File size: 17,071 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 |
--local err, folders = AsyncListFiles(path.assets.exporter, "*", "recursive,relative,folders")
g_AllInteractableIconsCached = false
function AllInteractableIcons()
if not g_AllInteractableIconsCached then
local err, files = AsyncListFiles("UI/Hud/", "iw*")
if not err then
files = table.map(files, function(f)
local path, file, ext = SplitPath(f)
return path .. file
end)
g_AllInteractableIconsCached = files
else
g_AllInteractableIconsCached = {}
end
end
return g_AllInteractableIconsCached
end
--[[@@@
@class CustomInteractable
CustomInteractable is a special type of Interactable object (doesn't have too much in common with Interactables, but provides similar functions).
These objects can be interacted with in only one way - a "custom interaction" that they define through conditions and effects.
Meaning - instead of inheriting from this class, conditions and effects should be assigned, to define it's interaction.
When placed in the world, this object is invisible (can be seen only in editor mode).
It should be made visible in the game through other dummy objects, by putting them all in a collection.
]]
DefineClass.CustomInteractable = {
__parents = { "EditorVisibleObject", "Interactable", "BoobyTrappable", "Object", "GridMarker" },
properties = {
{ category = "Interactable", id = "DisplayName", name = "Display Name", editor = "text", translate = true, default = "" },
{ category = "Interactable", id = "ActionPoints", name = "Action Points", editor = "number", scale = "AP", default = const["Action Point Costs"].CustomInteractableInteractionCost },
{ category = "Interactable", id = "InteractionLoadingBar", name = "Interaction Loading Bar", editor = "bool", default = true },
--{ category = "Interactable", id = "Icon", name = "Icon", editor = "text", default = "UI/Icons/Hud/interact" },
{ category = "Interactable", id = "Visuals", name = "Visuals", editor = "choice", default = "UI/Hud/iw_examine", items = AllInteractableIcons },
{ category = "Interactable", id = "highlight", name = "Highlight", editor = "bool", default = true },
{ category = "Interactable", id = "special_highlight", name = "Special Highlight", editor = "bool", default = true},
{ category = "Interactable", id = "EnabledConditions", name = "Enable conditions", editor = "nested_list", base_class = "Condition", default = false },
{ category = "Interactable", id = "ConditionalSequentialEffects", name = "Execute Effects Sequentially", editor = "bool", default = true, help = "Whether effects should wait for each other when executing in order."},
{ category = "Interactable", id = "ConditionalEffects", name = "Effects", editor = "nested_list", base_class = "Effect", all_descendants = true, default = false },
{ category = "Interactable", id = "MultiSelectBehavior", name = "MultiSelectBehavior", editor = "choice", items = { "all", "nearest" }, default = "all" },
{ category = "Grid Marker", id = "Type", name = "Type", editor = "dropdownlist", items = PresetGroupCombo("GridMarkerType", "Default"), default = "CustomInteractable", no_edit = true },
{ category = "Marker", id = "AreaHeight", name = "Area Height", editor = "number", default = 0, help = "Defining a voxel-aligned rectangle with North-South and East-West axes"},
{ category = "Marker", id = "AreaWidth", name = "Area Width", editor = "number", default = 0, help = "Defining a voxel-aligned rectangle with North-South and East-West axes"},
},
entity = "WayPoint",
EditorIcon = "CommonAssets/UI/Icons/about info information service",
range_in_tiles = 3
}
--[[@@@
Returns if the custom interaction is available for execution, depending on the assigned conditions.
@function string CustomInteractable@GetUIState(Unit unit, ...)
@param - Unit[] unit - The units that want to interact with this object.
@result - string availability - Possible values "enabled", "disabled", "hidden".
]]
function CustomInteractable:GetUIState(unit, ...)
if self.EnabledConditions then
return self:IsMarkerEnabled({ target_units = unit, interactable = self, no_log = true }) and "enabled" or "disabled"
end
return "enabled"
end
--[[@@@
Performs the action itself by executing all effects and then consumes the required action points.
@function void CustomInteractable@Execute(Unit unit, ...)
@param - Unit[] unit - The units that want to interact with this object.
