File size: 15,938 Bytes
b6a38d7
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
-- ========== GENERATED BY ClassDef Editor (Ctrl-Alt-F3) DO NOT EDIT MANUALLY! ==========

DefineClass.ChangeGameStateEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "GameState", name = "Game state", 
			editor = "preset_id", default = false, preset_class = "GameStateDef", },
		{ id = "Value", name = "Value", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("<select(Value,'Clear','Set')> game state <GameState>"),
	Documentation = "Changes a game state",
}

function ChangeGameStateEffect:__exec(obj, context)
	ChangeGameState(self.GameState, self.Value)
end

function ChangeGameStateEffect:GetError()
	if not GameStateDefs[self.GameState] then
		return "No such GameState"
	end
end

DefineClass.ChangeLightmodel = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Lightmodel", name = "Light model", help = "Specify a light model, or leave as 'false' to restore the previous one.", 
			editor = "preset_id", default = false, preset_class = "LightmodelPreset", },
	},
	EditorView = Untranslated("<if(Lightmodel)>Change light model to <Lightmodel>.</if><if(not(Lightmodel))>Restore last light model.</if>"),
	Documentation = "Changes the current light model, or restores the last one if Light model is 'false'.",
}

function ChangeLightmodel:__exec(obj, context)
	SetLightmodelOverride(false, self.Lightmodel)
end

DefineClass.EffectsWithCondition = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Conditions", 
			editor = "nested_list", default = false, base_class = "Condition", },
		{ id = "Effects", 
			editor = "nested_list", default = false, base_class = "Effect", all_descendants = true, },
		{ id = "EffectsElse", name = "Else", 
			editor = "nested_list", default = false, base_class = "Effect", all_descendants = true, },
	},
	EditorView = Untranslated("Effects with condition"),
	Documentation = "Executes different effects when a list of conditions is true or not.",
}

function EffectsWithCondition:__exec(obj, ...)
	if _EvalConditionList(self.Conditions, obj, ...) then
		for _, effect in ipairs(self.Effects) do
			effect:__exec(obj, ...)
		end
		return true
	else
		for _, effect in ipairs(self.EffectsElse) do
			effect:__exec(obj, ...)
		end
	end
end

DefineClass.ExecuteCode = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Params", 
			editor = "text", default = "self, obj", },
		{ id = "SaveAsText", 
			editor = "bool", default = false, },
		{ id = "Code", 
			editor = "func", default = function (self)  end, 
			params = function(self) return self.Params end, no_edit = function(self) return self.SaveAsText end, },
		{ id = "FuncCode", 
			editor = "text", default = false, 
			params = function(self) return self.Params end, no_edit = function(self) return not self.SaveAsText end, lines = 1, },
	},
	EditorView = Untranslated("Execute Code"),
	Documentation = "Execute arbitrary code.",
}

function ExecuteCode:__exec(...)
	if self.SaveAsText and self.FuncCode then
		local prop_meta = self:GetPropertyMetadata("FuncCode")
		local params = prop_meta.params(self, prop_meta) or "self"
		local func, err = CompileFunc("FuncCode", params, self.FuncCode)
		if not func then
			assert(false, err)
			return false
		end
		return func(self, ...)
	end
	return self.Code(self, ...)
end

function ExecuteCode:__toluacode(...)
	if not self.SaveAsText then
		assert(not g_PresetForbidSerialize, "Attempt to save ExecuteCode not from Ged!")
	end
	
	return Effect.__toluacode(self, ...)
end

function ExecuteCode:GetError()
	local code
	if self.SaveAsText then
		if self.FuncCode then
			code = string.split(self.FuncCode, "\n")
		end
	else
		if self.Code then
			local _,_, body = GetFuncSource(self.Code)
			code = body
		end
	end
	if not code then return end
	
	code =  (type(code) == "string") and {code} or code
	for _, line in ipairs(code) do
		if string.match(line, "T{") then
			return "FuncCode can't use T{}"
		end
		if string.match(line, "Translated%(") then
			return "FuncCode can't use Translated()"
		end
		if string.match(line, "Untranslated%(")  then
			return "FuncCode can't use Untranslated()"
		end
	end
end

