r2.Features.SceneryObjectInteractionTaskStepTaskStep = {} local feature = r2.Features.SceneryObjectInteractionTaskStepTaskStep feature.Name="SceneryObjectInteractionTaskStepTaskStep" feature.Description="" feature.Components = {} feature.Components.SceneryObjectInteractionTaskStep = { BaseClass="LogicEntity", Name="SceneryObjectInteractionTaskStep", InEventUI = true, Menu="ui:interface:r2ed_feature_menu", DisplayerProperties = "R2::CDisplayerLua", DisplayerPropertiesParams = "sceneryObjectInteractionTaskStepDisplayer", DisplayerUI = "R2::CDisplayerLua", DisplayerUIParams = "defaultUIDisplayer", DisplayerVisual = "R2::CDisplayerVisualEntity", Parameters = {}, ApplicableActions = { "activate", "deactivate"}, Events = {"activation", "deactivation", "succeeded"}, Conditions = { "is active", "is inactive", "in progress", "is succeeded" }, TextContexts = {}, TextParameters = {}, LiveParameters = {}, Prop = { {Name="InstanceId", Type="String", WidgetStyle="StaticText", Visible = false}, {Name="Components", Type="Table"}, {Name="Name", Type="String", MaxNumChar="32"}, {Name="Active", Type="Number", WidgetStyle="Boolean", DefaultValue="1"}, {Name="Repeatable", Type="Number", WidgetStyle="Boolean", DefaultValue="0"}, {Name="ValidationNeeded", Category="uiR2EDRollout_TextToSay", Type="Number", WidgetStyle="Boolean", DefaultValue="1"}, {Name="SceneryObject", Type="RefId", PickFunction="r2:canPickSceneryObject", SetRefIdFunction="r2:setSceneryObjectTarget"}, {Name="MissionGiver", Type="RefId", PickFunction="r2:canPickTalkingNpc", SetRefIdFunction="r2:setTalkingNpc"}, {Name="ContextualText", Type="String", Category="uiR2EDRollout_TextToSay"}, {Name="MissionText", Type="String", Category="uiR2EDRollout_TextToSay"}, {Name="NotValidatedText", Type="String", Category="uiR2EDRollout_TextToSay"}, {Name="MissionSucceedText", Type="String", Category="uiR2EDRollout_TextToSay", Visible= function(this) return this:IsValidationNeeded() end, DefaultInBase = 1}, {Name="BroadcastText", Type="String", Category="uiR2EDRollout_TextToSay", DefaultValue="", DefaultInBase = 1}, }, 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.SceneryObjectInteractionTaskStep function component:IsValidationNeeded() local validationNeeded = self.ValidationNeeded if validationNeeded == 1 then return true end return false end function component.pretranslate(this, context) local prop = component.Prop r2.Translator.CheckPickedEntity(this, prop) r2.Translator.createAiGroup(this, context) end local sceneryObjectInteractionTaskStepDisplayerTable = clone(r2:propertySheetDisplayer()) local oldOnAttrModified = sceneryObjectInteractionTaskStepDisplayerTable.onAttrModified function sceneryObjectInteractionTaskStepDisplayerTable:onAttrModified(instance, attributeName) oldOnAttrModified(instance, attributeName) local propertySheet = r2:getPropertySheet(instance) local scObjRefId = propertySheet:find("SceneryObject") local scObjName = scObjRefId:find("name") if attributeName == "ValidationNeeded" then local propertySheet = r2:getPropertySheet(instance) propertySheet.Env.updatePropVisibility() return end 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 local giverRefId = propertySheet:find("MissionGiver") local giverName = propertySheet:find("MissionGiver"):find("name") if attributeName == "MissionGiver" then local instanceId = instance[attributeName] if instanceId == "" then giverName.hardtext = "NONE" return end if instance["MissionTarget"] == instance[attributeName] then giverName.hardtext = "NONE" r2.requestSetNode(instance.InstanceId, "MissionGiver", "") else giverName.hardtext = r2:getInstanceFromId(instance[attributeName]).Name end return end return end function sceneryObjectInteractionTaskStepDisplayerTable: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) 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:sceneryObjectInteractionTaskStepDisplayer() return sceneryObjectInteractionTaskStepDisplayerTable -- returned shared displayer to avoid wasting memory end function component:textAdapter(text) assert(self) assert(type(text) == "string") local str = text local object = "" local mission_giver = "" if tostring(self.SceneryObject) ~= "" then local scObject = r2:getInstanceFromId(self.SceneryObject) if scObject then