]]
function CustomInteractable:Execute(units, ...)
if #units > 1 then
MultiTargetExecute(self.MultiSelectBehavior, units, function(unit, self, ...)
self:Execute({unit}, ...)
end, self, ...)
return
end
local unit = units[1]
if self:TriggerTrap(unit) then
return
end
if not self.ConditionalEffects then return end
if self.ConditionalSequentialEffects then
local endEvent = ExecuteSequentialEffects(self.ConditionalEffects, "CustomInteractable", { unit.handle }, self.handle)
CreateRealTimeThread(function()
WaitMsg(endEvent)
Msg("CustomInteractableEffectsDone", self)
end)
else
ExecuteEffectList(self.ConditionalEffects, unit, { target_units = {unit}, interactable = self })
Msg("CustomInteractableEffectsDone", self)
end
end
function CustomInteractable:GetInteractionCombatAction(unit)
local trapAction, icon = BoobyTrappable.GetInteractionCombatAction(self, unit)
if trapAction then return trapAction, icon end
return Presets.CombatAction.Interactions.Interact_CustomInteractable
end
local lconversionTable = {
["IwExamine"] = "UI/Hud/iw_examine",
["IwLoot"] = "UI/Hud/iw_loot",
["IwOpenDoor"] = "UI/Hud/iw_open_door",
["IwSpeak"] = "UI/Hud/iw_speak",
}
function CustomInteractable:GetInteractionVisuals()
local trapAction, boobyTrapIcon = BoobyTrappable.GetInteractionCombatAction(self, Selection and Selection[1])
if trapAction and boobyTrapIcon then return boobyTrapIcon end
local legacyIcon = lconversionTable[self.Visuals]
if legacyIcon then return legacyIcon end
return self.Visuals
end
function CustomInteractable:GetHighlightColor()
if BoobyTrappable.GetHighlightColor(self) == 2 then return 2 end
return self.special_highlight and 4 or 3
end
function CustomInteractable:RunDiscoverability()
return BoobyTrappable.RunDiscoverability(self) and SpawnedByEnabledMarker(self)
end
function CustomInteractable:GetError()
if self.DisplayName == "" then
return string.format("CustomInteractable '%s' requires DisplayName", self.ID)
end
end
DefineClass.ExamineMarker = {
__parents = {"CustomInteractable"},
properties = {
{ category = "Interactable", id = "DisplayName", name = "Display Name", editor = "text", translate = true, default = T(923956407215, "Examine"), no_edit = true },
{ category = "Interactable", id = "special_highlight", name = "Special Highlight", editor = "bool", default = false},
},
range_in_tiles = const.ExamineMarkerInteractionDistance,
InteractionLoadingBar = false
}
function GetUnitStatsCombo()
local items = {}
local props = UnitPropertiesStats:GetProperties()
for _, prop in ipairs(props) do
if prop.category == "Stats" then
items[#items + 1] = prop.id
end
end
return items
end
DefineClass.RangeGrantMarker = {
__parents = {"CustomInteractable"},
properties = {
{ category = "Grant", id = "SkillRequired", name = "Skill Required", editor = "combo", items = GetUnitStatsCombo, default = "" },
{ category = "Grant", id = "Difficulty", name = "Difficulty", editor = "combo", items = const.DifficultyPresetsNew, arbitrary_value = false, default = "Easy" },
{ category = "Grant", id = "RandomDifficulty", name = "Randomized Difficulty", editor = "bool", default = true, },
},
range_in_tiles = const.HerbMarkerInteractionDistance,
floating_text_activated = T(898871916829, "Success"),
combat_log_text_activated = T(148934830580, "(Success) Found"),
grant_item_class = "Meds",
grant_item_min = 1,
grant_item_max = 5,
additional_difficulty = 0,
activated = false,
granted = false,
}
function RangeGrantMarker:GameInit()
if self.RandomDifficulty and self.SkillRequired ~= "" then
self.additional_difficulty = InteractionRand(20, self.SkillRequired) - 10
end
end
function RangeGrantMarker:GetDynamicData(data)
if self.RandomDifficulty then
data.additional_difficulty = self.additional_difficulty
end
data.activated = self.activated or nil
data.granted = self.granted or nil
end
function RangeGrantMarker:SetDynamicData(data)
self.additional_difficulty = data.additional_difficulty or 0
self.activated = data.activated or false
self.granted = data.granted or false
end
function RangeGrantMarker:GetInteractionPos(unit)
local interaction_pos = CustomInteractable.GetInteractionPos(self, unit)
