ApplicableActions"] = {
["activate"] = { menu=i18n.get( "uiR2AA0Activate" ):toUtf8(),
text=i18n.get( "uiR2AA1Activate" ):toUtf8()},
["deactivate"] = { menu=i18n.get( "uiR2AA0Deactivate" ):toUtf8(),
text=i18n.get( "uiR2AA1Deactivate" ):toUtf8()},
},
["Events"] = {
["activation"] = { menu=i18n.get( "uiR2Event0Activation" ):toUtf8(),
text=i18n.get( "uiR2Event1Activation" ):toUtf8()},
["deactivation"] = { menu=i18n.get( "uiR2Event0Deactivation" ):toUtf8(),
text=i18n.get( "uiR2Event1Deactivation" ):toUtf8()},
["trigger"] = { menu=i18n.get( "uiR2Event0Trigger" ):toUtf8(),
text=i18n.get( "uiR2Event1Trigger" ):toUtf8()},
},
["Conditions"] = {
["is active"] = { menu=i18n.get( "uiR2Test0Active" ):toUtf8(),
text=i18n.get( "uiR2Test1Active" ):toUtf8()},
["is inactive"] = { menu=i18n.get( "uiR2Test0Inactive" ):toUtf8(),
text=i18n.get( "uiR2Test1Inactive" ):toUtf8()},
["has triggered"] = { menu=i18n.get( "uiR2Test0Trigger" ):toUtf8(),
text=i18n.get( "uiR2Test1Trigger" ):toUtf8()},
["has not triggered"] = { menu=i18n.get( "uiR2Test0NotTrigger" ):toUtf8(),
text=i18n.get( "uiR2Test1NotTrigger" ):toUtf8()},
}
}
return logicTranslations
end
r2.Features["SceneryObjectInteractionFeature"] = feature