Divergent/mods/FN Fal Reanimation/gamedata/scripts/aol_anim_transitions.script

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2024-03-17 20:18:03 -04:00
local common = animation_common
valid_anims = {}
local mutate_anim = animation_common.mutate_anim
function animation_common.mutate_anim(anm_table, anm_suffix, section)
table.insert(valid_anims, anm_suffix)
return mutate_anim(anm_table, anm_suffix, section)
end
transitions = {
}
function add_strict_transition(hud_section, start_anm, end_anm, transition_anm)
if not (hud_section and start_anm and end_anm and transition_anm) then
printf("[ERROR] aol_anim_transitions: Could not add new transition (a parameter was nil)")
return
end
-- Make sure transitions is properly set as a table of tables
transitions[hud_section] = transitions[hud_section] or {}
transitions[hud_section][start_anm] = transitions[hud_section][start_anm] or {}
transitions[hud_section][start_anm][end_anm] = transition_anm
end
pattern_transitions = {
}
function add_pattern_transition(hud_section, start_anm, end_anm, transition_anm, priority)
priority = priority or 25565
if not (hud_section and start_anm and end_anm and transition_anm) then
printf("[ERROR] aol_anim_transitions: Could not add new transition (a parameter was nil)")
return
end
pattern_transitions[hud_section] = pattern_transitions[hud_section] or {}
table.insert(pattern_transitions[hud_section], {
["start_anm"] = start_anm,
["end_anm"] = end_anm,
["transition_anm"] = transition_anm,
["priority"] = priority
})
end
local ini_items = ini_file("system.ltx")
local function itr(section)
local is_hud_section = section:match('_hud$')
if is_hud_section then
local line_count = ini_items:line_count(section)
for i=0,line_count-1 do
local result, id, value = ini_items:r_line_ex(section,i,"","")
local is_strict_transition = id:match("^ts_strict_")
if is_strict_transition then
local anm_names = str_explode(value,",")
add_strict_transition(section, anm_names[1], anm_names[2], anm_names[3])
end
local is_pattern_transition = id:match("^ts_pattern_")
if is_pattern_transition then
local anm_names = str_explode(value,",")
add_pattern_transition(section, anm_names[1], anm_names[2], anm_names[3], anm_names[4])
end
end
end
return false
end
ini_items:section_for_each(itr)
table.sort(pattern_transitions, function(a,b) return a["priority"] < b["priority"] end)
local previous_anms = {}
function set_strict_transition(anm_table, hud_section)
-- Make sure item has transitions
local item_transitions = transitions[hud_section]
if not (item_transitions) then
-- previous_anms[hud_section] = anm_table.anm_name
return false
end
-- Make sure there is a previous anm to check
local start_anm = previous_anms[hud_section]
if not start_anm then
-- previous_anms[hud_section] = anm_table.anm_name
return false
end
-- Get transition anm from table
local end_anm = anm_table.anm_name
local transition_anm = item_transitions[start_anm] and item_transitions[start_anm][end_anm]
if not (transition_anm) then
-- previous_anms[hud_section] = anm_table.anm_name
return false
end
-- Re-add valid suffixes from previous mutations
for i, anm_suffix in ipairs(valid_anims) do
if animation_common.has_animation(hud_section, transition_anm .. anm_suffix) then
transition_anm = transition_anm .. anm_suffix
end
end
anm_table.anm_name = transition_anm
return true
end
function set_pattern_transition(anm_table, hud_section)
-- Make sure item has transitions
local item_transitions = pattern_transitions[hud_section]
if not item_transitions then
return false
end
-- Make sure there is a previous anm to check
local start_anm = previous_anms[hud_section]
if not start_anm then
-- previous_anms[hud_section] = anm_table.anm_name
return false
end
local end_anm = anm_table.anm_name
for _, transition in ipairs(item_transitions) do
local transition_anm = transition["transition_anm"]
-- Re-add valid suffixes from previous mutations
for i, anm_suffix in ipairs(valid_anims) do
if animation_common.has_animation(hud_section, transition_anm .. anm_suffix) then
transition_anm = transition_anm .. anm_suffix
end
end
if end_anm:match(transition["end_anm"]) and
start_anm:match(transition["start_anm"]) and
start_anm ~= transition_anm and
end_anm ~= transition_anm and
start_anm ~= end_anm then
anm_table.anm_name = transition_anm
return true
end
end
return false
end
function anm_transitions(anm_table, item)
-- printf("ITEM: " .. item:section() .. " | ANM: " .. anm_table.anm_name)
local hud_section = SYS_GetParam(0, item:section(), "hud", nil)
if not hud_section then
return
end
local has_strict_transition = set_strict_transition(anm_table, hud_section)
if not has_strict_transition then
set_pattern_transition(anm_table, hud_section)
end
-- Track now playing animation
previous_anms[hud_section] = anm_table.anm_name
-- Clear valid anims
valid_anims = {}
-- printf("ITEM: " .. item:section() .. " | ANM: " .. anm_table.anm_name)
end
function on_game_start()
common.add_anim_mutator(anm_transitions, 999)
end