File size: 46,387 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 |
bobby_tier_print = CreatePrint{
-- "BobbyRay Unlock & Tier", -- comment out to disable these prints;
}
bobby_restock_print = CreatePrint{
-- "BobbyRay Restock", -- comment out to disable these prints;
}
bobby_mod_print = CreatePrint{
-- "BobbyRay Modification", -- comment out to disable these prints;
}
bobby_cost_print = CreatePrint{
-- "BobbyRay Cost Mod", -- comment out to disable these prints;
}
if FirstLoad then
g_BobbyRayShopOpen = false -- to override g_RolloverShowMoreInfo (RolloverInventoryWeapon) when browsing shop with gamepad
end
function BobbyRayRolloverOverride()
return g_BobbyRayShopOpen
end
--------------------------------------------- Tiers
function BobbyRayShopGetUnlockedTier()
return GetQuestVar("BobbyRayQuest", "UnlockedTier")
end
function BobbyRayShopIsUnlocked()
if not gv_Quests["BobbyRayQuest"] then return end
return (GetQuestVar("BobbyRayQuest", "UnlockedTier") or 0) > 0
end
function BobbyRayShopIsOpening()
return GetQuestVar("BobbyRayQuest", "TCE_PreparingToOpen") == "done" and not GetQuestVar("BobbyRayQuest", "TCE_StoreNowOpen") == "done"
end
function BobbyRayShopGetRestockTime()
return GetQuestVar("BobbyRayQuest", "RestockTimer")
end
function NetSyncEvents.Cheat_BobbyRaySetTier(tier)
if not gv_Quests["BobbyRayQuest"] then return end
SetQuestVar(QuestGetState("BobbyRayQuest"), "UnlockedTier", tier)
ObjModified("g_BobbyRayShop_UnlockedTier")
end
function NetSyncEvents.Cheat_BobbyRayToggleLock()
if not gv_Quests["BobbyRayQuest"] then return end
if BobbyRayShopGetUnlockedTier() > 0 then
SetQuestVar(QuestGetState("BobbyRayQuest"), "UnlockedTier", 0)
SetQuestVar(QuestGetState("BobbyRayQuest"), "RestockTimer", 0)
else
SetQuestVar(QuestGetState("BobbyRayQuest"), "UnlockedTier", 1)
SetQuestVar(QuestGetState("BobbyRayQuest"), "RestockTimer", Game.CampaignTime + 1 * const.Scale.h)
end
ObjModified("g_BobbyRayShop_UnlockedTier")
end
function TFormat.GetShopTime(context, time)
local daysLeft = DivCeil(time, const.Scale.day)
if daysLeft > 2 then return daysLeft .. " " .. T(569233738707, "days") end
local hoursLeft = DivCeil(time, const.Scale.h)
if hoursLeft > 1 then
return T{292118944563, "<hours> hours", hours = hoursLeft}
else
return T(882114309389, "1 hour")
end
end
---------------------------------------------
-- data structure is store { used = { item_id -> item }, standard = { item_class -> item }, standard_ids = { item_id -> item_class } }
-- the item_id -> is to allow saving
-- for standard items, we want class index so that we can efficiently check which items are already present during restocking
-- used items could collide, but this reasonably unlikely
GameVar("g_BobbyRayStore", {
used = {},
standard = {},
standard_ids = {},
})
GameVar("g_BobbyRayCart", {
units = {}
})
-- whenever items are added to the cart, they get assigned an ordinal, such that g_BobbyRayCartOrdinalUnits[item.id] = ordinal
-- the ordinal resets to 0 whenever the units are cleared
-- order form's item list is sorted by ordinal
if FirstLoad then
lBobbyRayCartNextOrdinal = 1
lBobbyRayCartOrdinalUnits = {}
end
local function lClearOrdinals()
lBobbyRayCartNextOrdinal = 1
lBobbyRayCartOrdinalUnits = lBobbyRayCartOrdinalUnits or {}
table.clear(lBobbyRayCartOrdinalUnits)
end
local function lGetNextOrdinal()
lBobbyRayCartNextOrdinal = lBobbyRayCartNextOrdinal + 1
return lBobbyRayCartNextOrdinal - 1
end
local function lRebuildOrdinals(units)
lClearOrdinals()
for item_id, item in sorted_pairs(units) do
lBobbyRayCartOrdinalUnits[item_id] = lGetNextOrdinal()
end
end
local function lHasItemOrdinal(item_id)
return lBobbyRayCartOrdinalUnits[item_id] and true or false
end
local function lGetItemOrdinal(item_id)
assert(lBobbyRayCartOrdinalUnits[item_id])
return lBobbyRayCartOrdinalUnits[item_id]
end
local function lCheckShopIdInconsistency()
for class, item in pairs(g_BobbyRayStore.standard) do
if g_BobbyRayStore.standard_ids[item.id] ~= item.class then
return true
end
end
return false
end
local function lFixShopIds()
table.clear(g_BobbyRayStore.standard_ids)
for class, item in pairs(g_BobbyRayStore.standard) do
g_BobbyRayStore.standard_ids[item.id] = item.class
end
end
function OnMsg.LoadSessionData()
if lCheckShopIdInconsistency() then
BobbyRayCartClearEverything()
lFixShopIds()
end
lRebuildOrdinals(BobbyRayCartGetUnits())
end
---------------------------------------------------------- New logic
GameVar("g_BobbyRayItemsDirty", false) -- so that we don't need to update an item's "New" status on every satellite tick; GameVar to sync in multiplayer
function NetSyncEvents.BobbyRayMarkItemsAsSeen(category, subcategory)
category = BobbyRayShopGetCategory(category)
if subcategory then subcategory = BobbyRayShopGetSubCategory(subcategory) end
g_BobbyRayItemsDirty = true
for item_id, item in pairs(g_BobbyRayStore.used) do
if (subcategory and item:GetSubCategory() == subcategory) or (not subcategory and item:GetCategory() == category) then
item.Seen = true
end
end
for id, item in pairs(g_BobbyRayStore.standard) do
if (subcategory and item:GetSubCategory() == subcategory) or (not subcategory and item:GetCategory() == category) then
item.Seen = true
end
end
end
function NetSyncEvents.BobbyRayUpdateNew()
if not g_BobbyRayItemsDirty then return end
g_BobbyRayItemsDirty = false
for item_id, item in pairs(g_BobbyRayStore.used) do
if item.Seen then item.New = false end
end
for item_class, item in pairs(g_BobbyRayStore.standard) do
if item.Seen then item.New = false end
end
end
---------------------------------------------------------- Shop Contents
function lGetShopItemFromId(id)
if g_BobbyRayStore.used[id] then
return g_BobbyRayStore.used[id]
end
return g_BobbyRayStore.standard[g_BobbyRayStore.standard_ids[id]]
