212 lines
5.1 KiB
Plaintext
212 lines
5.1 KiB
Plaintext
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HUD = nil
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function activate_hud(gui)
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-- open with inventory only
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if gui ~= "UIInventory" then
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return
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end
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-- check for inventory gui
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if not (ui_inventory and ui_inventory.GUI) then
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return
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end
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-- disable inventory power bar
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if ui_inventory.GUI.stat and ui_inventory.GUI.stat["power"] and ui_inventory.GUI.stat["power"].base then
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ui_inventory.GUI.stat["power"].base:Show(false)
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end
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-- show hud
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if HUD == nil then
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HUD = hts_tooltips()
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get_hud():AddDialogToRender(HUD)
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HUD:Update_Bars(true)
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end
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end
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function deactivate_hud(gui)
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-- if gui ~= "UIInventory" then return end
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if HUD ~= nil then
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get_hud():RemoveDialogToRender(HUD)
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HUD = nil
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end
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end
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class "hts_tooltips" (CUIScriptWnd)
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function hts_tooltips:__init() super()
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self:InitControls()
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end
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function hts_tooltips:InitControls()
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self:SetWndRect(Frect():set(0,0,1024,768))
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self:SetAutoDelete(true)
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self.xml = CScriptXmlInit()
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local xml = self.xml
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xml:ParseFile("ui_new_bars.xml")
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self.hts_t = {
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[1] = { "satiety", get_satiety_val },
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[2] = { "thirst", get_thirst_val },
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[3] = { "sleep", get_sleep_val },
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}
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-- timer
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self.tmr = 0
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-- build elements
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self.elems = self.elems or {}
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for i = 1, 3 do
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self.elems[i] = self.elems[i] or {}
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-- bars
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self.elems[i].bar_wnd = xml:InitStatic(self.hts_t[i][1] .. "_wnd", self)
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self.elems[i].bar = xml:InitStatic(self.hts_t[i][1] .. "_wnd:bar", self.elems[i].bar_wnd)
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-- default bar width, height
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self.elems[i].width = self.elems[i].bar:GetWidth()
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self.elems[i].height = self.elems[i].bar:GetHeight()
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-- default bar texture rect (full bar = x2 - x1)
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self.elems[i].rect_x1 = self.elems[i].bar:GetTextureRect().x1
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self.elems[i].rect_y1 = self.elems[i].bar:GetTextureRect().y1
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self.elems[i].rect_x2 = self.elems[i].bar:GetTextureRect().x2
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self.elems[i].rect_y2 = self.elems[i].bar:GetTextureRect().y2
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-- tooltip
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self.elems[i].tooltip = xml:InitStatic(self.hts_t[i][1] .. "_wnd:tooltip", self.elems[i].bar_wnd)
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end
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end
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function hts_tooltips:Update()
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CUIScriptWnd.Update(self)
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-- disable bars when in picker window
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local picker_enabled = ui_inventory.GUI and ui_inventory.GUI.CC and ui_inventory.GUI.CC["picker"] and ui_inventory.GUI.CC["picker"]:IsShown()
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for i = 1, #self.elems do
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self.elems[i].bar_wnd:Show( (not picker_enabled) )
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end
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local tg = time_global()
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if (tg < self.tmr) then return end
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self.tmr = tg + 50
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self:Update_Bars()
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end
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function hts_tooltips:Update_Bars()
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local pos = GetCursorPosition()
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for i = 1, #self.elems do
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local elem = self.elems[i]
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-- update bars
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if elem.bar then
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-- set new x2 rect
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local x1 = elem.rect_x1
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local x2 = x1 + ( (elem.rect_x2 - x1) * self.hts_t[i][2]())
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self.elems[i].bar:SetTextureRect(Frect():set( x1, elem.rect_y1, x2, elem.rect_y2 ))
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-- set new width
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local width = elem.width * self.hts_t[i][2]()
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self.elems[i].bar:SetWndSize(vector2():set( width, elem.height ))
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end
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-- update tooltip
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self.elems[i].tooltip:Show(false)
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if elem.tooltip then
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local p, w, h = elem.bar_wnd:GetWndPos(), elem.bar_wnd:GetWidth(), elem.bar_wnd:GetHeight()
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local pos_true = pos.x > p.x and pos.y > p.y and pos.x < (p.x + w) and pos.y < (p.y + h)
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if pos_true then
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self.elems[i].tooltip:Show(true)
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self.elems[i].tooltip:TextControl():SetText( math.ceil(self.hts_t[i][2]() * 100) .. " %" )
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end
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end
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end
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end
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function hts_tooltips:__finalize()
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end
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-------------------------- misc --------------------------
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function get_red_thirst()
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local max_thirst = get_local_val([[gamedata\scripts\actor_status_thirst.script]], "actor_status_thirst", "local start_blur_4") or 5760
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return max_thirst
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end
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function get_red_sleep()
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local max_sleep = get_local_val([[gamedata\scripts\actor_status_sleep.script]], "actor_status_sleep", "local start_blur_4") or 8750
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return max_sleep
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end
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function get_local_val(path, script_name, str_to_find)
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if _G[script_name] then
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if not file_exists(path) then
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return
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end
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for line in io.lines(path) do
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if string.find(line, str_to_find) then
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_,_, loc_val = string.find(line, "start_blur_4%s*=%s*(%d+)")
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if type(tonumber(loc_val)) == "number" then
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return loc_val
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end
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end
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end
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end
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end
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function file_exists(name)
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local f = io.open(name, "r")
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if f ~= nil then
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io.close(f)
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return true
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else
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return false
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end
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end
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function get_satiety_val()
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local conditions = db.actor:cast_Actor():conditions()
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local satiety = conditions:GetSatiety()
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local red_icon_satiety = conditions:SatietyCritical() * 0.5
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satiety = normalize(satiety, red_icon_satiety, 1)
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return satiety
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end
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function get_thirst_val()
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local thirst = 1 - actor_status_thirst.get_water_deprivation()
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local red_icon_thirst = get_red_thirst()
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red_icon_thirst = 1 - normalize(red_icon_thirst, 0, 10000)
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thirst = normalize(thirst, red_icon_thirst, 1)
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return thirst
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end
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function get_sleep_val()
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local sleep = 1 - actor_status_sleep.get_sleep_deprivation()
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local red_icon_sleep = get_red_sleep()
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red_icon_sleep = 1 - normalize(red_icon_sleep, 0, 10000)
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sleep = normalize(sleep, red_icon_sleep, 1)
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return sleep
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end
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function on_game_start()
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RegisterScriptCallback("GUI_on_show", activate_hud)
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RegisterScriptCallback("GUI_on_hide", deactivate_hud)
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end
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