Various Changes; Updated and Added Mods
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+245
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-- UTILS
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-- Load the defaults
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local function load_defaults()
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local t = {}
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local op = lc_extra_transitions_mcm.op
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for i, v in ipairs(op.gr) do
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if v.def ~= nil then
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t[v.id] = v.def
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end
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end
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return t
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end
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local settings = load_defaults()
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local function on_option_change()
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settings = load_defaults()
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if ui_mcm then
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for k, v in pairs(settings) do
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settings[k] = ui_mcm.get("extra_level_transitions/" .. k)
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end
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end
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end
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local function str_coords_to_vector(str)
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local t = str_explode(str, ",")
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if #t < 3 then
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error("str_coords_to_vector, missing %s coords", 3 - #t)
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end
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return vector():set(tonumber(t[1]), tonumber(t[2]), tonumber(t[3]))
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end
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-- Transitions
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lc_pool = (function()
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local res = {}
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ini_sys:section_for_each(function(section)
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if SYS_GetParam(1, section, "lc_extra_level_transition", false) and SYS_GetParam(0, section, "story_id") then
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local n = ini_sys:section_exist(section) and ini_sys:line_count(section) or 0
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if (n > 0) then
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res[section] = {}
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for i = 0,n-1 do
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local _,id,val = ini_sys:r_line(section,i,"","")
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res[section][id] = val
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end
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end
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end
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end)
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return res
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end)()
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local saved_spots = {}
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local change_triggered = false
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local function find_save_spot(vid, gid)
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for k, v in pairs(saved_spots) do
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if v.vid == vid and
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v.gid == gid
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then
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return v
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end
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end
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end
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function xr_conditions.is_actor_inside_lc(actor, npc, p)
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local lc = actor:id() == AC_ID and npc or actor
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local d = SYS_GetParam(2, lc:section(), "trigger_radius", 6)
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d = d * d
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return npc:position():distance_to_sqr(actor:position()) <= d
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end
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function actor_on_first_update()
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on_option_change()
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if ui_mcm and ui_mcm.get("extra_level_transitions/delete_level_transitions") then
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ui_mcm.set("extra_level_transitions/delete_level_transitions", false)
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end
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for sec,v in pairs(lc_pool) do
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local se = get_story_se_item(sec)
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local pos = str_coords_to_vector(v.pos)
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local vid = level.vertex_id(pos)
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local gid = tonumber(v.gvid)
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if not (se) then
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se = alife():create(sec,pos,vid,gid)
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end
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if (se.position:distance_to_sqr(pos) > 0.1) then
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TeleportObject(se.id,pos,vid,gid)
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end
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if saved_spots[se.id] and saved_spots[se.id].spot and level.map_has_object_spot(se.id,saved_spots[se.id].spot) ~= 0 then
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level.map_remove_object_spot(se.id, saved_spots[se.id].spot)
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end
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if (level.map_has_object_spot(se.id,v.spot) == 0) then
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level.map_add_object_spot_ser(se.id,v.spot,game.translate_string(v.hint))
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end
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saved_spots[se.id] = {
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spot = v.spot,
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sec = sec,
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id = se.id,
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vid = vid,
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gid = gid,
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}
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end
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end
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function delete_level_transitions()
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if ui_mcm and ui_mcm.get("extra_level_transitions/delete_level_transitions") then
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ui_mcm.set("extra_level_transitions/delete_level_transitions", false)
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local sim = alife()
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for i = 1, 65534 do
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local obj = sim:object(i)
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if obj then
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local sec = obj:section_name()
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if lc_pool[sec] then
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sim:release(obj)
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if level.map_has_object_spot(obj.id,saved_spots[obj.id].spot) ~= 0 then
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level.map_remove_object_spot(obj.id, saved_spots[obj.id].spot)
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end
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end
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end
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end
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empty_table(saved_spots)
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end
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end
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--global distance calculation
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function get_travel_cost(se_obj)
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if not se_obj then return end
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local sim = alife()
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local actor = db.actor
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local closest_smart_id
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for name,smart in pairs( SIMBOARD.smarts_by_names ) do
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if simulation_objects.is_on_the_same_level(sim:actor(), smart) then
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local dist = smart.position:distance_to(actor:position())