end
function BobbyRayStoreGetEntry(entry)
return entry.Used and entry or g_BobbyRayStore.standard[entry.class]
end
function BobbyRayStoreGetEntryCost(entry)
local br_entry = BobbyRayStoreGetEntry(entry)
local cost = br_entry and br_entry.Cost or 0
if IsGameRuleActive("BobbyPays") then
local percent = GameRuleDefs.BobbyPays:ResolveValue("PricePercentMultiplier") or 0
cost = MulDivRound(cost, percent, 100)
end
return cost
end
function BobbyRayStoreDeliveryPrice(delivery_option)
if not delivery_option then
g_BobbyRayCart.delivery_option = g_BobbyRayCart.delivery_option or "Standard"
delivery_option = g_BobbyRayCart.delivery_option
end
local price = FindPreset("BobbyRayShopDeliveryDef", delivery_option).Price
if IsGameRuleActive("BobbyPays") then
local percent = GameRuleDefs.BobbyPays:ResolveValue("PricePercentMultiplier") or 0
price = MulDivRound(price,percent, 100)
end
return price
end
function BobbyRayStoreClear()
table.clear(g_BobbyRayStore)
g_BobbyRayStore.used = {}
g_BobbyRayStore.standard = {}
g_BobbyRayStore.standard_ids = {}
BobbyRayCartClearEverything() -- clear cart too because any reference will become invalid
end
function BobbyRayStoreToArray(categoryId, subcategoryId, context)
local category = BobbyRayShopGetCategory(categoryId)
local subcategory = BobbyRayShopGetSubCategory(subcategoryId)
local array = {}
local min_entries = 7
for item_id, item in pairs(g_BobbyRayStore.used) do
if (subcategory and subcategory:BelongsInSubCategory(item)) or (not subcategory and category:BelongsInCategory(item)) then
table.insert(array, item)
end
end
for id, item in pairs(g_BobbyRayStore.standard) do
if (subcategory and item:GetSubCategory() == subcategory) or (not subcategory and item:GetCategory() == category) then
table.insert(array, item)
end
end
table.sort(array, function(a,b)
local aEntry = BobbyRayStoreGetEntry(a)
local bEntry = BobbyRayStoreGetEntry(b)
-- 0-th first, sort by presence in cart
local units = g_BobbyRayCart.units
local aInCart = units[a.id] and units[a.id] ~= 0
local bInCart = units[b.id] and units[b.id] ~= 0
if aInCart and not bInCart then return true
elseif bInCart and not aInCart then return false end
-- first, sort by subcategory
local aEntrySubCat = aEntry:GetSubCategory()
local bEntrySubCat = bEntry:GetSubCategory()
if aEntrySubCat.SortKey < bEntrySubCat.SortKey then return true end
if aEntrySubCat.SortKey > bEntrySubCat.SortKey then return false end
-- second sort by item class?
if aEntry.class < bEntry.class then return true end
if aEntry.class > bEntry.class then return false end
-- third sort by Condition
if aEntry.Condition < bEntry.Condition then return false end
if aEntry.Condition > bEntry.Condition then return true end
-- finally sort by id which should be unique
return aEntry.id < bEntry.id
end)
for i = table.count(array), min_entries - 1 do
table.insert(array, empty_table)
end
NetSyncEvent("BobbyRayMarkItemsAsSeen", category.id, subcategory and subcategory.id)
return array
end
function BobbyRayCartUnitsToOrders()
local orders = {}
local min_entries = 12
for item_id, count in pairs(BobbyRayCartGetUnits()) do
local entry = lGetShopItemFromId(item_id)
table.insert(orders, entry)
end
table.sort(orders, function(a,b) return lGetItemOrdinal(a.id) < lGetItemOrdinal(b.id) end)
for i=table.count(orders), min_entries - 1 do
table.insert(orders, empty_table)
end
return orders
end
function BobbyRayCartGetAggregate()
local acc = MulDivRound(BobbyRayStoreDeliveryPrice(), gv_Sectors[BobbyRayCartGetDeliverySector()].BobbyRayDeliveryCostMultiplier, 100)
local count = 0
for item_id, number in pairs(BobbyRayCartGetUnits()) do
local entry = lGetShopItemFromId(item_id)
local br_entry_cost = BobbyRayStoreGetEntryCost(entry)
acc = acc + br_entry_cost * number
count = count + number
end
return count, acc
end
function BobbyRayCartHasEnoughMoney(entry)
local cart_count, cart_cost = BobbyRayCartGetAggregate()
local entry_cost = BobbyRayStoreGetEntryCost(entry)
return Game.Money - cart_cost - entry_cost >= 0
end
function BobbyRayCartHasEnoughStock(entry)
local max_stock = BobbyRayStoreGetEntry(entry).Stock
local cur_stock = BobbyRayCartGetUnits()[entry.id] or 0
return cur_stock < max_stock
end
function CanAddToCart(item_id)
local item = lGetShopItemFromId(item_id)
return BobbyRayCartHasEnoughMoney(item) and BobbyRayCartHasEnoughStock(item)
end
function CanRemoveFromCart(item_id)
return g_BobbyRayCart.units[item_id] and g_BobbyRayCart.units[item_id] > 0
end
function BobbyRayCartClearEverything()
g_BobbyRayCart.delivery_option = nil
BobbyRayCartClearSectorDelivery()
BobbyRayCartClearUnits()
end
---------------------------------------------------------- Cart Operations
local function lForgetBobbyRayOrderTabState()
if PDABrowserTabState["bobby_ray_shop"] and PDABrowserTabState["bobby_ray_shop"].mode_param == "cart" and table.count(g_BobbyRayCart.units) == 0 then
PDABrowserTabState["bobby_ray_shop"].mode_param = "front"
end
end
local function lBobbyRayCartAdd(item_id)
g_BobbyRayCart.units[item_id] = g_BobbyRayCart.units[item_id] and g_BobbyRayCart.units[item_id] + 1 or 1
if not lHasItemOrdinal(item_id) then lBobbyRayCartOrdinalUnits[item_id] = lGetNextOrdinal() end
end
local function lBobbyRayCartRemove(item_id)
g_BobbyRayCart.units[item_id] = g_BobbyRayCart.units[item_id] and Max(0, g_BobbyRayCart.units[item_id] - 1) or 0
end
function BobbyRayCartGetUnits()
g_BobbyRayCart.units = g_BobbyRayCart.units or {}
return g_BobbyRayCart.units
end
function BobbyRayCartClearUnits()
table.clear(g_BobbyRayCart.units)
lClearOrdinals()
end
function NetSyncEvents.BobbyRayCartAdd(item_id)
if not CanAddToCart(item_id) then return end
lBobbyRayCartAdd(item_id)
ObjModified(g_BobbyRayCart)
end
function NetSyncEvents.BobbyRayCartRemove(item_id)
lBobbyRayCartRemove(item_id)
