136 lines
6.1 KiB
Plaintext
136 lines
6.1 KiB
Plaintext
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---==================================================================================================================---
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--- ---
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--- Original Author(s) : NLTP_ASHES ---
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--- Edited : N/A ---
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--- Date : 17/02/2024 ---
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--- License : Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) ---
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--- ---
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--- Script used to bind a game_object to a luabind class, to enable specific scripted behaviors. ---
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--- ---
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---==================================================================================================================---
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-- ---------------------------------------------------------------------------------------------------------------------
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-- Constants, global variables and imported functions
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-- ---------------------------------------------------------------------------------------------------------------------
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-- Imported functions
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local dbg_printf = western_goods_utils.dbg_printf
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-- ---------------------------------------------------------------------------------------------------------------------
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-- General functions
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-- ---------------------------------------------------------------------------------------------------------------------
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--- Function used to bind an object to the Fire Source Binder
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--- @param obj game_object
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--- @return nil
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function bind(obj)
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obj:bind_object(fire_source_binder(obj).binder)
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end
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-- ---------------------------------------------------------------------------------------------------------------------
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-- Object Binder Class
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-- ---------------------------------------------------------------------------------------------------------------------
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class "fire_source_binder" (western_goods_bind_object.object_binder_lua)
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function fire_source_binder:__init(obj) super(obj)
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dbg_printf("[WG] Fire Source Binder | Binding object '%s'", obj:name())
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-- Sound effects
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self.m_snd_use_cf_fire = sound_object([[western_goods_tech\lighter_use_cf_fire]])
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-- Callbacks
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RegisterScriptCallback("western_goods_on_campfire_use", self)
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RegisterScriptCallback("western_goods_on_item_before_use", self)
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RegisterScriptCallback("western_goods_on_hideout_furniture_light_use", self)
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dbg_printf("[WG] Fire Source Binder | Successfully bound object '%s'", obj:name())
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end
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function fire_source_binder:net_destroy()
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UnregisterScriptCallback("western_goods_on_campfire_use", self)
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UnregisterScriptCallback("western_goods_on_item_before_use", self)
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UnregisterScriptCallback("western_goods_on_hideout_furniture_light_use", self)
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western_goods_bind_object.object_binder_lua.net_destroy(self)
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end
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function fire_source_binder:western_goods_on_campfire_use()
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-- Hide inventory UI
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if get_hud() then
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hide_hud_inventory()
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end
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-- Get nearby campfire (or use campfire passed as argument)
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local campfire_obj = bind_campfire.get_nearby_campfire(4, false)
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local campfire = campfire_obj and campfire_obj:get_campfire()
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if not campfire_obj or not campfire then
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printf("~[WG] WARNING | Fire Source Binder | Use Campfire - No campfire found ! [pos: %s | lvid: %s | gvid: %s]", db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id())
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return false
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end
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-- Return if campfire is already on
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if (campfire:is_on()) then
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dbg_printf("[WG] Fire Source Binder | Use Campfire - Failed to light campfire, it is already on")
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return false
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end
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-- We wuzz rain and shit
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if not bind_campfire.rain_pass() then
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actor_menu.set_msg(1, western_goods_utils.get_translation("st_fail"), 3)
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dbg_printf("[WG] Fire Source Binder | Use Campfire - Failed to light campfire, because of rain")
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return true
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end
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if (bind_campfire.k_rain < 1) then
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bind_campfire.k_rain = bind_campfire.k_rain + 1
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end
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-- Play SFX
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self.m_snd_use_cf_fire:play_at_pos(campfire_obj, campfire_obj:position(), 0, sound_object.s3d)
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actor_menu.set_msg(1, western_goods_utils.get_translation("st_camp_help"), 3)
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campfire:turn_on()
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dbg_printf("[WG] Fire Source Binder | Use Campfire - Successfully lit campfire")
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return true
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end
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function fire_source_binder:western_goods_on_item_before_use(obj, flags)
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local require_tool = ini_sys:r_string_ex(obj:section(), "required_tool")
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local obj_tool = require_tool and ini_sys:section_exist(require_tool) and db.actor:object(require_tool)
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-- Return if no tool is required, or if player already has a tool
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if not require_tool or obj_tool then
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dbg_printf("[WG] Fire Source Binder | Use Cigarette - Object requires no tool or player has necessary tool already")
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return false
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end
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-- Return if action was already allowed
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if flags.ret_value then
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dbg_printf("[WG] Fire Source Binder | Use Cigarette - Action was already allowed")
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return false
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end
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-- Override "missing tool" message
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actor_menu.set_msg(1, "", 5)
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flags.ret_value = true
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dbg_printf("[WG] Fire Source Binder | Use Cigarette - Successfully lit cigarette")
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return true
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end
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function fire_source_binder:western_goods_on_hideout_furniture_light_use(obj_id)
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-- Return if light is already on
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if hf_obj_manager.get_data(obj_id).is_on then
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dbg_printf("[WG] Fire Source Binder | Use HF Light - Failed to turn on light, it is already on")
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return false
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end
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-- Override "missing tool" message
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actor_menu.set_msg(1, "", 5)
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hf_obj_manager.update_data(obj_id, { is_on = true })
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dbg_printf("[WG] Fire Source Binder | Use HF Light - Successfully turned on light")
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return true
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end
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