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local smrt = SIMBOARD.smarts[smart.id]
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if (smrt) and (not closest_smart_id or (dist < closest_smart_id[1])) then
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closest_smart_id = { dist, smart.id }
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end
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end
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end
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local closest_smart = alife_object(closest_smart_id[2])
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local dist = math.sqrt(warfare.distance_to_xz_sqr(global_position.from(closest_smart), global_position.from(se_obj)))
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return dist
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end
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function is_gvid_on_the_actor_level(gvid)
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return game_graph():vertex(alife():actor().m_game_vertex_id):level_id() == game_graph():vertex(gvid):level_id()
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end
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function teleport_actor(actor,obj)
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local sec = obj and obj:section()
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local v = sec and lc_pool[sec]
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if (v and v.to_pos and v.to_gvid and not change_triggered) then
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local pos = str_coords_to_vector(v.to_pos)
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local dir = v.dir and str_coords_to_vector(v.dir) or VEC_ZERO
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local vid = level.vertex_id(pos)
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local gid = tonumber(v.to_gvid)
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if settings.enable_time_advance then
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-- local saved_spot = find_save_spot(vid, gid)
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-- local d = saved_spot and get_travel_cost(alife_object(saved_spot.id)) or 1000
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local d = math.random(800, 1600)
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local dist = math.floor(d / SYS_GetParam(2, "actor", "walk_accel", 11.5) * random_float(0.75, 1.25))
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local hours = math.floor(dist / 60)
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local minutes = dist % 60
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printf("advance time by %s, %s, distance %s, speed %s", hours, minutes, d, dist)
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level.change_game_time(0, hours, minutes)
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surge_manager.get_surge_manager().time_forwarded = true
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psi_storm_manager.get_psi_storm_manager().time_forwarded = true
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level_weathers.get_weather_manager():forced_weather_change()
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end
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change_triggered = true
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if v.snd then
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utils_obj.play_sound(v.snd)
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end
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if v.on_teleport then
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local condlist = xr_logic.parse_condlist(obj, obj:section(), "on_teleport", v.on_teleport)
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xr_logic.pick_section_from_condlist(actor, obj, condlist)
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end
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if is_gvid_on_the_actor_level(gid) then
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level.add_pp_effector("sleep_fade.ppe", 1313, false)
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CreateTimeEvent(0,"delay_travel",3,function()
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db.actor:set_actor_position(pos)
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db.actor:set_actor_direction((dir.y * 180) / math.pi)
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change_triggered = false
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return true
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end)
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return
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end
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ChangeLevel(pos,vid,gid,dir,true)
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-- level.disable_input()
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end
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end
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function handle_nearby_actor(actor, obj)
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local sec = obj and obj:section()
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local v = sec and lc_pool[sec]
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if not v then return end
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if change_triggered then return end
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-- Evaluate precondition before enabling transition
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if (v.precondition and v.precondition ~= "") then
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local precond_list = xr_logic.parse_condlist(obj, nil, "precondition", v.precondition)
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if (precond_list == "false") then
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return
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end
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if (actor and xr_logic.pick_section_from_condlist(actor, obj, precond_list) == "false") then
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return
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end
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end
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if v.disable_dialog then
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teleport_actor(actor, npc)
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else
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local dialog = lc_extra_transitions_ui.create_dialog()
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dialog:SetObj(obj)
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dialog:Show()
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end
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end
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function save_state(m_data)
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m_data.lc_extra_transitions_saved_spots = saved_spots
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end
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function load_state(m_data)
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saved_spots = m_data.lc_extra_transitions_saved_spots or {}
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end
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function on_game_start()
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RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
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RegisterScriptCallback("on_option_change", on_option_change)
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RegisterScriptCallback("on_option_change", delete_level_transitions)
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RegisterScriptCallback("save_state",save_state)
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RegisterScriptCallback("load_state",load_state)
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end
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+23
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local to_del = {
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["grim_level_changer_to_cit"] = true,
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["grim_space_restrictor_to_cit"] = true,
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["cit_level_changer_to_grim"] = true,
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["cit_space_restrictor_to_grim"] = true,
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["mil_level_changer_to_prom"] = true,
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["mil_space_restrictor_to_prom"] = true,
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["prom_level_changer_to_military"] = true,
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["prom_space_restrictor_to_military"] = true,
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}
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function actor_on_first_update()
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for i = 1, 65534 do
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local se_obj = alife_object(i)
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if se_obj and se_obj.name and se_obj:name() and to_del[se_obj:name()] then
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alife_release(se_obj)
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end
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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", actor_on_first_update)
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end
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