ObjModified(g_BobbyRayCart)
end
--------------------------------------------- Order Form clear empty
-- whenever neither player has the Order page open, the game will clear the cart entries with amount 0
-- if this results in the cart ending up empty, it resets the tab state so that the shop opens at the frontpage instead of the order form (same on satellite ticks, which clear the cart)
if FirstLoad then
BobbyRayOrderFormOpenedBySelf = false
BobbyRayOrderFormOpenedByOther = false
end
function BobbyRayCheckClearEmptyCartEntries()
if not g_BobbyRayCart then return end
if not BobbyRayOrderFormOpenedByOther and not BobbyRayOrderFormOpenedBySelf then
for item, amount in pairs(g_BobbyRayCart.units) do
if amount == 0 then
g_BobbyRayCart.units[item] = nil
lBobbyRayCartOrdinalUnits[item] = nil
end
end
lForgetBobbyRayOrderTabState()
end
end
function GetBobbyRayOrderFormOpenId()
return netInGame and netUniqueId or "self"
end
function NetSyncEvents.SetBobbyRayOrderFormOpened(player_id, open)
if player_id == GetBobbyRayOrderFormOpenId() then
BobbyRayOrderFormOpenedBySelf = open
else
BobbyRayOrderFormOpenedByOther = open
end
BobbyRayCheckClearEmptyCartEntries()
end
function OnMsg.NetGameLeft()
BobbyRayOrderFormOpenedByOther = false
BobbyRayCheckClearEmptyCartEntries()
end
function OnMsg.NetPlayerLeft(player_id)
BobbyRayOrderFormOpenedByOther = false
BobbyRayCheckClearEmptyCartEntries()
end
function OnMsg.ChangeMap()
BobbyRayOrderFormOpenedBySelf = false
BobbyRayOrderFormOpenedByOther = false
end
---------------------------------------------------------- Delivery Option
function BobbyRayCartGetDefaultDeliveryOption()
return Presets.BobbyRayShopDeliveryDef.Default.Standard
end
function BobbyRayCartGetDeliveryOption()
g_BobbyRayCart.delivery_option = g_BobbyRayCart.delivery_option or "Standard"
return FindPreset("BobbyRayShopDeliveryDef", g_BobbyRayCart.delivery_option)
end
local function lBobbyRaySetDeliveryOption(option_id)
g_BobbyRayCart.delivery_option = option_id
end
function NetSyncEvents.BobbyRaySetDeliveryOption(option_id)
lBobbyRaySetDeliveryOption(option_id)
ObjModified(g_BobbyRayCart)
end
---------------------------------------------------------- Sector Delivery
function BobbyRayGetAvailableDeliverySectors()
local initial_sector = GetCurrentCampaignPreset().InitialSector
local sectors = { initial_sector }
for id, sector in pairs(gv_Sectors) do
if sector.Side == "player1" and sector.CanBeUsedForArrival and not sector.PortLocked and sector.last_own_campaign_time ~= 0 and id ~= initial_sector then
table.insert(sectors, id)
end
end
if #sectors == 0 then
table.insert(sectors, initial_sector)
end
return sectors
end
function BobbyRayCartSetSectorDelivery(sectorId)
g_BobbyRayCart.delivery_destination = sectorId
end
function NetSyncEvents.BobbyRayCartSetSectorDelivery(sectorId)
BobbyRayCartSetSectorDelivery(sectorId)
ObjModified(g_BobbyRayCart)
ObjModified("DeliverySectorChanged")
end
function BobbyRayGetDefaultDeliverySector()
return BobbyRayGetAvailableDeliverySectors()[1]
end
function BobbyRayCartGetDeliverySector()
return g_BobbyRayCart.delivery_destination or BobbyRayGetDefaultDeliverySector()
end
function BobbyRayCartClearSectorDelivery()
g_BobbyRayCart.delivery_destination = nil
end
-------------------------------------------------------
function BobbyRayStoreGetStats_Firearm(item)
return {
{ T(467324314141, "DMG"), Untranslated(item.Damage) },
{ T(788999452116, "RANGE"), Untranslated(item.WeaponRange) },
{ T(921500948697, "CRIT"), T{580888120593, "<percent(number)>", number = Presets.WeaponPropertyDef.Default.MaxCritChance:GetProp(item)} },
{ T(842354777573, "PEN"), GetPenetrationClassUIText(item.PenetrationClass) },
}
end
function BobbyRayStoreGetStats_MeleeWeapon(item)
return {
{ T(467324314141, "DMG"), Untranslated(item.Damage and item.Damage or item.BaseDamage) },
{ T(788999452116, "RANGE"), Untranslated(item.WeaponRange) },
{ T(921500948697, "CRIT"), T{580888120593, "<percent(number)>", number = Presets.WeaponPropertyDef.Default.MaxCritChance:GetProp(item)} },
{ T(842354777573, "PEN"), GetPenetrationClassUIText(item.PenetrationClass) },
}
end
function BobbyRayStoreGetStats_Armor(item)
return {
{ T(113963825061, "DR"), T{580888120593, "<percent(number)>", number = item.DamageReduction + item.AdditionalReduction } },
{ T(260685017729, "SLOT"), Presets.TargetBodyPart.Default[item.Slot].display_name },
{ T(842354777573, "PEN"), GetPenetrationClassUIText(item.PenetrationClass) },
}
end
function BobbyRayStoreGetStats_Ammo(item)
return {
{ T(196962828215, "Cal"), FindPreset("Caliber", item.Caliber).Name },
item.PenetrationClass and { T(314470590373, "Pen"), GetPenetrationClassUIText(item.PenetrationClass) } or nil
}
end
function BobbyRayStoreGetStats_Other(item)
return nil
end
function PickRandomWeightItems(num, items_array, max_weight)
local picked_items = {}
local picked_items_set = {}
for i=1, num do
local rand_weight = InteractionRand(max_weight, "BobbyRayShop")
local cur_weight = 0
local cur_index = 1
while true do
local item = items_array[cur_index]
while picked_items_set[item] do
cur_index = cur_index + 1
item = items_array[cur_index]
end
cur_weight = cur_weight + item.RestockWeight
cur_index = cur_index + 1
if cur_weight > rand_weight then
table.insert(picked_items, item.class)
picked_items_set[item] = true
max_weight = max_weight - item.RestockWeight
break
end
end
end
return picked_items
end
function PrepareShopItemsForRestock(unlocked_tier, used)
local category_weights = {}
local category_count = {}
local category_items = {} -- array
local category_items_set = {}
NetUpdateHash("PrepareShopItemsForRestock1", unlocked_tier, used)
-- aggregate category weights and count
-- !TODO: do we want to skip items that are already at max stock?
