271 lines
11 KiB
Plaintext
271 lines
11 KiB
Plaintext
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weapon_displays = {}
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weapon_display_slots = {}
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function on_game_start()
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RegisterScriptCallback("ActorMenu_on_item_after_move", ActorMenu_on_item_after_move)
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RegisterScriptCallback("ActorMenu_on_item_before_move", ActorMenu_on_item_before_move)
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RegisterScriptCallback("actor_on_item_before_pickup", actor_on_item_before_pickup)
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RegisterScriptCallback("game_object_on_net_spawn", game_object_on_net_spawn)
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RegisterScriptCallback("save_state", save_state)
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RegisterScriptCallback("load_state", load_state)
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-- Patch the displayed items into world items, so that npc's don't pick them up
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local base_is_world_item = game_setup.is_world_item
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function game_setup.is_world_item(id)
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for case_id, case_guns in pairs(weapon_displays) do
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for item_id, world_id in pairs(case_guns) do
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if id == world_id then
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return true
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end
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end
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end
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return base_is_world_item(id)
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end
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end
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valid_actor_bags = {
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[EDDListType.iActorBag] = true,
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[EDDListType.iActorSlot] = true
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}
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valid_stash = {}
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valid_display_kind = {}
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-- probably a bad idea to mix display metadata with pos/rot offsets in seperate sections, but in the same LTX
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local ini_displays = ini_file("items\\settings\\hideout_furniture\\displays\\displays.ltx")
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ini_displays:section_for_each(function(section)
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local slots = ini_displays:r_float_ex(section, "slots")
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if not slots then return end -- exit early if there is no number of slots
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valid_stash[section] = slots
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local valid_classes = ini_displays:r_list(section, "valid_classes")
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valid_display_kind[section] = {}
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for i, class in pairs(valid_classes) do
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valid_display_kind[section][class] = true
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end
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end)
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---@param se_obj game_object
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function game_object_on_net_spawn(se_obj)
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for case_id, case_guns in pairs(weapon_displays) do
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for item_id, world_id in pairs(case_guns) do
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if se_obj:id() == world_id then
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CreateTimeEvent("collector","freeze_" .. se_obj:id(), 0, freeze_item, se_obj:id(), item_id)
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return
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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 ActorMenu_on_item_before_move(flags, case_id, item, mode, bag_from)
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if not (case_id and item and mode == "loot") then return end
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local case_obj = get_object_by_id(case_id)
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local case_sec = case_obj:section()
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if case_obj and case_sec and valid_stash[case_sec] and valid_actor_bags[bag_from] then
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local sec = item:section()
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local kind = SYS_GetParam(0, sec, "kind")
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local case_slot_count = valid_stash[case_sec]
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if weapon_displays[case_id] and size_table(weapon_displays[case_id]) >= case_slot_count or not(kind and valid_display_kind[case_sec][kind]) then
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flags.ret_value = false
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end
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end
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end
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function ActorMenu_on_item_after_move(case_id, item, mode, bag_from)
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if not (case_id and item and mode == "loot") then return end
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local case_obj = get_object_by_id(case_id)
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local case_sec = case_obj:section()
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if case_obj and case_sec and valid_stash[case_sec] then
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local sec = item:section()
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local kind = SYS_GetParam(0, sec, "kind")
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local item_id = item:id()
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if valid_actor_bags[bag_from] and kind and valid_display_kind[case_sec][kind] then
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if weapon_displays[case_id] and weapon_displays[case_id][item_id] then
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RemoveTimeEvent("collector","remove_" .. weapon_displays[case_id][item_id])
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else
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if not weapon_displays[case_id] then
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weapon_displays[case_id] = {}
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weapon_display_slots[case_id] = {}
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end
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local ini_wd = ini_file("items\\settings\\hideout_furniture\\displays\\displays.ltx")
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local se_case = alife_object(case_id)
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local pos = vector():set(case_obj:position())
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local case_slot_count = valid_stash[case_sec]
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local gun_number = get_first_open_slot(weapon_display_slots[case_id], case_slot_count)
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local gun_section = ini_sys:r_string_ex(sec,"parent_section") or sec
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-- Rotation --
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-- Pull slot angle for stash
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local angle = vector():set(se_case.angle)
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local angle_q = aol_rotation.Quaternion(angle)
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local angle_str = ini_wd:r_string_ex(case_sec .. "_angles",gun_number)
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-- Pull angle for gun slot
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local case_slot_angle = vector():set(string_to_vector(angle_str)) -- get specific angle for gun slot
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case_slot_angle = case_slot_angle:mul(0.017453292519943295769236907684886) -- convert to radian
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-- Pull angle for gun
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local gun_adjust_str = ini_wd:r_string_ex("gun_angle_offsets",gun_section) or "0,0,0"
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local gun_adjust_angle = string_to_vector(gun_adjust_str)
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gun_adjust_angle = gun_adjust_angle:mul(0.017453292519943295769236907684886)
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local angle_offset = case_slot_angle:add(gun_adjust_angle)
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local angle_offset_q = aol_rotation.Quaternion(angle_offset)
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local q_rotation = angle_offset_q:multiply(angle_q)
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-- Location --
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local pos_offset = vector():set(0,0,0)
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-- Add position offset (weapon-specific, in vanilla)
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local position_offset_str = ini_sys:r_string_ex(sec, "position")
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if position_offset_str then
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local vec = string_to_vector(position_offset_str)