object = scObject.Name end end if tostring(self.MissionGiver) ~= "" then local giver = r2:getInstanceFromId(self.MissionGiver) if giver then mission_giver = giver.Name end end str=string.gsub(str, "", object) str=string.gsub(str, "", mission_giver) return str end function component:pretranslate(context) if context.InteractingSceneryObjects then if self.SceneryObject and self.SceneryObject ~= "" then local scObj = r2:getInstanceFromId(self.SceneryObject) if scObj then table.insert(context.InteractingSceneryObjects, scObj.InstanceId) end 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) if not self.SceneryObject or self.SceneryObject == "" then return end if not self.MissionGiver or self.MissionGiver == "" then return end local validationNeeded = self.ValidationNeeded local sceneryObject = r2:getInstanceFromId(self.SceneryObject) if not sceneryObject then return end local rtSceneryObjectGrp = r2.Translator.getRtGroup(context, sceneryObject.InstanceId) local giver = r2:getInstanceFromId(self.MissionGiver) if not giver then return end local rtGiverGrp = r2.Translator.getRtGroup(context, giver.InstanceId) local baseAct = r2.Scenario:getBaseAct() local baseActRtGrp = r2.Translator.getRtGroup(context, baseAct.InstanceId) ------------------- --Start of state do local action = r2.Translator.createAction("user_event_trigger", rtGrp.Id, 7) r2.Translator.translateAiGroupEvent("start_of_state" , self, context, action) end 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 rtAction = r2.Translator.createAction("multi_actions", { rtAction1, rtAction2, rtAction3, } ) r2.Translator.translateAiGroupEvent("user_event_7", self, context, rtAction) end --Activation do local rtAction1 = r2.Translator.createAction("set_value", rtGrp.Id, "Active", 1) 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 rtAction = r2.Translator.createAction("multi_actions", { rtAction1, rtAction2, rtAction3, } ) r2.Translator.translateAiGroupEvent("user_event_4", self, context, rtAction) end ------------------- --Mission text if giver then local actionValidation = r2.Translator.createAction("if_value_equal", rtGrp.Id, "v2", 1, --giver already said mission text r2.Translator.createAction("npc_say", self:textAdapter(self.NotValidatedText), rtGiverGrp.Id ..":"..giver.Name)) local actionMission = r2.Translator.createAction("if_value_equal", rtGrp.Id, "v2", 0, --giver didn't say mission text yet r2.Translator.createAction("multi_actions", { r2.Translator.createAction("npc_say", self:textAdapter(self.MissionText), rtGiverGrp.Id ..":"..giver.Name), r2.Translator.createAction("set_value", rtGrp.Id, "v2", 1 ), })) local rtAction = r2.Translator.createAction("if_value_equal", rtGrp.Id, "Active", 1, r2.Translator.createAction("multi_actions", {actionValidation, actionMission})) r2.Translator.translateAiGroupEvent("player_target_npc", giver, context, rtAction) end --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", 1, actionContextual)) r2.Translator.translateAiGroupEvent("player_target_npc", sceneryObject, context, rtAction) end end --when the player did interact with the scenery obj : trigger if sceneryObject then local eventId = 9 if validationNeeded == 1 then eventId = 8 end local actionEvent = r2.Translator.createAction("user_event_trigger", rtGrp.Id, eventId) local actionSet = r2.Translator.createAction("set_value", rtGrp.Id, "v3", 1) local actionSetStatus = r2.Translator.createAction("set_value", rtGrp.Id, "v2", 2) local actions = r2.Translator.createAction("multi_actions", {actionSetStatus, actionEvent, actionSet}) local rtAction = r2.Translator.createAction("if_value_equal", rtGrp.Id, "Active", 1, --if active r2.Translator.createAction("if_value_equal", rtGrp.Id, "v2", 1, actions))--and if the scenery object has been selected once by the player r2.Translator.translateAiGroupEvent("user_event_3", self, context, rtAction) end --depending on validationNeeded prop if validationNeeded == 1 then do local actionEvent = r2.Translator.createAction("user_event_trigger", rtGrp.Id, 9) local actionSaySuccessText = r2.Translator.createAction("npc_say", self:textAdapter(self.MissionSucceedText), rtGiverGrp.Id ..":"..giver.Name); local action = r2.Translator.createAction("if_value_equal", rtGrp.Id, "v2", 