ForEachPreset("InventoryItemCompositeDef", function(preset)
local item = g_Classes[preset.id]
local usedOrStandard = false
if used then
usedOrStandard = item.CanAppearUsed
else
usedOrStandard = item.CanAppearStandard
end
if item.CanAppearInShop and usedOrStandard and item.Tier <= unlocked_tier and item.RestockWeight > 0 then
local cat = item:GetCategory().id
if not category_weights[cat] then
category_weights[cat] = 0
category_count[cat] = 0
category_items[cat] = {}
category_items_set[cat] = {}
end
table.insert(category_items[cat], item)
category_items_set[cat][item] = true
category_weights[cat] = category_weights[cat] + item.RestockWeight
category_count[cat] = category_count[cat] + 1
NetUpdateHash("PrepareShopItemsForRestock2", cat, item.class, item.RestockWeight, category_count[cat], category_weights[cat])
end
end)
return category_items, category_count, category_weights, category_items_set
end
function RandomlyModifyWeapon(weapon)
local weapon_component_chance = const.BobbyRay.Restock_UsedWeaponComponentPercentage
local weapon_component_price_modifier = const.BobbyRay.Restock_UsedWeaponComponentPriceMod
-- we shuffle first because blocked components could get a lower chance of being picked
local shuffledComponents = {}
for i, slotDef in ipairs(weapon.ComponentSlots) do
table.insert(shuffledComponents, slotDef)
end
table.shuffle(shuffledComponents, InteractionRand(nil, "BobbyRayShop"))
local blocked_slots = {}
local applied_mods = {}
for i, slotDef in ipairs(shuffledComponents) do
if InteractionRand(100, "BobbyRayShop") <= weapon_component_chance and not blocked_slots[slotDef.SlotType] then
local comp_num = #slotDef.AvailableComponents
if slotDef.DefaultComponent and slotDef.DefaultComponent ~= "" then comp_num = comp_num - 1 end -- hack to skip the default component; on clash, we pick the last component, not included in the random gen
assert(comp_num >= 0)
if comp_num == 0 then goto continue end
local index = InteractionRand(comp_num) + 1
local comp_id = slotDef.AvailableComponents[index]
local component = WeaponComponents[comp_id]
if comp_id == slotDef.DefaultComponent then component = slotDef.AvailableComponents[comp_num] end
applied_mods[slotDef.SlotType] = comp_id
if component.BlockSlots and next(component.BlockSlots) ~= nil then
for _, blockSlotType in ipairs(component.BlockSlots) do
blocked_slots[blockSlotType] = true
end
end
bobby_mod_print("Applied", comp_id,"to", slotDef.SlotType)
elseif blocked_slots[slotDef.SlotType] then
bobby_mod_print("Skipped due to blocked slot:", slotDef.SlotType)
else
bobby_mod_print("Skipped due to low chance:", slotDef.SlotType)
end
::continue::
end
local cost_modifier = 0
for slot, component in pairs(applied_mods) do
cost_modifier = cost_modifier + weapon_component_price_modifier
weapon:SetWeaponComponent(slot, component)
end
return cost_modifier
end
function RestockStandardItem(item_class)
local item = g_BobbyRayStore.standard[item_class]
if not item then
item = PlaceInventoryItem(item_class)
item.Stock = 0
g_BobbyRayStore.standard[item_class] = item
g_BobbyRayStore.standard_ids[item.id] = item_class
end
item.LastRestock = Game.CampaignTime
local rand_stock = InteractionRand(item.MaxStock + 1, "BobbyRayShop")
item.Stock = Max(1, item.Stock, rand_stock)
item.New = true
end
function RestockUsedArmor(armor_id)
local used_price_min = const.BobbyRay.Restock_UsedPriceModMin
local used_price_max = const.BobbyRay.Restock_UsedPriceModMax
local used_condition_min = const.BobbyRay.Restock_UsedConditionMin
local used_condition_max = const.BobbyRay.Restock_UsedConditionMax
local item = PlaceInventoryItem(armor_id)
item.Used = true
item.Condition = used_condition_min + InteractionRand(used_condition_max - used_condition_min, "BobbyRayShop")
local usedCostMod = used_price_min + InteractionRand(used_price_max - used_price_min, "BobbyRayShop")
item.Stock = 1
item.LastRestock = Game.CampaignTime
g_BobbyRayStore.used[item.id] = item
local baseCost = item.Cost
item.Cost = MulDivRound(item.Cost, usedCostMod, 100)
bobby_cost_print(item.class, "\n\tbase price:", baseCost, "$", "\n\tcondition price mod:", usedCostMod, "%", "\n\tfinal price:", item.Cost, "$")
item.New = true
end
function RestockUsedWeapon(weapon_id)
local used_price_min = const.BobbyRay.Restock_UsedPriceModMin
local used_price_max = const.BobbyRay.Restock_UsedPriceModMax
local used_condition_min = const.BobbyRay.Restock_UsedConditionMin
local used_condition_max = const.BobbyRay.Restock_UsedConditionMax
local item = PlaceInventoryItem(weapon_id)
item.Used = true
item.Condition = used_condition_min + InteractionRand(used_condition_max - used_condition_min, "BobbyRayShop")
local usedCostMod = used_price_min + InteractionRand(used_price_max - used_price_min, "BobbyRayShop")
item.Stock = 1
item.LastRestock = Game.CampaignTime
local compCostMod = RandomlyModifyWeapon(item)
g_BobbyRayStore.used[item.id] = item
local baseCost = item.Cost
item.Cost = MulDivRound(item.Cost, usedCostMod + compCostMod, 100)
bobby_cost_print(item.class, "\n\tbase price:", baseCost, "%", "\n\tcondition price mod:", usedCostMod, "%", "\n\tmodification price mod:", compCostMod, "%", "\n\tfinal price:", item.Cost, "$")
item.New = true
end
function BobbyRayStoreRestock(restock_modifier_standard, restock_modifier_used)
if not BobbyRayShopIsUnlocked() then return end
local restock_min_percent_used = MulDivRound(const.BobbyRay.Restock_UsedPercentageMin, restock_modifier_used or 100, 100)
local restock_max_percent_used = MulDivRound(const.BobbyRay.Restock_UsedPercentageMax, restock_modifier_used or 100, 100)
local restock_min_percent_standard = MulDivRound(const.BobbyRay.Restock_StandardPercentageMin, restock_modifier_standard or 100, 100)
local restock_max_percent_standard = MulDivRound(const.BobbyRay.Restock_StandardPercentageMax, restock_modifier_standard or 100, 100)
