Divergent/mods/UI Rework G.A.M.M.A. Style .../gamedata/scripts/soulslike_sleep_dialog.script

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local _InitControls = ui_sleep_dialog.UISleep.InitControls
local _InitCallbacks = ui_sleep_dialog.UISleep.InitCallbacks
local _TestAndShow = ui_sleep_dialog.UISleep.TestAndShow
local _OnButtonSleep = ui_sleep_dialog.UISleep.OnButtonSleep
function ui_sleep_dialog.UISleep.OnButtonSleep(self)
if not soulslike.IsSoulslikeMode() then
_OnButtonSleep(self)
return
end
local bleeding = db.actor.bleeding > 0
local radiation = db.actor.radiation > 0
-- Prevent sleep if bleeding and/or iradiated.
if (bleeding or radiation) then
if (bleeding and radiation) then
actor_menu.set_msg(1, game.translate_string("st_sleep_bleeding_irradiated"),5)
elseif (bleeding) then
actor_menu.set_msg(1, game.translate_string("st_sleep_bleeding"),4)
elseif (radiation) then
actor_menu.set_msg(1, game.translate_string("st_sleep_irradiated"),4)
end
disable_info("sleep_active")
if self:IsShown() then
self:HideDialog()
Unregister_UI("UISleep")
end
return
end
-- Check if actor is inside a safe zone
local actor_hide = GetEvent("current_safe_cover") and true or false
-- Check if actor is inside a tent
if (not actor_hide) then
actor_hide = item_tent.get_nearby_tent(1.5)
end
-- If all is no, dont sleep
if (not actor_hide) then
actor_menu.set_msg(1, game.translate_string("st_cant_sleep_find_shelter_mlr"),4)
disable_info("sleep_active")
if self:IsShown() then
self:HideDialog()
Unregister_UI("UISleep")
end
return
end
_OnButtonSleep(self)
end
function ui_sleep_dialog.UISleep.TestAndShow(self, force)
if not soulslike.IsSoulslikeMode() then
_TestAndShow(self, force)
return
end
if force then
_TestAndShow(self, force)
else
-- Detour and show the UI so we can let the user
-- set their spawn point. Move the sleep check code
-- to the Sleep button click instead
self:Initialize()
self:ShowDialog(true)
Register_UI("UISleep","ui_sleep_dialog")
end
end
function ui_sleep_dialog.UISleep.InitControls(self)
_InitControls(self)
if not soulslike.IsSoulslikeMode() then
return
end
local xml = CScriptXmlInit()
xml:ParseFile("soulslike_ui_sleep_dialog.xml")
local function move(ctrl, deltaX, deltaY)
local pos = ctrl:GetWndPos()
ctrl:SetWndPos(vector2():set( pos.x + deltaX ,pos.y + deltaY ))
end
-- Edited by Sota
--move(self.btn_sleep, 52, 0)
--move(self.btn_cancel, 52, 0)
local ratio = utils_xml.screen_ratio()
move(self.btn_sleep, 70.5 * ratio, 0)
move(self.btn_cancel, 70.5 * ratio, 0)
self.btn_set_spawn = xml:Init3tButton("btn_set_spawn", self.back)
self:Register(self.btn_set_spawn, "btn_set_spawn")
-- Edited by Sota
--if not utils_xml.is_widescreen() then
-- move(self.btn_set_spawn, 40, 0)
--end
end
function ui_sleep_dialog.UISleep.InitCallbacks(self)
_InitCallbacks(self)
if not soulslike.IsSoulslikeMode() then
return
end
self:AddCallback("btn_set_spawn", ui_events.BUTTON_CLICKED, self.OnButtonSetSpawn, self)
end
function ui_sleep_dialog.UISleep:OnButtonSetSpawn()
soulslike.set_spawn(true);
end