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) 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