Divergent/mods/Stealth Overhaul/gamedata/scripts/light_gem.script

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2024-03-17 20:18:03 -04:00
local HUD = nil
local icon_mode = stealth_mcm.get_config("icon_type") or 1
function reset_hud()
deactivate_hud()
activate_hud()
end
function deactivate_hud()
if HUD ~= nil then
get_hud():RemoveDialogToRender(HUD)
HUD = nil
end
UnregisterScriptCallback("actor_on_net_destroy", deactivate_hud)
UnregisterScriptCallback("actor_on_before_death", deactivate_hud)
end
function activate_hud()
RegisterScriptCallback("actor_on_net_destroy", deactivate_hud)
RegisterScriptCallback("actor_on_before_death", deactivate_hud)
if HUD == nil then
HUD = StealthIcon()
get_hud():AddDialogToRender(HUD)
end
end
function upd_hud()
-- enable/disable icon
if stealth_mcm.get_config("icon") then
activate_hud()
else
deactivate_hud()
end
-- if icon enabled then update its type
if HUD ~= nil then
icon_mode = stealth_mcm.get_config("icon_type")
reset_hud()
end
end
function on_game_start()
RegisterScriptCallback("actor_on_first_update", upd_hud)
RegisterScriptCallback("on_option_change", upd_hud)
end
---------------------------------------- HUD -------------------------------------------------------
class "StealthIcon" (CUIScriptWnd)
function StealthIcon:__init() super()
self.xml = CScriptXmlInit()
self.xml:ParseFile("ui_light_gem.xml")
self:InitControls()
end
function StealthIcon:InitControls()
local xml = self.xml
if icon_mode == 1 then
self.gem = xml:InitStatic("gem", self)
elseif icon_mode == 2 then
self.gem = xml:InitProgressBar("gem_bar", self)
end
end
function StealthIcon:Update()
CUIScriptWnd.Update(self)
self.gem:Show(main_hud_shown())
local xx = stealth_mcm.get_config("icon_x")
local yy = stealth_mcm.get_config("icon_y")
self.gem:SetWndPos(vector2():set(xx, yy))
if icon_mode == 1 then
self:StatUpd()
elseif icon_mode == 2 then
self:BarUpd()
end
end
function StealthIcon:StatUpd()
local TINT_MAX = 245
local LUM_MULT = 1 -- multiplier applied to the luminosity value, higher generaly means lighter. too high and the gem won't get dark, to low and it won't get light.
-- both of these can be set from the debug menue. f7->0 light_gem.LUM_MULT = 1.9 into the execute text box then hit execute button. (typos will crash the game)
local FLASHLIGHT_PENALTY = .3 --flat value to make the gem jump as a reminder that you should shut off the light.
local gem_lum = visual_memory_manager.icon_lum()
local torch = db.actor:item_in_slot(10)
local flash = db.actor:item_in_slot(9)
if (torch and torch:torch_enabled()) then
gem_lum = gem_lum + FLASHLIGHT_PENALTY --flat value to make the gem jump as a reminder that you should shut off the light
elseif (flash and (flash:section() == "device_flashlight") and db.actor:active_detector()) then
gem_lum = gem_lum + FLASHLIGHT_PENALTY --flat value to make the gem jump as a reminder that you should shut off the light
end
local val = TINT_MAX - clamp(TINT_MAX * LUM_MULT * gem_lum, 0, TINT_MAX)
local gem_color = GetARGB(255,255-val,255-val,255-val)
self.gem:SetTextureColor(gem_color)
end
function StealthIcon:BarUpd()
local gem_val = math.floor(visual_memory_manager.stealth_light_ind[1] * 100 + 0.5)
local in_danger = visual_memory_manager.stealth_light_ind[2]
self.gem:SetProgressPos(gem_val)
local gem_color_white = GetARGB(255, 255, 255, 255)
local gem_color_yellow = GetARGB(255, 255, 255, 0)
local gem_color_red = GetARGB(255, 255, 0, 0)
if gem_val >= 100 then
self.gem:SetColor(gem_color_red)
elseif in_danger then
self.gem:SetColor(gem_color_yellow)
else
self.gem:SetColor(gem_color_white)
end
end
function StealthIcon:__finalize()
end