if type(interaction_pos) == "table" then
if not self.activated or self.granted then
return
end
end
return interaction_pos
end
function RangeGrantMarker:Activate(unit)
NetUpdateHash("RangeMarkerActivated", unit.session_id)
self.activated = true
Msg("GrantMarkerDiscovered", unit, self)
CreateFloatingText(self:GetPos(), self.floating_text_activated)
CombatLog("important", T{self.combat_log_text_activated, unit})
self.discovered = true
if not g_Combat then
PlayVoiceResponse(unit, "InteractableFound")
end
end
function RangeGrantMarker:RunDiscoverability(unit)
if self.activated then -- Check for base class only if the range grant marker has been found (activated)
local baseClassRun = CustomInteractable.RunDiscoverability(self)
if not baseClassRun then return false end
end
local visual = ResolveInteractableVisualObjects(self, nil, nil, "findFirst")
if not visual then return false end -- No visuals, or destroyed visuals
return true
end
function RangeGrantMarker:Grant(unit)
self.granted = true
local grant_amount = self.grant_item_min + InteractionRand(self.grant_item_max - self.grant_item_min, "Loot")
grant_amount = grant_amount + (self:GetItemGainModifier() / 2)
local left_amount = AddItemToSquadBag(unit.Squad, self.grant_item_class, grant_amount)
if left_amount then
unit:AddToInventory(self.grant_item_class, left_amount)
end
return grant_amount
end
function RangeGrantMarker:GetItemGainModifier()
return const.DifficultyToItemModifier[self.Difficulty]
end
function RangeGrantMarker:GrantFloatingText(unit, amount)
if amount then
CombatLog("short", T{959250382531, "Gathered <Amount> <Item>", {Amount = amount, Item = InventoryItemDefs[self.grant_item_class].DisplayName}})
if unit then
CreateFloatingText(unit:GetVisualPos(), T{959250382531, "Gathered <Amount> <Item>", Amount = amount, Item = InventoryItemDefs[self.grant_item_class].DisplayName}, nil, nil, 500)
end
end
end
function RangeGrantMarker:GetUIState(units, ...)
if not self.activated or self.granted then return "disabled" end
return CustomInteractable.GetUIState(self, units, ...)
end
function RangeGrantMarker:CheckDiscovered(unit)
if self.activated then
CustomInteractable.CheckDiscovered(self, unit)
return
end
if self.granted or DifficultyToNumber(self.Difficulty) < 0 then return end
if self.activated then return end
local difficulty = DifficultyToNumber(self.Difficulty) + self.additional_difficulty
local result = SkillCheck(unit, self.SkillRequired, difficulty, true)
if result == "success" then
self:Activate(unit)
end
end
function RangeGrantMarker:Execute(units, ...)
CustomInteractable.Execute(self, units, ...)
local unit = units[1]
local amount = self:Grant(unit)
self:GrantFloatingText(unit, amount)
end
function RangeGrantMarker:GetTrapDisplayName()
return T(726087963038, "Trap")
end
DefineClass.HerbMarker = {
__parents = { "RangeGrantMarker" },
properties = {
{ category = "Grant", id = "SkillRequired", name = "Skill Required", editor = "combo", items = GetUnitStatsCombo, default = "Wisdom", read_only = true },
{ category = "Interactable", id = "special_highlight", name = "Special Highlight", editor = "bool", default = false},
{ category = "Interactable", id = "Visuals", name = "Visuals", editor = "choice", default = "UI/Hud/iw_loot", items = AllInteractableIcons },
{ category = "Grid Marker", id = "Groups", name = "Groups", editor = "string_list", items = function() return GridMarkerGroupsCombo() end, default = {"Herb"}, arbitrary_value = true, },
{ category = "Grant", id = "Difficulty", name = "Difficulty", editor = "combo", items = const.DifficultyPresetsWisdomMarkersNew, arbitrary_value = false, default = "Easy" },
},
floating_text_activated = T(250845372777, "<em>Wisdom</em>: Herbs found"),
combat_log_text_activated = T(565308531076, "<Nick> found <em>Herbs</em> in the area"),
grant_item_class = "Meds",
grant_item_min = 2,
grant_item_max = 5,
DisplayName = T(363687811545, "Gather Herbs"),
}
DefineClass.SalvageMarker = {
__parents = { "RangeGrantMarker" },
properties = {
{ category = "Grant", id = "SkillRequired", name = "Skill Required", editor = "combo", items = GetUnitStatsCombo, default = "Mechanical", read_only = true },