2, r2.Translator.createAction("if_value_equal", rtGrp.Id, "Active", 1, r2.Translator.createAction("multi_actions", {actionEvent, actionSaySuccessText}))) r2.Translator.translateAiGroupEvent("player_target_npc", giver, context, action) end do local actionBroadcast = r2.Translator.createAction("broadcast_msg", baseActRtGrp.Id, self:textAdapter(self.BroadcastText)) r2.Translator.translateAiGroupEvent("user_event_8", self, context, actionBroadcast) end end --user event 9 : success 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, "v3", 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, "v3", 1 ), r2.Translator.createAction("user_event_trigger", rtGrp.Id, 5) }) ); local actions = {} if validationNeeded == 1 then actions = {action2, action3} else local actionBroadcast = r2.Translator.createAction("broadcast_msg", baseActRtGrp.Id, self:textAdapter(self.BroadcastText)) actions = {action2, action3, actionBroadcast} end local rtAction = r2.Translator.createAction("multi_actions", actions) --Autodeactivate after having triggered? r2.Translator.translateAiGroupEvent("user_event_9", 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 == "in progress" then local action1 = r2.Translator.createAction("if_value_equal", rtNpcGrp.Id, "v2", 1 ); return action1, action1 elseif condition.Condition.Type == "is succeeded" then local action1 = r2.Translator.createAction("if_value_equal", rtNpcGrp.Id, "v3", 1 ); 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 == "succeeded" then return r2.Translator.getComponentUserEvent(rtNpcGrp, 9) end return r2.Translator.getFeatureActivationLogicEvent(rtNpcGrp, event) end component.createComponent = function(x, y) local contextualText = i18n.get("uiR2EdSceneryObjectInteractionTaskStep_ContextualText"):toUtf8() local missionText = i18n.get("uiR2EdSceneryObjectInteractionTaskStep_MissionText"):toUtf8() local notValidatedText = i18n.get("uiR2EdSceneryObjectInteractionTaskStep_NotValidatedText"):toUtf8() local broadcastText = i18n.get("uiR2EdSceneryObjectInteractionTaskStep_BroadcastText"):toUtf8() local missionSucceedText = i18n.get("uiR2EdSceneryObjectInteractionTaskStep_MissionSucceedTextText"):toUtf8() local comp = r2.newComponent("SceneryObjectInteractionTaskStep") assert(comp) comp.Base = r2.Translator.getDebugBase("palette.entities.botobjects.bot_chat") comp.Name = r2:genInstanceName(i18n.get("uiR2EdSceneryObjectInteractionTaskStep")):toUtf8() comp.ContextualText = contextualText comp.MissionText = missionText comp.NotValidatedText = notValidatedText comp.BroadcastText = broadcastText comp.MissionSucceedText = missionSucceedText 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 posOk(x, y, z) debugInfo(string.format("Validate creation of 'SceneryObjectInteractionTaskStep' at pos (%d, %d, %d)", x, y, z)) if r2.mustDisplayInfo("SceneryObjectInteractionTaskStep") == 1 then r2.displayFeatureHelp("SceneryObjectInteractionTaskStep") end r2.requestNewAction(i18n.get("uiR2EDNewSceneryObjectInteractionTaskStepAction")) local component = feature.Components.SceneryObjectInteractionTaskStep.createComponent( x, y) r2:setCookie(component.InstanceId, "DisplayProp", 1) r2.requestInsertNode(r2:getCurrentAct().InstanceId, "Features", -1, "", component) end local function posCancel() debugInfo("Cancel choice 'SceneryObjectInteractionTaskStep' position") end local creature = r2.Translator.getDebugCreature("object_component_bot_chat.creature") r2:choosePos(creature, posOk, posCancel, "createFeatureSceneryObjectInteractionTaskStep") end function component:registerMenu(logicEntityMenu) local name = i18n.get("uiR2EdSceneryObjectInteractionTaskStep") logicEntityMenu:addLine(ucstring(name), "lua", "", "SceneryObjectInteractionTaskStep") 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()}, ["succeeded"] = { menu=i18n.get( "uiR2Event0TaskSuccess" ):toUtf8(), text=i18n.get( "uiR2Event1TaskSuccess" ):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()}, ["is succeeded"] = { menu=i18n.get( "uiR2Test0TaskSuccess" ):toUtf8(), text=i18n.get( "uiR2Test1TaskSuccess" ):toUtf8()}, ["in progress"] = { menu=i18n.get( "uiR2Test0InProgress" ):toUtf8(), text=i18n.get( "uiR2Test1InProgress" ):toUtf8()}, } } return logicTranslations end r2.Features["SceneryObjectInteractionTaskStep"] = feature