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vec.x = 0 -- ignore x axis offset
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pos_offset:add(vec)
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end
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-- Pull position adjustment for gun (weapon-display-specific)
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local ini_gun_offsets = ini_file("items\\settings\\hideout_furniture\\item_offsets\\items.ltx")
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local pos_gun_adjust = ini_gun_offsets:r_string_ex("gun_position_offsets",gun_section)
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if pos_gun_adjust then
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-- Rotate offset to align with orientation of stash
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pos_offset:add(string_to_vector(pos_gun_adjust))
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end
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-- Rotate position offset by unique gun rotation offset
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pos_offset = angle_offset_q:rotate_vector(pos_offset)
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-- Pull slot positions for stash
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local slot_pos_str = ini_wd:r_string_ex(case_sec .. "_positions",gun_number)
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local slot_pos = vector():set(string_to_vector(slot_pos_str))
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-- pos_offset = aol_rotation.rotate_vector_by_euler(pos_offset, se_case.angle)
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pos_offset:add(slot_pos)
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pos_offset = angle_q:rotate_vector(pos_offset)
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pos = pos:add(pos_offset)
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-- Create object at pos
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local world_se_obj = alife_create_item(sec, { pos, db.actor:level_vertex_id(), db.actor:game_vertex_id() })
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-- Rotate object
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world_se_obj.angle = q_rotation:to_euler_angles()
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-- world_se_obj.angle = angle
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-- Set invisible to AI (prevent pickup)
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local data = utils_stpk.get_weapon_data(world_se_obj)
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local remove_flags = 128
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local flag_mask = bit_not(remove_flags)
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data.object_flags = bit_and(data.object_flags, flag_mask)
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utils_stpk.set_weapon_data(data, world_se_obj)
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release_item_manager.unmark_item(world_se_obj.id)
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weapon_displays[case_id][item_id] = world_se_obj.id
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weapon_display_slots[case_id][gun_number] = world_se_obj.id
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end
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elseif weapon_displays[case_id] and weapon_displays[case_id][item_id] then
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CreateTimeEvent("collector","remove_" .. weapon_displays[case_id][item_id], 0, remove_displayed_item, item_id, weapon_displays[case_id][item_id], case_id)
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end
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end
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end
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function string_to_vector(string)
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local t = str_explode(string,",")
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for k, str in pairs(t) do
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t[k] = string.gsub(str, "%s+", "") -- remove whitespaces
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t[k] = tonumber(t[k])
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--printf(str)
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end
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return vector():set(t[1], t[2], t[3])
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end
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function get_first_open_slot(t, max_slots)
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for i=1, max_slots do
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if not t[i] then
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return i
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end
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end
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end
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function actor_on_item_before_pickup(obj, flags)
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for case_id, case_guns in pairs(weapon_displays) do
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for item_id, world_id in pairs(case_guns) do
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if obj:id() == world_id then
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--printf("NO PICKUP")
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flags.ret_value = false
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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 freeze_item(id, item_id)
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local obj = level.object_by_id(id)
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local phys = obj and obj:get_physics_shell()
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if phys then
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-- Show silencer/launcher if stashed item has the attachment
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if utils_item.has_attached_silencer(get_object_by_id(item_id)) then
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obj:set_bone_visible("wpn_silencer", true, true)
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end
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if utils_item.has_attached_gl(get_object_by_id(item_id)) then
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obj:set_bone_visible("wpn_launcher", true, true)
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end
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phys:freeze()
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return true
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end
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return false
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end
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function remove_displayed_item(item_id, world_item_id, case_id)
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local obj = alife_object(world_item_id)
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if obj then
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alife_release(obj) -- USE safe_release_manager.release(se_obj) ??????
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weapon_displays[case_id][item_id] = nil
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for slot, id in pairs(weapon_display_slots[case_id]) do
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if id == world_item_id then
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weapon_display_slots[case_id][slot] = nil
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break
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end
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end
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if size_table(weapon_displays[case_id]) == 0 then
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weapon_displays[case_id] = nil
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weapon_display_slots[case_id] = nil
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end
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RemoveTimeEvent("collector","freeze_" .. world_item_id)
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--printf("DISPLAYED ITEM REMOVED")
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return true
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end
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--printf("TRYING TO REMOVE")
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return false
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end
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function vector_rotate_y_radian(v, angle)
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--angle = angle * 0.017453292519943295769236907684886
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local c = math.cos (angle)
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local s = math.sin (angle)
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return vector():set(v.x * c - v.z * s, v.y, v.x * s + v.z * c)
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end
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function angle_to_radian(angle)
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return angle * 0.017453292519943295769236907684886
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end
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function save_state(m_data)
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m_data.weapon_displays = weapon_displays
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m_data.weapon_display_slots = weapon_display_slots
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end
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function load_state(m_data)
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weapon_displays = m_data.weapon_displays or {}
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weapon_display_slots = m_data.weapon_display_slots or {}
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end
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