local category_items, category_count, category_weights, category_items_set = PrepareShopItemsForRestock(BobbyRayShopGetUnlockedTier(), "used")
-- restock random armor
--[[]]
local total_items = category_count["Armor"]
local restock_items = Max(1, MulDivRound(total_items, restock_min_percent_used + InteractionRand(restock_max_percent_used - restock_min_percent_used + 1, "BobbyRayShop"), 100))
restock_items = Min(restock_items, #category_items["Armor"])
local picked_items = PickRandomWeightItems(restock_items, category_items["Armor"], category_weights["Armor"])
if total_items > 0 then bobby_restock_print("Restocking", restock_items, "out of", total_items, "used", "Armors", "or ", MulDivRound(restock_items, 100, total_items)) end
for _, item in ipairs(picked_items) do
RestockUsedArmor(item)
end
--]]
--[[]]
local total_items = category_count["Weapons"]
local restock_items = Max(1, MulDivRound(total_items, restock_min_percent_used + InteractionRand(restock_max_percent_used - restock_min_percent_used + 1, "BobbyRayShop"), 100))
restock_items = Min(restock_items, #category_items["Weapons"])
local picked_items = PickRandomWeightItems(restock_items, category_items["Weapons"], category_weights["Weapons"])
if total_items > 0 then bobby_restock_print("Restocking", restock_items, "out of", total_items, "used", "Weapons", "or ", MulDivRound(restock_items, 100, total_items)) end
for _, item in ipairs(picked_items) do
RestockUsedWeapon(item)
end
--]]
-- restock standard items
local category_items, category_count, category_weights, category_items_set = PrepareShopItemsForRestock(BobbyRayShopGetUnlockedTier())
for cat, _ in sorted_pairs(category_weights) do
local total_items = category_count[cat]
local restock_items = Max(1, MulDivRound(total_items, restock_min_percent_standard + InteractionRand(restock_max_percent_standard - restock_min_percent_standard + 1, "BobbyRayShop"), 100))
restock_items = Min(restock_items, #category_items[cat])
if total_items > 0 then bobby_restock_print("Restocking", restock_items, "out of", total_items, cat, "or ", MulDivRound(restock_items, 100, total_items)) end
local picked_items = PickRandomWeightItems(restock_items, category_items[cat], category_weights[cat])
for _, item in ipairs(picked_items) do
RestockStandardItem(item)
end
end
CombatLog("important", T(938586124784, "Inventory restock at Bobby Ray's Guns 'n Things."))
end
function BobbyRayStoreConsumeRandomStock(pick_probability, stock_min_percent, stock_max_percent)
pick_probability = pick_probability or const.BobbyRay.FakePurchase_PickProbability
stock_min_percent = stock_min_percent or const.BobbyRay.FakePurchase_StockConsumedMin
stock_max_percent = stock_max_percent or const.BobbyRay.FakePurchase_StockConsumedMax
-- standard items
local consumed_items = 0
local total_items = 0
for _, item in sorted_pairs(g_BobbyRayStore.standard) do
total_items = total_items + 1
if item.CanBeConsumed and InteractionRand(100, "BobbyRayShop") < pick_probability then
consumed_items = consumed_items + 1
local current_stock = item.Stock
local stock_purchased = Max(1, MulDivRound(current_stock, stock_min_percent, 100) + MulDivRound(current_stock, InteractionRand(stock_max_percent - stock_min_percent + 1, "BobbyRayShop"), 100))
assert(current_stock >= stock_purchased)
local new_stock = current_stock - stock_purchased
item.Stock = new_stock
bobby_restock_print("Consumed", stock_purchased, "out of", current_stock, "of", item.class, "(Standard)", "or", MulDivRound(stock_purchased, 100, current_stock))
-- remove if stock is depleted
if new_stock <= 0 then
g_BobbyRayStore.standard[item.class] = nil
g_BobbyRayStore.standard_ids[item.id] = nil
end
end
end
if total_items > 0 then bobby_restock_print(" --------------------------- Consumed", consumed_items, "out of", total_items, "standard items", "or", MulDivRound(consumed_items, 100, total_items)) end
-- used items
consumed_items = 0
total_items = 0
for item_id, item in sorted_pairs(g_BobbyRayStore.used) do
total_items = total_items + 1
if item.CanBeConsumed and InteractionRand(100, "BobbyRayShop") < pick_probability then
consumed_items = consumed_items + 1
bobby_restock_print("Consumed", item.class, "(Used)")
g_BobbyRayStore.used[item.id] = nil
end
end
if total_items > 0 then bobby_restock_print(" --------------------------- Consumed", consumed_items, "out of", total_items, "used items", "or", MulDivRound(consumed_items, 100, total_items)) end
end
function BobbyRayShopSetCategory(category, subcategory)
PDABrowserTabState["bobby_ray_shop"].category = category or "Weapons"
PDABrowserTabState["bobby_ray_shop"].subcategory = subcategory
end
function BobbyRayShopGetActiveCategoryPair(category)
PDABrowserTabState["bobby_ray_shop"].category = PDABrowserTabState["bobby_ray_shop"].category or "Weapons"
return PDABrowserTabState["bobby_ray_shop"].category, PDABrowserTabState["bobby_ray_shop"].subcategory
end
function BobbyRayShopGetCategory(category)
return FindPreset("BobbyRayShopCategory", category)
end
function BobbyRayShopGetSubCategory(subcategory)
return FindPreset("BobbyRayShopSubCategory", subcategory)
end
---------------------------------------------------------- Weapon Components
function TFormat.GetWeaponModificationRolloverTitle(ctx)
local component = WeaponComponents[WeaponGetComponentAt(ctx.weapon, ctx.index)]
return component.DisplayName
end
function TFormat.GetWeaponModificationRolloverText(ctx)
local component = WeaponComponents[WeaponGetComponentAt(ctx.weapon, ctx.index)]
return GetWeaponComponentDescription(component)
end
function WeaponCountComponents(weapon)
if not weapon.components then return 0 end
local count = 0
for slot, component in pairs(weapon.components) do
local componentSlot = table.find_value(weapon.ComponentSlots, "SlotType", slot)
-- local defaultComponent = componentSlot and componentSlot.DefaultComponent