DefineClass.ModifyCooldownEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "CooldownObj", name = "Cooldown object", 
			editor = "combo", default = "Game", items = function (self) return {"obj", "context", "Player", "Game"} end, },
		{ id = "Cooldown", 
			editor = "preset_id", default = "Disabled", preset_class = "CooldownDef", },
		{ id = "TimeScale", name = "Time Scale", 
			editor = "choice", default = "h", items = function (self) return GetTimeScalesCombo() end, },
		{ id = "Time", help = "If time is not provided the default time from the cooldown definition is used.", 
			editor = "number", default = 0, 
			scale = function(self) return self.TimeScale end, },
		{ id = "RandomTime", 
			editor = "number", default = 0, 
			scale = function(self) return self.TimeScale end, },
	},
	EditorView = Untranslated("Add to <CooldownObj> cooldown <Cooldown>"),
	Documentation = "Adds time to an existing cooldown",
	EditorNestedObjCategory = "",
}

function ModifyCooldownEffect:__exec(obj, context)
	local cooldown_obj = self.CooldownObj
	if cooldown_obj == "Player" then
		obj = ResolveEventPlayer(obj, context)
	elseif cooldown_obj == "Game" then
		obj = Game
	elseif cooldown_obj == "context" then
		obj = context
	end
	assert(not obj or IsKindOf(obj, "CooldownObj"))
	if IsKindOf(obj, "CooldownObj") then
		local rand = self.RandomTime
		local time = self.Time + (rand > 0 and InteractionRand(rand, self.Cooldown, obj) or 0)
		obj:ModifyCooldown(self.Cooldown, time)
	end
end

function ModifyCooldownEffect:GetError()
	if not CooldownDefs[self.Cooldown] then
		return "No such cooldown"
	end
end

DefineClass.PlayActionFX = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "ActionFX", name = "ActionFX", 
			editor = "combo", default = "", items = function (self) return PresetsPropCombo("FXPreset", "Action", "") end, },
		{ id = "ActionMoment", name = "ActionMoment", 
			editor = "combo", default = "start", items = function (self) return PresetsPropCombo("FXPreset", "Moment") end, },
	},
	EditorView = Untranslated("PlayFX <FX>"),
	Documentation = "PlayFX",
}

function PlayActionFX:__exec(obj, context)
	if self.ActionFX ~= "" then
		PlayFX(self.ActionFX, self.ActionMoment, obj, context)
	end
end

DefineClass.RemoveGameNotificationEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "NotificationId", 
			editor = "text", default = false, },
	},
	EditorView = Untranslated("Remove notification <NotificationId>"),
	Documentation = "Removes the specified notification if it is present",
}

function RemoveGameNotificationEffect:__exec(obj, context)
	RemoveGameNotification(self.NotificationId)
end

function RemoveGameNotificationEffect:GetError()
	if not self.NotificationId then
		return "No notification id set"
	end
end

DefineClass.ScriptStoryBitActivate = {
	__parents = { "ScriptSimpleStatement", },
	__generated_by_class = "ScriptEffectDef",

	properties = {
		{ id = "StoryBitId", name = "Id", 
			editor = "preset_id", default = false, preset_class = "StoryBit", },
		{ id = "NoCooldown", help = "Don't activate any cooldowns for subsequent StoryBit activations", 
			editor = "bool", default = false, },
		{ id = "ForcePopup", name = "Force Popup", help = "Specifying true skips the notification phase, and directly displays the popup", 
			editor = "bool", default = true, },
	},
	EditorView = Untranslated("Activate story bit <StoryBitId>"),
	EditorName = "Activate story bit",
	EditorSubmenu = "Effects",
	Documentation = "",
	CodeTemplate = 'ForceActivateStoryBit(self.StoryBitId, $self.Param1, self.ForcePopup and "immediate", $self.Param2, self.NoCooldown)',
	Param1Name = "obj",
	Param2Name = "context",
}

function ScriptStoryBitActivate:GetError()
	local story_bit = StoryBits[self.StoryBitId]
	if not story_bit then
		return "Invalid StoryBit preset"
	end
end

