Divergent/mods/Anomaly Addon Dependencies/gamedata/scripts/uni_anim_detectors.script

199 lines
5.6 KiB
Plaintext
Raw Permalink Normal View History

2024-03-17 20:18:03 -04:00
-- Animation: Append with '_quick' for detectors if:
-- - weapon in main hand is reloading or unjamming
-- - player is climbing
-- - switching to PDA
-- - quick throwing grenades
-- - wiping mask
-- - toggling headlamp
-- - playing an FDDA animation
local common = animation_common
common.add_flag("QUICK_DETECTOR")
-- Flag to force _quick when hiding detectors
force_quick = false
-- Compatibility for FDDA: Use '_quick' if an FDDA animation is about to play
if enhanced_animations then
fdda_anim_prepare = enhanced_animations.anim_prepare
function enhanced_animations.anim_prepare()
force_quick = true
fdda_anim_prepare()
end
fdda_call_my_slot_back = enhanced_animations.call_my_slot_back
function enhanced_animations.call_my_slot_back()
local result = fdda_call_my_slot_back()
if result == true then
force_quick = false
end
return result
end
fdda_bp_call_my_slot_back = zzz_ea_addon_backpack.call_my_slot_back
function zzz_ea_addon_backpack.call_my_slot_back()
local result = fdda_bp_call_my_slot_back()
if result == true then
force_quick = false
end
return result
end
end
-- Switching to PDA (PDA keybind)
-- Beefs nvg switch
function on_key_press(dik)
local bind = dik_to_bind(dik)
-- Quickhide detector when switching on beefs nvgs
if z_beefs_nvgs and bind == key_bindings.kNIGHT_VISION and db.actor:active_detector() then
force_quick = true
return
end
-- PDA keybind
if bind ~= key_bindings.kACTIVE_JOBS then return end
-- Detector drawn
if not db.actor:active_detector() then return end
-- PDA equipped
if not db.actor:item_in_slot(8) then return end
force_quick = true
end
-- Switching to PDA (Map keybind)
function actor_on_first_update()
local activate_slot = db.actor.activate_slot
db.actor.activate_slot = function(self, slot_num)
if slot_num == 8 and db.actor:active_detector() then
force_quick = true
end
activate_slot(self, slot_num)
end
end
-- Toggling headlamp
local Hit_TorchToggle = actor_effects.Hit_TorchToggle
function actor_effects.Hit_TorchToggle()
-- Check if headlamp is equipped. No need for battery check
if (not actor_effects.allow_animation()) or (not item_device.can_toggle_torch()) then
return
end
force_quick = true
Hit_TorchToggle()
end
-- Wiping Mask
local Hit_MaskCleaning = actor_effects.Hit_MaskCleaning
function actor_effects.Hit_MaskCleaning()
-- Check if mask overlay is ON
if (not actor_effects.allow_animation()) or (not actor_effects.is_mask_on()) then
return
end
force_quick = true
Hit_MaskCleaning()
end
-- Quick throw grenade
local Hit_GrenadeQuickthrow = actor_effects.Hit_GrenadeQuickthrow
function actor_effects.Hit_GrenadeQuickthrow()
if (not actor_effects.allow_animation())
or (not db.actor:item_in_slot(4))
or db.actor:get_current_holder() ~= nil
then
return
end
force_quick = true
Hit_GrenadeQuickthrow()
end
---@param item game_object
local function is_item_valid(item)
-- valid if item is equipped detector
local player_detector = db.actor:active_detector()
if player_detector and item:id() == player_detector:id() then
return true
end
return false
end
---@param anm_table any
---@param item game_object
local function anm_quick_detector(anm_table, item)
-- cancel if parent is not player
local parent = item:parent()
if not parent then return end
if parent:id() ~= AC_ID then return end
-- cancel if not valid item
if not is_item_valid(item) then return end
-- Add 'quick' if previous anim was also quick (intended for holster-draw pairs)
if common.get_flag("QUICK_DETECTOR") then
if string.find(anm_table.anm_name, "show") then
common.mutate_anim(anm_table, "_quick", item:section())
end
common.remove_flag("QUICK_DETECTOR")
return
end
local is_state_valid = {
[4] = true, -- inspect
[7] = true, -- reload
[8] = true, -- misfire
}
-- Add 'quick' suffix if above conditions are fulfilled
local player_wpn = db.actor:active_item()
if (
string.find(anm_table.anm_name, "hide")
and (
player_wpn and is_state_valid[player_wpn:get_state()]
or IsMoveState("mcClimb")
or force_quick
)
) then
common.mutate_anim(anm_table, "_quick", item:section())
common.set_flag("QUICK_DETECTOR")
force_quick = false
end
end
common.add_anim_mutator(anm_quick_detector, 5)
-- Use anim mutator to hide detector during inspect animations (added by Utjan)
local inspected_wpn
---@param anm_table any
---@param item game_object
local function inspect_hides_detector(anm_table, item)
-- cancel if parent is not player
local parent = item:parent()
if not parent then return end
if parent:id() ~= AC_ID then return end
if string.find(anm_table.anm_name, "bore") then
local active_det = db.actor:active_detector()
if active_det then
active_det:switch_state(2)
inspected_wpn = item
end
elseif inspected_wpn and inspected_wpn:id() == item:id() then
inspected_wpn = nil
db.actor:show_detector(true)
end
end
common.add_anim_mutator(inspect_hides_detector, 6)
function on_game_start()
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
RegisterScriptCallback("on_key_press", on_key_press)
end