if component and component ~= "" then count = count + 1 end
end
return count
end
function WeaponGetComponentAt(weapon, index)
if not weapon.ComponentSlots or not weapon.ComponentSlots[index] then return nil end
local count = 0
for _, slot in ipairs(weapon.ComponentSlots) do
local comp = weapon.components[slot.SlotType]
if comp and comp ~= "" then
count = count + 1
end
if count == index then
return comp
end
end
return nil
end
---------------------------------------------------------- Finish purchase
GameVar("g_BobbyRay_CurrentShipments", {})
local function lBobbyRayAddShipment(departure_time, due_time, order_id, items, sector_id, total_cost, delivery_option)
assert(not g_BobbyRay_CurrentShipments[order_id])
g_BobbyRay_CurrentShipments[order_id] = { order_id = order_id, departure_time = departure_time, due_time = due_time, items = items, sector_id = sector_id, total_cost = total_cost, delivery_option = delivery_option.id }
return g_BobbyRay_CurrentShipments[order_id]
end
local function lBobbyRayRemoveShipment(order_id)
assert(g_BobbyRay_CurrentShipments[order_id])
g_BobbyRay_CurrentShipments[order_id] = nil
end
local function lBobbyRayClearShipments()
table.clear(g_BobbyRay_CurrentShipments)
end
local function lCheckShipments()
local due_shipments = {}
for order_id, shipment in pairs(g_BobbyRay_CurrentShipments) do
if Game.CampaignTime >= shipment.due_time then
table.insert(due_shipments, shipment)
end
end
table.sort(due_shipments, function(a,b)
if a.due_time > b.due_time then return false;
elseif b.due_time > a.due_time then return true;
end
assert(a == b or a.order_id ~= b.order_id)
if a.order_id >= b.order_id then return false;
elseif b.order_id > a.order_id then return true;
end
end)
for _, shipment in ipairs(due_shipments) do
Msg("BobbyRayShopShipmentArrived", shipment)
lBobbyRayRemoveShipment(shipment.order_id)
end
end
function GetClosestShipment()
if table.count(g_BobbyRay_CurrentShipments) == 0 then return nil end
local closest_shipment = nil
for id, shipment in pairs(g_BobbyRay_CurrentShipments) do
if closest_shipment == nil or shipment.due_time < closest_shipment.due_time or shipment.order_id < closest_shipment.order_id then
closest_shipment = shipment
end
end
return closest_shipment
end
local function lGenerateShipmentId(num_attempts)
local order_id = InteractionRand(2147483647, "BobbyRayShop")
local count = 0
num_attempts = num_attempts or 20
while g_BobbyRay_CurrentShipments[order_id] do
order_id = InteractionRand(2147483647, "BobbyRayShop")
count = count + 1
if count > num_attempts then return -1 end
end
return order_id
end
function BobbyRayShopFinishPurchase()
-- !TODO: recheck money because of multiplayer lag? a merc could have been hired, etc.
local order_id = lGenerateShipmentId()
assert(order_id ~= -1, "Failed to generate shipment id (too many collisions)")
local due_time = Game.CampaignTime + BobbyRayCartGetDeliveryOption().MinTime * const.Scale.day + InteractionRand((BobbyRayCartGetDeliveryOption().MaxTime - BobbyRayCartGetDeliveryOption().MinTime) * const.Scale.day)
local sector_id = BobbyRayCartGetDeliverySector()
local delivery_option = BobbyRayCartGetDeliveryOption()
local items_number, total_cost = BobbyRayCartGetAggregate()
-- create inventory entries
local shipment_items = {}
local units = BobbyRayCartGetUnits()
--this generates item ids so it should be in sync order
for unit, amount in sorted_pairs(units) do
if amount ~= 0 then
local actual_unit = lGetShopItemFromId(unit)
for _, item in sorted_pairs(actual_unit:GenerateInventoryEntries(amount)) do
table.insert(shipment_items, item)
end
end
end
local gossip_table = {}
for unit, amount in pairs(units) do
if amount ~= 0 then
local actual_unit = lGetShopItemFromId(unit)
table.insert(gossip_table,{
item = actual_unit.class,
cost = BobbyRayStoreGetEntryCost(actual_unit),
used = actual_unit.Used and true or false,
amount = amount,
shop_stack = actual_unit.ShopStackSize and actual_unit.ShopStackSize or 1,
})
end
end
NetGossip("BobbyRayPurchase", order_id, gossip_table, GetCurrentPlaytime(), Game and Game.CampaignTime)
-- add event to satellite timeline
local shipment_context = { sectorId = sector_id, items = shipment_items, order_id = order_id }
AddTimelineEvent(
"bobby_ray_shipment_" .. tostring(order_id),
due_time,
"store_shipment",
shipment_context
)
-- update store
for item_id, amount in pairs(units) do
if amount > 0 then
local item = lGetShopItemFromId(item_id)
if item.Used then
assert(g_BobbyRayStore.used[item.id])
g_BobbyRayStore.used[item.id] = nil
else
assert(g_BobbyRayStore.standard[item.class] and g_BobbyRayStore.standard[item.class].Stock >= amount)
g_BobbyRayStore.standard[item.class].Stock = g_BobbyRayStore.standard[item.class].Stock - amount
if g_BobbyRayStore.standard[item.class].Stock == 0 then
g_BobbyRayStore.standard[item.class] = nil
g_BobbyRayStore.standard_ids[item.id] = nil
end
end
end
end
-- clear cart
BobbyRayCartClearEverything()
-- update player money
AddMoney(-total_cost, "expense")
local shipment_details = lBobbyRayAddShipment(Game.CampaignTime, due_time, order_id, shipment_items, sector_id, total_cost, delivery_option)
CombatLog("important",T{624146592949, "<em>Bobby Ray's</em> shipment sent. It will arrive in <em><timeDuration(due_time)></em> in <em><SectorName(sector_id)></em>",order_id = order_id, due_time = due_time - Game.CampaignTime, sector_id = sector_id})
Msg("BobbyRayShopShipmentSent", shipment_details)
end
function OnMsg.BobbyRayShopShipmentArrived(shipment_details)
local sectorStash = GetSectorInventory(shipment_details.sector_id)
local itemsCopy = table.copy(shipment_details.items)
if sectorStash then
AddItemsToInventory(sectorStash, itemsCopy)
end
end
---------------------------------------------------------- Email
function TFormat.BobbyRayEmailItemList(context, items)