DefineClass.SelectObjectEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "SelectionIsEmpty", name = "Only if selection is empty", 
			editor = "bool", default = false, },
		{ id = "ObjNonEmpty", name = "Only if obj is not empty", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Select object"),
	Documentation = "Select the object",
}

function SelectObjectEffect:__exec(obj, context)
	if self.SelectionIsEmpty and SelectedObj then return end
	if self.ObjNonEmpty and not obj then return end
	SelectObj(obj)
end

DefineClass.SetCooldownEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "CooldownObj", name = "Cooldown object", 
			editor = "combo", default = "Game", items = function (self) return {"obj", "context", "Player", "Game"} end, },
		{ id = "Cooldown", 
			editor = "preset_id", default = "Disabled", preset_class = "CooldownDef", },
		{ id = "TimeScale", name = "Time Scale", 
			editor = "choice", default = "h", items = function (self) return GetTimeScalesCombo() end, },
		{ id = "TimeMin", name = "Time min", help = "If time is not provided the default time from the cooldown definition is used.", 
			editor = "number", default = false, 
			scale = function(self) return self.TimeScale end, },
		{ id = "TimeMax", name = "Time max", help = "If time is not provided the default time from the cooldown definition is used.", 
			editor = "number", default = false, 
			scale = function(self) return self.TimeScale end, no_edit = function(self) return not self.TimeMin end, },
	},
	EditorView = Untranslated("Set <CooldownObj> cooldown <Cooldown>"),
	Documentation = "Sets a cooldown",
	EditorNestedObjCategory = "",
}

function SetCooldownEffect:__exec(obj, context)
	local cooldown_obj = self.CooldownObj
	if cooldown_obj == "Player" then
		obj = ResolveEventPlayer(obj, context)
	elseif cooldown_obj == "Game" then
		obj = Game
	elseif cooldown_obj == "context" then
		obj = context
	end
	assert(not obj or IsKindOf(obj, "CooldownObj"))
	if IsKindOf(obj, "CooldownObj") then
		local min, max = self.TimeMin, self.TimeMax
		local time
		if min then
			time = min
			if max then
				time = InteractionRandRange(min, max, self.Cooldown, obj)
			end
		end
		obj:SetCooldown(self.Cooldown, time)
	end
end

function SetCooldownEffect:GetError()
	if not CooldownDefs[self.Cooldown] then
		return "No such cooldown"
	end
end

DefineClass.StoryBitActivate = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Id", name = "Id", 
			editor = "preset_id", default = false, preset_class = "StoryBit", },
		{ id = "NoCooldown", help = "Don't activate any cooldowns for subsequent StoryBit activations", 
			editor = "bool", default = false, },
		{ id = "ForcePopup", name = "Force Popup", help = "Specifying true skips the notification phase, and directly displays the popup", 
			editor = "bool", default = true, },
		{ id = "StorybitSets", name = "Storybit sets", 
			editor = "text", default = "<StorybitSets>", dont_save = true, read_only = true, },
		{ id = "OneTime", 
			editor = "bool", default = false, dont_save = true, read_only = true, },
	},
	EditorView = Untranslated('"Activate StoryBit <Id>"'),
	Documentation = "Activates a StoryBit with the specified Id",
	NoIngameDescription = true,
	EditorNestedObjCategory = "Story Bits",
}

function StoryBitActivate:GetStorybitSets()
	local preset = StoryBits[self.Id]
	if not preset or not next(preset.Sets) then return "None" end
	local items = {}
	for set in sorted_pairs(preset.Sets) do
		items[#items + 1] = set
	end
	return table.concat(items, ", ")
end

function StoryBitActivate:GetOneTime()
	local preset = StoryBits[self.Id]
	return preset and preset.OneTime
end

function StoryBitActivate:__exec(obj, context)
	ForceActivateStoryBit(self.Id, obj, self.ForcePopup and "immediate", context, self.NoCooldown)
end

