Divergent/mods/Arszis Radiation Overhaul -.../gamedata/scripts/game_fast_travel.script

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2024-03-17 20:18:03 -04:00
------------------------------
-- Fast Travel system
-- author: Alundaio
-- Modified: sLoPpYdOtBiGhOlE (marker names, menu and config options, etc)
------------------------------
-- demonized edit, made everything global
enabled = 0
combattravel = false
weighttravel = false
damagetravel = false
stormtravel = false
longnames = false
markermessage = false
notime = false
tsmarts = nil
function bbp_extra_weight()
local w = 0
local function itr(npc,itm)
if (npc:is_on_belt(itm)) then
w = w + (itm and ((ini_sys:r_float_ex(itm:section(),"additional_inventory_weight") or 0) * itm:condition()) or 0)
end
end
db.actor:iterate_inventory(itr,db.actor)
local bkpk = db.actor:item_in_slot(13)
w = w + (bkpk and ini_sys:r_float_ex(bkpk:section(),"additional_inventory_weight") or 0)
return w
end
function map_spot_menu_add_property(property_ui,id,level_name)
local se_obj = id > 0 and alife_object(id)
if not (se_obj) then
return
end
if (DEV_DEBUG) or (enabled > 0 and se_obj:clsid() == clsid.smart_terrain and tsmarts[se_obj:name()]) then
if (longnames) then
property_ui:AddItem(game.translate_string("st_pda_fast_travel_to").." ".. game.translate_string(level_name).." "..game.translate_string(se_obj:name()))
else
property_ui:AddItem(game.translate_string("st_pda_fast_travel_to").." "..game.translate_string(se_obj:name()))
end
end
end
function map_spot_menu_property_clicked(property_ui,id,level_name,prop)
local se_obj = alife_object(id)
if not (se_obj) then
return
end
if (longnames) then
if (prop ~= (game.translate_string("st_pda_fast_travel_to").." "..game.translate_string(level_name).." "..game.translate_string(se_obj:name()))) then
return
end
else
if (prop ~= (game.translate_string("st_pda_fast_travel_to").." "..game.translate_string(se_obj:name()))) then
return
end
end
-- Prevent fast travel if in combat.
if not (combattravel) then
if not (is_empty(xr_combat_ignore.fighting_with_actor_npcs)) then
hide_hud_pda()
actor_menu.set_msg(1, game.translate_string("st_travel_event"),4)
return
end
end
-- Prevent fast travel while overloaded.
if not (weighttravel) then
local suit = db.actor:item_in_slot(7)
local diff = db.actor:get_total_weight() - db.actor:get_actor_max_walk_weight() - (suit and suit:get_additional_max_weight() or 0) - bbp_extra_weight()
if diff > 0 then
hide_hud_pda()
actor_menu.set_msg(1, game.translate_string("st_travel_overloaded"),4)
return
end
end
-- Prevent fast travel if bleeding and/or iradiated.
if not (damagetravel) then
local bleeding = db.actor.bleeding > 0
local radiation = db.actor.radiation > 0
if arszi_radiation and (arszi_radiation.settings.fastTravelWithRads == 1 and db.actor.radiation <= arszi_radiation.settings.RADIATION_THRESHOLD or arszi_radiation.settings.fastTravelWithRads == 2) then
if (bleeding) then
actor_menu.set_msg(1, game.translate_string("st_sleep_bleeding"),4)
hide_hud_pda()
return
end
else
if (bleeding or radiation) then
if (bleeding and radiation) then
actor_menu.set_msg(1, game.translate_string("st_sleep_bleeding_irradiated"),5)
elseif (bleeding) then
actor_menu.set_msg(1, game.translate_string("st_sleep_bleeding"),4)
elseif (radiation) then
actor_menu.set_msg(1, game.translate_string("st_sleep_irradiated"),4)
end
hide_hud_pda()
return
end
end
end
-- Prevent fast travel if an emission or psi-storm currently ongoing.
