Divergent/mods/Fillable Canteens/gamedata/scripts/haruka_fill.script

116 lines
2.9 KiB
Plaintext
Raw Normal View History

2024-03-17 20:18:03 -04:00
--[[
Fillable canteens
This work is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0).
Author: HarukaSai (visit us at: https://discord.gg/efp)
2023-06-28
]]
local string_find = string.find
local geometry_ray = demonized_geometry_ray.geometry_ray
waters = {
["flask"] = true,
["dirty_water"] = true,
["boiled_water"] = true
}
local sound_objs = {
boiling_water = sound_object("fillable_canteens\\boiling_water"),
filling_water = sound_object("fillable_canteens\\filling_water")
}
function is_liquid(ray, result)
if (not result.material_name) then
return false
end
return (string.find(result.material_name, "water") or ray:isMaterialFlag("flLiquid"))
end
function check_water(material)
local ray = geometry_ray({
ray_range = 4,
flags = 1 + 2 + 4 + 8,
ignore_object = db.actor
})
local res = ray:get(device().cam_pos, device().cam_dir)
return is_liquid(ray, res.result)
end
function actor_on_item_use(obj)
local sec = obj:section()
if (waters[sec]) and obj:get_remaining_uses() == 0 then
alife_create_item("empty_canteen", db.actor)
end
end
function find_object(t, sec)
for i = 1, #t do
local result = t[i]:section() == sec and t[i]
if result then
return result
end
end
end
function find_object_t(t, secs)
for i = 1, #secs do
local result = find_object(t, secs[i])
if result then
return result
end
end
end
function on_item_drag_dropped(obj_1, obj_2, slot_from, slot_to)
local p_1, p_2 = obj_1:parent(), obj_2:parent()
if not ((p_1 and p_1:id() == AC_ID) and (p_2 and p_2:id() == AC_ID)) then
return
end
local akvatab = find_object({obj_1, obj_2}, "purification_tablet")
local dirty_water = find_object_t({obj_1, obj_2}, {"dirty_water","boiled_water"})
if not (akvatab and dirty_water) then
return
end
alife_create_item("flask", db.actor, {["uses"] = dirty_water:get_remaining_uses()})
alife_release(dirty_water)
utils_item.discharge(akvatab, 1)
end
function fill(obj, sec)
alife_create_item("dirty_water", obj:parent())
sound_objs.filling_water:play(db.actor, 0, sound_object.s2d)
alife_release(obj)
end
local function fill_condition_function(obj, bag, mode)
local p = obj:parent()
if not (p and p:id() == AC_ID) then
return
end
local sec = obj:section()
if (sec == "empty_canteen" or waters[sec]) and check_water() then
return true
end
end
local add_functor = custom_functor_autoinject.add_functor
add_functor("haruka_fill", fill_condition_function, function()
return game.translate_string("st_haruka_fill")
end, nil, fill)
function on_game_start()
RegisterScriptCallback("ActorMenu_on_item_drag_drop", on_item_drag_dropped)
RegisterScriptCallback("actor_on_item_use", actor_on_item_use)
end