DefineClass.StoryBitActivateRandom = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "StoryBits", help = "A list of storybits with weight. One will be chosen and activated based on weight and met prerequisites.", 
			editor = "nested_list", default = false, base_class = "StoryBitWithWeight", all_descendants = true, },
	},
	Documentation = "Performs a weighted random on a list of story bits and activates the one that is picked (if any)",
	EditorNestedObjCategory = "Story Bits",
}

function StoryBitActivateRandom:GetEditorView(...)
	local items = {}
	for i, item in ipairs(self.StoryBits) do
		local id = item.StoryBitId or ""
		if item.Weight then
			id = id .. " (" .. item.Weight .. ")"
		end
		items[i] = id
	end
	local names_text = next(items) and table.concat(items, ", ") or "None"
	return Untranslated(string.format("Activate random event: %s", names_text))
end

function StoryBitActivateRandom:__exec(obj, context)
	TryActivateRandomStoryBit(self.StoryBits, obj, context)
end

function StoryBitActivateRandom:GetError()
	if not next(StoryBits) then return end
	if not next(self.StoryBits) then
		return "No StoryBits to pick from "
	else
		for i, item in ipairs(self.StoryBits) do
			local id = item.StoryBitId
			if id ~= "" and not StoryBits[id] then
				return string.format("No such storybit: %s", id)
			end
		end
	end
end

DefineClass.StoryBitEnableRandom = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "StoryBits", name = "Story Bits", help = "List of StoryBit ids to pick from", 
			editor = "preset_id_list", default = {}, preset_class = "StoryBit", item_default = "", },
		{ id = "Weights", name = "Weights", help = "Weights for the entries in StoryBits (default 100)", 
			editor = "number_list", default = {}, item_default = 100, items = false, },
	},
	Documentation = "Performs a weighted random on a list of story bits and enables the one that is picked (if any)",
	EditorNestedObjCategory = "Story Bits",
}

function StoryBitEnableRandom:GetEditorView(...)
	local items = {}
	local weights = self.Weights
	for i, id in ipairs(self.StoryBits) do
		local w = weights[i]
		if w then
			id = id .. " (" .. w .. ")"
		end
		items[i] = id
	end
	local names_text = next(items) and table.concat(items, ", ") or "None"
	return Untranslated(string.format("Enable random event: %s", names_text))
end

function StoryBitEnableRandom:__exec(obj, context)
	local items = {}
	local weights = self.Weights
	local states = g_StoryBitStates
	for i, id in ipairs(self.StoryBits) do
		local state = states[id]
		if not state then
			local def = StoryBits[id]
			if def and not def.Enabled then
				local weight = weights[i] or 100
				items[#items + 1] = {id, weight}
			end
		end
	end
	local item = table.weighted_rand(items, 2)
	if not item then
		return
	end
	local id = item[1]
	local storybit = StoryBits[id]
	StoryBitState:new{
		id = id,
		object = storybit.InheritsObject and context and context.object or nil,
		player = ResolveEventPlayer(obj, context),
		inherited_title = context and context:GetTitle() or nil,
		inherited_image = context and context:GetImage() or nil,
	}
end

function StoryBitEnableRandom:GetError()
	if not next(StoryBits) then return end
	if not next(self.StoryBits) then
		return "No StoryBits to pick from "
	else
		for i, id in ipairs(self.StoryBits) do
			if id ~= "" and not StoryBits[id] then
				return string.format("No such storybit: %s", id)
			end
		end
	end
end

DefineClass.ViewObjectEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	EditorView = Untranslated("View object"),
	Documentation = "Move the camera to view the object",
}

function ViewObjectEffect:__exec(obj, context)
	ViewObject(obj)
end