myspace / Lua /BobbyRayGuns.lua
sirnii's picture
Upload 1816 files
b6a38d7 verified
raw
history blame
46.4 kB
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