return table.concat(table.map(items, function(item) return T{757479034237, "\t<bullet_point> <DisplayName> x <Amount>\n", DisplayName = item.DisplayName, Amount = (item.Amount or 1)} end ))
end
---------------------------------------------------------- Time advancement
function OnMsg.StartSatelliteGameplay()
lCheckShipments()
BobbyRayCartClearEverything()
end
function OnMsg.SatelliteTick()
lCheckShipments()
BobbyRayCartClearEverything()
lForgetBobbyRayOrderTabState()
NetSyncEvents.BobbyRayUpdateNew() --sat tick is sync-ish
end
function OnMsg.MoneyChanged(amount, logReason, previousBalance)
ObjModified(g_BobbyRayCart)
ObjModified(g_BobbyRayStore)
end
---------------------------------------------------------- Multiplayer utility
local function lCloseBobbyCountdowns()
for d, _ in pairs(g_OpenMessageBoxes) do
if d and d.window_state == "open" and d.context.obj == "bobby-countdown" then
d:Close()
end
end
end
function NetSyncEvents.FinishBBROrder(mode)
if mode == "clear-store" then
if IsBobbyRayOpen("cart") then OpenBobbyRayPage() end
BobbyRayStoreClear()
ObjModified(g_BobbyRayStore)
elseif mode == "clear-order" then
if IsBobbyRayOpen("cart") then OpenBobbyRayPage() end
BobbyRayCartClearEverything()
ObjModified(g_BobbyRayCart)
elseif mode == "finish-order" then
if IsBobbyRayOpen() then OpenBobbyRayPage() end
ObjModified("BobbyRayShopFinishPurchaseUI")
BobbyRayShopFinishPurchase()
elseif mode == "consume-stock" then
BobbyRayStoreConsumeRandomStock()
ObjModified(g_BobbyRayStore)
ObjModified(g_BobbyRayCart)
elseif mode == "restock" then
BobbyRayStoreRestock()
ObjModified(g_BobbyRayStore)
ObjModified(g_BobbyRayCart)
else
assert("unknown mode:", mode)
end
end
function NetSyncEvents.CreateTimerBeforeAction(mode)
if not CanYield() then
CreateGameTimeThread(NetSyncEvents.CreateTimerBeforeAction, mode)
return
end
lCloseBobbyCountdowns()
local dialog = CreateMessageBox(terminal.desktop, "", "", T(739643427177, "Cancel"), "bobby-countdown")
local reason = "bobby-countdown"
Pause(reason)
PauseCampaignTime(reason)
dialog.OnDelete = function()
Resume(reason)
ResumeCampaignTime(reason)
end
local countdown_seconds = 3
dialog:CreateThread("bobby-countdown", function()
if netInGame and table.count(netGamePlayers) > 1 then
local idText = dialog.idMain.idText
local currentCountdown = countdown_seconds
for i = 1, countdown_seconds do
if idText.window_state == "open" then
if mode == "clear-order" then
idText:SetText(T{575279476730, "<center>Clearing order in <u(currentCountdown)>", currentCountdown = currentCountdown})
elseif mode == "clear-store" then
idText:SetText(T{332391120755, "<center>(DEV-DEBUG)Clearing store in <u(currentCountdown)>", currentCountdown = currentCountdown})
elseif mode == "finish-order" then
idText:SetText(T{533359561728, "<center>Finishing order in <u(currentCountdown)>", currentCountdown = currentCountdown})
elseif mode == "restock" then
idText:SetText(T{852189704117, "<center>(DEV-DEBUG)Restocking shop in <u(currentCountdown)>", currentCountdown = currentCountdown})
elseif mode == "consume-stock" then
idText:SetText(T{202941315408, "<center>(DEV-DEBUG)Consuming random shop stock in <u(currentCountdown)>", currentCountdown = currentCountdown})
else
idText:SetText(T{233587337306, "<center>Unknown action in <u(currentCountdown)>", currentCountdown = currentCountdown})
end
else
break
end
Sleep(1000)
currentCountdown = currentCountdown - 1
end
end
dialog:Close()
FireNetSyncEventOnHost("FinishBBROrder", mode)
end)
WaitMsg(dialog)
local res = dialog.result
if res == "ok" then
NetSyncEvent("CancelBobbyCountdown", mode, netUniqueId)
end
end
function NetSyncEvents.CancelBobbyCountdown(mode, player_id)
lCloseBobbyCountdowns()
end
function SavegameSessionDataFixups.BobbyRayTabState(data, meta)
assert(data.gvars.PDABrowserTabState)
if not data.gvars.PDABrowserTabState.bobby_ray_shop then
data.gvars.PDABrowserTabState.bobby_ray_shop = { locked = true }
end
end
---------------------------------------------------------- Satellite Squad
DefineClass.ShipmentWindowClass = {
__parents = { "XMapObject", "XContextWindow" },
ZOrder = 3,
IdNode = true,
ContextUpdateOnOpen = true,
ScaleWithMap = false,
FXMouseIn = "SatelliteBadgeRollover",
FXPress = "SatelliteBadgePress",
FXPressDisabled = "SatelliteBadgeDisabled",
RolloverOffset = box(30, 24, 0, 0),
RolloverBackground = RGBA(255, 255, 255, 0),
PressedBackground = RGBA(255, 255, 255, 0),
routes_displayed = false,
route_visible = true
}
function ShipmentWindowClass:UpdateZoom(prevZoom, newZoom, time)
local map = self.map
local maxZoom = map:GetScaledMaxZoom()
local minZoom = Max(1000 * map.box:sizex() / map.map_size:x(), 1000 * map.box:sizey() / map.map_size:y())
newZoom = Clamp(newZoom, minZoom + 120, maxZoom)
XMapWindow.UpdateZoom(self, prevZoom, newZoom, time)
end
function ShipmentWindowClass:GetTravelPos()
return self:GetVisualPos()
end
function ShipmentWindowClass:SetVisible(visible)
XMapObject.SetVisible(self, visible)
XContextWindow.SetVisible(self, visible)
if not self.routes_displayed then return end
self.routes_displayed["main"][1]:SetVisible(visible)
for _1, decoration in pairs(self.routes_displayed["main"].decorations) do
decoration:SetVisible(visible)
end
end
function ShipmentWindowClass:Close()
XMapObject.Close(self)
if self.window_state == "open" or self.window_state == "closing" then XContextWindow.Close(self) end
if not self.routes_displayed then return end
self.routes_displayed["main"][1]:Close()
for _1, decoration in pairs(self.routes_displayed["main"].decorations) do
decoration:Close()
end
end
function CreateBobbyRayShipmentSquad(shipment_details)
local predef_props = {
Side = "player1",
arrival_squad = true, arrival_shipment = true,
shipment = shipment_details,
Name = "Bobby Ray's shipment " .. tostring(shipment_details.order_id), -- !TODO: this would need to be a translated string, but I'm not showing a rollover, for now.
