Divergent/mods/Yet Another Campfire Saving/gamedata/scripts/ish_campfire_saving.script

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-- Yet Another Campfire Saving
-- Last modified: 2022.12.04
-- https://github.com/Ishmaeel/YetAnotherCampfireSaving
local campfire_saving = true
local campfire_radius = 15
local base_radius = 50
local boss_radius = 10
local token_granted = time_infinite
local token_downtime = 1000 * 60 * 5 -- Five minutes
local token_redeemed = false
local notifications = false
local not_mommy = false
local neutral_bases = false
local enable_friendly_bosses = false
local enable_neutral_bosses = false
local getstr = game.translate_string
local silent = true
bonus_bases = {}
bonus_bases.pri_monolith = { monolith = true }
bonus_bases.pri_a18_smart_terrain = { killer = true }
function require_shelter()
return surge_manager.actor_in_cover()
end
function always_allow()
return true
end
function never_allow()
return false
end
the_bawses = {
zat_b18_noah = require_shelter, m_trader = require_shelter, m_lesnik = require_shelter,
trader_monolith_kbo = always_allow, mechanic_monolith_kbo = always_allow
}
function on_game_start()
bind_campfire.check_no_nearby_campfire = check_no_nearby_campfire
RegisterScriptCallback("on_before_save_input", on_before_save_input)
RegisterScriptCallback("on_option_change", on_option_change)
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
RegisterScriptCallback("on_console_execute", on_console_execute)
RegisterScriptCallback("on_key_release", on_key_release)
on_option_change()
end
function on_before_save_input(flags, typ_, text)
if campfire_saving and level_weathers.valid_levels[level.name()] then
token_redeemed = false
local error_message = nil
local nearby_campfire = bind_campfire.get_nearby_campfire(campfire_radius, true)
if not nearby_campfire then
error_message = strformat(getstr("st_ui_no_save_campfire_base"), text)
elseif not nearby_campfire:is_on() then
error_message = strformat(getstr("st_ui_no_save_campfire_unlit"), text)
end
local within_safe_space = is_within_friendly_base()
if not within_safe_space then
local evaluate_boss_safety = get_friendly_boss_safety_function()
if evaluate_boss_safety then
within_safe_space = evaluate_boss_safety()
end
end
if error_message and not within_safe_space then
token_redeemed = redeem_token()
-- always prevent saving.
exec_console_cmd("main_menu off")
flags.ret = true
-- only show message if token is not redeemed.
if not token_redeemed then
actor_menu.set_msg(1, error_message, 4)
end
end
end
end
function is_within_friendly_base()
local friendly_bases = get_friendly_bases()
for _, smart in pairs(friendly_bases) do
if smart.dist_to_actor < base_radius and surge_manager.actor_in_cover() then
return true
end
end
return false
end
function get_friendly_bases()
local friendly_bases = {}
local community = gameplay_disguise.get_default_comm()
for _, smart in pairs(SIMBOARD.smarts_by_names) do
if ish_campfire_debug then
ish_campfire_debug.draw_map_dot(smart)
end
if smart.is_on_actor_level and smart.props.base > 0 then
-- Base is considered friendly if it's marked for player's faction or "all"
local is_safe = smart.props[community] > 0 or smart.props.all > 0
-- Some bases are not properly marked for factions in vanilla configs, so we have an override table.
is_safe = is_safe or (bonus_bases[smart:name()] and bonus_bases[smart:name()][community])
-- Optional: Other factions may let you use their bases if you have good relations.
is_safe = is_safe or neutral_bases and is_base_neutral(smart, community)
if is_safe then
table.insert(friendly_bases, smart)
end
end
end
return friendly_bases
end
function is_base_neutral(smart, community)
for _, faction in pairs(game_relations.factions_table) do
local influence = smart.props[faction]
if influence > 0 then
local relation = relation_registry.community_relation(faction, community)
local goodwill = relation_registry.community_goodwill(faction, db.actor:id())
if relation + goodwill >= 0 then
return true
end
end
end
return false
end
function get_friendly_boss_safety_function()
local boss_safety_function = never_allow
local function iterate_func(obj)
if obj:id() > 0 then
local section = obj:section()
if the_bawses[section] then
local boss_alive = obj:alive()
local boss_relation = game_relations.get_npcs_relation(obj, db.actor)
if d and d.news then
local relationship = game_relations.game_relations_by_num[boss_relation]
d.news("Boss found: %s - %s, %s", section, relationship, boss_alive and "alive" or "dead")
end
if boss_alive and boss_relation == game_object.friend or (enable_neutral_bosses and boss_relation == game_object.neutral) then
boss_safety_function = the_bawses[section]
return true
end
end
end
end
if enable_friendly_bosses then
level.iterate_nearest(db.actor:position(), boss_radius, iterate_func)
end
return boss_safety_function
end
function check_no_nearby_campfire()
return false -- Prevent vanilla campfire checking function from interfering.
end
function on_option_change()
if ui_mcm then
campfire_saving = ui_mcm.get("yasc/enableCampfireSaving")
notifications = ui_mcm.get("yasc/enableNotifications")
not_mommy = ui_mcm.get("yasc/isNotMommy")
neutral_bases = ui_mcm.get("yasc/allowNeutralBases")
enable_friendly_bosses = ui_mcm.get("yasc/allowSanctuaries") >= 1
enable_neutral_bosses = ui_mcm.get("yasc/allowSanctuaries") >= 2
end
end
function actor_on_first_update()
extend_token_downtime()
end
function on_console_execute(cmd)
if cmd ~= "save" then
return
end
if token_redeemed then
switch_to_rl_mode()
else
extend_token_downtime()
end
end
function on_key_release(key)
if key == DIK_keys.DIK_F5 then
token_redeemed = redeem_token(silent and campfire_saving)
if token_redeemed then
create_emergency_save()
end
end
end
function extend_token_downtime()
token_granted = time_global() + token_downtime
end
function redeem_token(suppress_notification)
local time_remaining = token_granted - time_global()
local has_token = time_remaining <= 0
if has_token and (key_state(DIK_keys.DIK_LSHIFT) ~= 0 or key_state(DIK_keys.DIK_RSHIFT) ~= 0) then
return true
end
if not suppress_notification then
send_notification(time_remaining)
end
return false
end
function create_emergency_save()
exec_console_cmd(string.format("save %s - %ssave", (user_name() or "player"), get_parent_type()))
end
function switch_to_rl_mode()
exec_console_cmd("quit")
end
function send_notification(time_remaining)
if notifications then
local parent_type = get_parent_type()
if time_remaining > 0 then
news(getstr("token_pending"), parent_type, time_remaining / 1000)
else
news(getstr("token_granted"), parent_type)
end
end
end
function get_parent_type()
return getstr(string.format("mommy_%s", not not_mommy))
end
function news(message, ...)
message = string.format(message, ...)
if db.actor then
db.actor:give_game_news(getstr("ui_mcm_yacs_title"), message, "ui_inGame2_PD_storonnik_ravnovesiya", 0, 5000, 0)
else
printf(message)
end
end