209 lines
5.0 KiB
Plaintext
209 lines
5.0 KiB
Plaintext
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local hud_enable = talents_mcm.get_config("hud_enable")
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local hud_pos_x = talents_mcm.get_config("hud_x")
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local hud_pos_y = talents_mcm.get_config("hud_y")
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HUD = nil
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function activate_hud()
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if HUD == nil and hud_enable then
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HUD = talents_hud()
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get_hud():AddDialogToRender(HUD)
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end
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end
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function deactivate_hud()
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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 "talents_hud" (CUIScriptWnd)
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function talents_hud:__init() super()
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self:InitControls()
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end
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function talents_hud: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_xcvb_talents_hud_16.xml")
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-- main container
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self.main = xml:InitStatic("main", self)
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local main_width = self.main:GetWidth()
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self.conts = {}
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self.active = {}
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self.icon_width = 0
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self.max_cols = 8
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local gap_x = 10
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for i = 1, self.max_cols do
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-- buff container
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self.conts[i] = {}
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self.conts[i].cont = xml:InitStatic("main:icon_cont", self.main)
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local cont_pos = self.conts[i].cont:GetWndPos()
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local cont_width = self.conts[i].cont:GetWidth()
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local new_cont_x = main_width - (cont_width * i) - (gap_x * i)
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self.conts[i].cont:SetWndPos(vector2():set(new_cont_x, cont_pos.y))
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-- store width and y
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if self.icon_width == 0 then
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self.icon_width = cont_width
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end
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-- icon
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self.conts[i].icon = xml:InitStatic("main:icon_cont:icon", self.conts[i].cont)
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-- stacks shadow
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self.conts[i].stacks_shadow = xml:InitTextWnd("main:icon_cont:stacks_shadow", self.conts[i].cont)
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-- stacks
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self.conts[i].stacks = xml:InitTextWnd("main:icon_cont:stacks", self.conts[i].cont)
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-- timer shadow
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self.conts[i].tmr_shadow = xml:InitTextWnd("main:icon_cont:tmr_shadow", self.conts[i].cont)
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-- timer
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self.conts[i].tmr = xml:InitTextWnd("main:icon_cont:tmr", self.conts[i].cont)
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end
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end
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local tmr = 0
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function talents_hud:Update()
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CUIScriptWnd.Update(self)
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local tg = time_global()
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if tmr > tg then return end
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tmr = tg + 100
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-- update hud pos
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self.main:SetWndPos(vector2():set(hud_pos_x, hud_pos_y))
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local dur_t = talents_functions.durations_t
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if not dur_t then return end
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local talent_stacks_t = {
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["fierce"] = talents_functions.fierce_stacks,
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["spot_weakness"] = talents_functions.spot_weakness_stacks,
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}
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-- update containers
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for talent_var, t in pairs(self.active) do
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-- buff expired
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if dur_t[talent_var] <= 0 then
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-- hide expired container
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self.conts[t.col].cont:Show(false)
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-- move all other containers with higher t.col to right
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for other_tal, other_t in pairs(self.active) do
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if other_tal ~= talent_var and other_t.col > t.col then
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-- hide other container
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self.conts[other_t.col].cont:Show(false)
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-- set new col
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self.active[other_tal].col = self.active[other_tal].col - 1
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local new_col = self.active[other_tal].col
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-- and show it to the right
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self.conts[new_col].icon:InitTexture(other_t.icon)
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self.conts[new_col].stacks_shadow:SetText(other_t.stacks)
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self.conts[new_col].stacks:SetText(other_t.stacks)
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self.conts[new_col].tmr_shadow:SetText(math.ceil(other_t.tmr - 0.1))
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self.conts[new_col].tmr:SetText(math.ceil(other_t.tmr - 0.1))
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self.conts[new_col].cont:Show(true)
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end
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end
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-- and remove from table
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self.active[talent_var] = nil
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end
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end
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-- remove all containers if table empty
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if is_empty(self.active) then
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for i = 1, self.max_cols do
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self.conts[i].cont:Show(false)
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end
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end
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-- add container or update timer
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for talent_var, time in pairs(dur_t) do
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if time > 0 then
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local talent = talent_var:gsub("_var", "")
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local col_size = size_table(self.active)
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if not self.active[talent_var] then
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local new_col = col_size + 1
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self.active[talent_var] = {}
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self.active[talent_var].col = new_col
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-- find, store and set icon
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local icon = "talent_" .. talent
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self.active[talent_var].icon = icon
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self.conts[new_col].icon:InitTexture(icon)
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end
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local cur_col = self.active[talent_var].col
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-- update stacks
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local stacks = talent_stacks_t[talent] and talent_stacks_t[talent] or ""
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self.active[talent_var].stacks = stacks
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self.conts[cur_col].stacks_shadow:SetText(stacks)
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self.conts[cur_col].stacks:SetText(stacks)
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-- update timer
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self.active[talent_var].tmr = math.ceil(time)
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self.conts[cur_col].tmr_shadow:SetText(math.ceil(time))
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self.conts[cur_col].tmr:SetText(math.ceil(time))
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-- show this container
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self.conts[cur_col].cont:Show(true)
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end
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end
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end
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function talents_hud:__finalize()
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end
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function on_option_change()
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hud_enable = talents_mcm.get_config("hud_enable")
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hud_pos_x = talents_mcm.get_config("hud_x")
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hud_pos_y = talents_mcm.get_config("hud_y")
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if hud_enable then
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activate_hud()
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else
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deactivate_hud()
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end
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end
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function on_game_start()
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RegisterScriptCallback("actor_on_first_update", activate_hud)
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RegisterScriptCallback("actor_on_net_destroy", deactivate_hud)
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RegisterScriptCallback("actor_on_before_death", deactivate_hud)
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RegisterScriptCallback("on_option_change", on_option_change)
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end
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