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