{ category = "Interactable", id = "special_highlight", name = "Special Highlight", editor = "bool", default = false},
{ category = "Interactable", id = "Visuals", name = "Visuals", editor = "choice", default = "UI/Hud/iw_loot", items = AllInteractableIcons },
{ category = "Grid Marker", id = "Groups", name = "Groups", editor = "string_list", items = function() return GridMarkerGroupsCombo() end, default = {"Salvage"}, arbitrary_value = true, },
},
floating_text_activated = T(938112938808, "<em>Mechanical</em>: Salvage found"),
combat_log_text_activated = T(909344877136, "<Nick> found salvageable <em>Parts</em> in the area"),
grant_item_class = "Parts",
grant_item_min = 2,
grant_item_max = 5,
DisplayName = T(579260739215, "Salvage Parts"),
}
function SalvageMarker:GrantFloatingText(unit, amount)
if unit and amount then
CreateFloatingText(unit:GetVisualPos(), T{178669996888, "Salvaged <Amount> parts", Amount = amount}, nil, nil, 500)
end
end
DefineClass.HackMarker = {
__parents = { "RangeGrantMarker" },
properties = {
{ category = "Grant", id = "SkillRequired", name = "Skill Required", editor = "combo", items = GetUnitStatsCombo, default = "Mechanical", read_only = true },
{ category = "Grant", id = "Difficulty", name = "Difficulty", editor = "combo", items = const.DifficultyPresetsNew, arbitrary_value = false, default = "Medium" },
{ category = "Grant", id = "MoneyWeight", name = "Money Weight", editor = "number", default = 7000, min = 0},
{ category = "Grant", id = "IntelWeight", name = "Intel Weight", editor = "number", default = 3000, min = 0},
{ category = "Grant", id = "MoneyAmount", name = "Money to Grant", editor = "number", default = 250},
{ category = "Interactable", id = "Visuals", name = "Visuals", editor = "choice", default = "UI/Hud/iw_hack", items = AllInteractableIcons },
{ category = "Grid Marker", id = "Groups", name = "Groups", editor = "string_list", items = function() return GridMarkerGroupsCombo() end, default = {"Hack"}, arbitrary_value = true, },
},
floating_text_activated = T(526938056924, "<em>Mechanical</em>: Hackable device found"),
combat_log_text_activated = T(968826403710, "<Nick> found a <em>Hackable device</em> in the area"),
grantedItem = "",
grantedAmount = false,
DisplayName = T(825733718854, "Hack"),
}
function HackMarker:Execute(units, ...)
RangeGrantMarker.Execute(self, units, ...)
end
function HackMarker:Grant(unit)
local intelSectors = GetSectorsAvailableForIntel(2)
local weightTable = {{self.MoneyWeight, "Money"}}
if next(intelSectors) then
weightTable[#weightTable + 1] = {self.IntelWeight, "Intel"}
end
self.grantedItem = #weightTable > 1 and GetWeightedRandom(weightTable, unit:Random()) or "Money"
if self.grantedItem == "Money" then
local moneyRandomModifier = 1 + unit:Random(4)
local amount = self.MoneyAmount * (moneyRandomModifier + self:GetItemGainModifier())
amount = unit:CallReactions_Modify("OnCalcHackMoneyGained", amount)
AddMoney(amount, "deposit")
self.grantedAmount = amount
else
DiscoverIntelForRandomSector(2)
unit:CallReactions("OnHackIntelDsicovered")
end
self.granted = true
end
function HackMarker:GrantFloatingText(unit)
if not unit then return end
if self.grantedItem == "Money" then
if not self.grantedAmount then return end
CreateFloatingText(unit:GetVisualPos(), T{596293026247, "Gained <money(Amount)>", Amount = self.grantedAmount}, nil, nil, 500)
elseif self.grantedItem == "Intel" then
CreateFloatingText(unit:GetVisualPos(), T(993640719450, "Gained Intel"), nil, nil, 500)
end
end
function HackMarker:CheckDiscovered(unit)
if self.activated then
CustomInteractable.CheckDiscovered(self, unit)
return
end
if self.granted or DifficultyToNumber(self.Difficulty) < 0 then return end
if self.activated then return end
local difficulty = DifficultyToNumber(self.Difficulty) + self.additional_difficulty
if HasPerk(unit, "MrFixit") then
difficulty = difficulty - CharacterEffectDefs.MrFixit:ResolveValue("mrfixit_bonus")
end
local result = SkillCheck(unit, self.SkillRequired, difficulty, true)
if result == "success" then
self:Activate(unit)
end
end |