if not (stormtravel) then
if (xr_conditions.surge_started() or psi_storm_manager.is_started()) then
actor_menu.set_msg(1, game.translate_string("st_travel_event"),4)
hide_hud_pda()
return
end
end
-- forward time when traveling
if not (notime) then
local dist = db.actor:position():distance_to(se_obj.position)
level.change_game_time(0,math.floor(dist/1000)+math.random(0,2),math.random(1,59))
surge_manager.get_surge_manager().time_forwarded = true
psi_storm_manager.get_psi_storm_manager().time_forwarded = true
level_weathers.get_weather_manager():forced_weather_change()
end
if (se_obj.online) then
db.actor:set_actor_position(se_obj.position)
hide_hud_pda()
else
ChangeLevel(se_obj.position, se_obj.m_level_vertex_id, se_obj.m_game_vertex_id, VEC_ZERO, true)
end
-- edit demonized, returns true and params on success
return true, {
se_obj = se_obj,
dist = db.actor:position():distance_to(se_obj.position),
}
-- edit demonized end
end
-- Used for Visit_Only mode, catches the player near the marker and updates things.
function actor_on_interaction(typ, obj, name)
if (enabled ~= 1) then
return
end
if (typ ~= "smarts") then
return
end
if not (tsmarts[name]) then
return
end
if (level.map_has_object_spot(obj.id, "fast_travel") == 0) then
if (longnames) then
local smart = alife():object(obj.id)
local level_name = alife():level_name(smart and game_graph():vertex(smart.m_game_vertex_id):level_id())
level.map_add_object_spot(obj.id, "fast_travel", game.translate_string(level_name).." "..game.translate_string(name))
if (markermessage) then
actor_menu.set_msg(1, game.translate_string(level_name).." "..game.translate_string(name).." "..game.translate_string("st_fast_travel_discovered"), 4)
end
else
level.map_add_object_spot(obj.id, "fast_travel", game.translate_string(name))
if (markermessage) then
actor_menu.set_msg(1, game.translate_string(name).." "..game.translate_string("st_fast_travel_discovered"), 4)
end
end
end
end
st_list_1 = game.translate_string("ui_mm_travel_list_1")
function update_settings()
enabled = ui_options.get("gameplay/fast_travel/state")
combattravel = ui_options.get("gameplay/fast_travel/on_combat")
weighttravel = ui_options.get("gameplay/fast_travel/on_overweight")
damagetravel = ui_options.get("gameplay/fast_travel/on_damage")
stormtravel = ui_options.get("gameplay/fast_travel/on_emission")
longnames = ui_options.get("gameplay/fast_travel/long_names")
markermessage = ui_options.get("gameplay/fast_travel/visit_message")
notime = ui_options.get("gameplay/fast_travel/time")
local faction = character_community(db.actor):sub(7)
local pini = ini_file("plugins\\faction_quick_travel.ltx")
tsmarts = utils_data.collect_section(pini,faction,true)
if not (is_empty(tsmarts)) then
local level_name
local sim,gg = alife(),game_graph()
for i=1,65534 do
local smart = sim:object(i)
if (smart and smart:clsid() == clsid.smart_terrain and tsmarts[smart:name()]) then
if (level.map_has_object_spot(i, "fast_travel")) then
level.map_remove_object_spot(i, "fast_travel")
end
if (enabled == 1) then
if (game_statistics.has_actor_visited_smart(smart:name()) == true) then
if (longnames) then
level_name = sim:level_name(smart and gg:vertex(smart.m_game_vertex_id):level_id())
level.map_add_object_spot(i, "fast_travel", game.translate_string(level_name).." "..game.translate_string(smart:name()))
else
level.map_add_object_spot(i, "fast_travel", game.translate_string(smart:name()))
end
end
elseif (enabled == 2) then
if (longnames) then
level_name = sim:level_name(smart and gg:vertex(smart.m_game_vertex_id):level_id())
level.map_add_object_spot(i, "fast_travel", game.translate_string(level_name).." "..game.translate_string(smart:name()))
else
level.map_add_object_spot(i, "fast_travel", game.translate_string(smart:name()))
end
end
end
end
end
return true
end
function on_game_start()
RegisterScriptCallback("map_spot_menu_add_property",map_spot_menu_add_property)
RegisterScriptCallback("map_spot_menu_property_clicked",map_spot_menu_property_clicked)
RegisterScriptCallback("on_game_load",update_settings)
RegisterScriptCallback("on_option_change",update_settings)
RegisterScriptCallback("actor_on_interaction", actor_on_interaction)
end