CurrentSector = shipment_details.sector_id -- !TODO: should this be something else? Perhaps inferred from the travel time? I believe it may affect its label
}
return XTemplateSpawn("BobbyRaySquadWindow", g_SatelliteUI, predef_props)
end
function ShipmentUIUpdateMovement(shipment_window)
local lateLayoutThread = shipment_window:GetThread("late-layout")
if lateLayoutThread and CurrentThread() ~= lateLayoutThread then
shipment_window:DeleteThread(lateLayoutThread)
end
shipment_window:DeleteThread("sat-movement")
shipment_window:CreateThread("sat-movement", ArrivingShipmentTravelThread, shipment_window)
end
function ArrivingShipmentTravelThread(shipment_window)
local shipment = shipment_window.context.shipment
local sectorId = shipment.sector_id
local sY, sX = sector_unpack(sectorId)
local sectorPos = gv_Sectors[sectorId].XMapPosition
local leftMostSectorId = sector_pack(sY, 1)
local positions, routeSegments = ComputeArrivingPath(leftMostSectorId, sectorId)
if not shipment.departure_time then -- save fixup, essentially
local preset = FindPreset("BobbyRayShopDeliveryDef", shipment.delivery_option)
assert(preset)
shipment.departure_time = shipment.due_time - preset.MaxTime * const.Scale.day
end
local routeEndDecoration = XTemplateSpawn("SquadRouteDecoration", g_SatelliteUI)
if g_SatelliteUI.window_state == "open" then
routeEndDecoration:Open()
end
routeEndDecoration:SetRouteEnd(point(0, sY), sectorId)
routeEndDecoration:SetColor(GameColors.Player)
if not shipment_window.routes_displayed then shipment_window.routes_displayed = {} end
shipment_window.routes_displayed["main"] = routeSegments
routeSegments.decorations = { routeEndDecoration }
local totalTime = shipment.due_time - shipment.departure_time
local timeLeft = shipment.due_time - Game.CampaignTime
DisplayArrivingPathRemainder(totalTime, timeLeft, routeSegments, positions, shipment_window)
end
---------------------------------------------------------- Rollover Button
DefineClass.PDABobbyRayPopupButtonClass = {
__parents = { "PDACommonButtonClass" },
has_lost_rollover = false
}
function PDABobbyRayPopupButtonClass:OnLayoutComplete()
if not self.has_lost_rollover then
if not self:MouseInWindow(terminal.GetMousePos()) then
self.has_lost_rollover = true
end
end
PDACommonButtonClass.OnLayoutComplete(self)
end
function PDABobbyRayPopupButtonClass:SetupCategoryButton()
local dlg = GetDialog(self)
local alignMenuTo = self
local category = BobbyRayShopGetCategory(self:GetContext())
local categoryId, subcategoryId = BobbyRayShopGetActiveCategoryPair()
local active_category = BobbyRayShopGetCategory(categoryId)
local active_subcategory = BobbyRayShopGetSubCategory(subcategoryId)
local ctxMenu = XTemplateSpawn("PDABrowserBobbyRay_Store_SubCategoryMenu", dlg, { category = category, active_category = active_category, active_subcategory = active_subcategory })
ctxMenu:SetAnchor(alignMenuTo.box)
ctxMenu:SetMinWidth(self.measure_width)
ctxMenu.button = self
ctxMenu:Open()
self:OnOpenPopupMenu()
self.desktop:SetModalWindow(ctxMenu)
self.has_lost_rollover = false
end
function PDABobbyRayPopupButtonClass:RolloverCategoryButton(rollover)
if GetUIStyleGamepad() then return end
if rollover then
CreateRealTimeThread(function()
Sleep(1) -- to avoid recursive update
self:SetupCategoryButton()
end)
end
end
function PDABobbyRayPopupButtonClass:OnSetRollover(rollover)
if rollover and self.has_lost_rollover then
self:RolloverCategoryButton(rollover)
elseif not rollover then
self.has_lost_rollover = true
end
PDACommonButtonClass.OnSetRollover(self, rollover)
end
function PDABobbyRayPopupButtonClass:OnPress(gamepad)
self:SetupCategoryButton()
end
function PDABobbyRayPopupButtonClass:OnClosePopupMenu()
self:SetColumnsUse("abccd")
if not self:MouseInWindow(terminal.GetMousePos()) then
self.has_lost_rollover = true
end
end
function PDABobbyRayPopupButtonClass:OnOpenPopupMenu()
self:SetColumnsUse("ccccd")
end
---------------------------------------------------------- Resolution change
if FirstLoad then
g_PrevRes = point(GetResolution())
end
function OnMsg.SystemSize(pt)
if g_PrevRes ~= pt then
g_PrevRes = pt
if IsBobbyRayOpen() then
OpenBobbyRayPage() -- front page to prevent the grid ui breaking
end
end
end
|