505 lines
15 KiB
Plaintext
505 lines
15 KiB
Plaintext
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--[[
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Tronex
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2020/4/9
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Actor status / info - Handly for checking actor related info like current safe cover by other scripts
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Custom HUD indicators
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--]]
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-- Update rate
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local tg_update = 0
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local tg_update_step = 1000 --[ms]
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----------------------------------
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-- Current Boosters and states
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----------------------------------
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local active_boosters = {}
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local boost_name = {}
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function prepare_boosters_effect()
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boost_name = invert_table(BoosterID)
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end
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function scan_boosters_effect()
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for name,t in pairs(active_boosters) do
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t.value = nil
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t.period = nil
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end
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db.actor:cast_Actor():conditions():BoosterForEach( scan_current_booster_effect )
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end
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function scan_current_booster_effect(typ, period, value)
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active_boosters[ boost_name[typ] ] = { value=value , period=period }
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end
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function get_boost(name, time_only)
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if time_only then
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return active_boosters[name] and active_boosters[name].period
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end
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return active_boosters[name] and active_boosters[name].value
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end
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function get_satienty(visual)
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local conditions = db.actor:cast_Actor():conditions()
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local satienty = conditions:GetSatiety()
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if (not visual) then
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return satienty
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end
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local satiety_critical = conditions:SatietyCritical()
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local satiety_koef = (satienty - satiety_critical) / (satienty >= satiety_critical and (1 - satiety_critical) or satiety_critical)
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if (satiety_koef > 0.5) then
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return 0
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else
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if (satiety_koef > 0.0) then
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return 1
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elseif (satiety_koef > -0.5) then
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return 2
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else
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return 4
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end
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end
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end
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function get_radiation(visual)
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local radiation = db.actor.radiation
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if (not visual) then
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return radiation
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end
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-- for indicator
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if radiation and radiation > 0 then
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return math.ceil(radiation * 4)
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end
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return 0
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end
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function get_overweight(visual)
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local actor = db.actor
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local tot_weight = actor:get_total_weight()
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local max_weight = actor:get_actor_max_walk_weight()
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local outfit = actor:item_in_slot(7)
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local backpack = actor:item_in_slot(13)
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max_weight = max_weight + (outfit and outfit:get_additional_max_weight() or 0)
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max_weight = max_weight + (backpack and backpack:get_additional_max_weight() or 0)
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actor:iterate_belt( function(owner, obj)
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local c_arty = obj:cast_Artefact()
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max_weight = max_weight + (c_arty and c_arty:AdditionalInventoryWeight() or 0)
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end)
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--max_weight = max_weight + actor:cast_Actor():conditions().eBoostMaxWeight
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if (not visual) then
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return (tot_weight > max_weight), tot_weight, max_weight
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end
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-- for indicator
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if (tot_weight > max_weight) then
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return 4
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elseif (tot_weight + 10 > max_weight) then
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return 2
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end
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return 0
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end
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----------------------------------
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-- Current safe cover
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----------------------------------
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local safe_covers = {}
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local near_cover_dist
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local last_cover, last_cover_2, near_cover
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local last_cover_o, near_cover_o
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function prepare_safe_zone()
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local sur_ini = ini_file("misc\\surge_manager.ltx")
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local safe_covers_list = utils_data.collect_section(sur_ini,"list",true)
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-- Only collect safe covers in the same level
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local sim = alife()
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local is_on_the_actor_level = simulation_objects.is_on_the_actor_level
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for i=1, 65534 do
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local se_obj = sim:object(i)
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if se_obj and safe_covers_list[se_obj:name()] and is_on_the_actor_level(se_obj) then
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safe_covers[se_obj:name()] = se_obj.id
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end
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end
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end
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function scan_safe_zone()
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--printf("Safe cover: %s", GetEvent("current_safe_cover"))
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if GetEvent("underground") then
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return true, false, 0
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elseif last_cover and db.actor_inside_zones[last_cover] then
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return db.actor_inside_zones[last_cover]:id(), false, 1
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elseif last_cover_2 and db.zone_by_name[last_cover_2] and db.zone_by_name[last_cover_2]:inside(db.actor:position()) then
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return safe_covers[last_cover_2], false, 2
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elseif (size_table(db.actor_inside_zones) > 1) then
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for name, obj in pairs(db.actor_inside_zones) do
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last_cover = name
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return obj:id(), false, 3
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end
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else
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local pos = db.actor:position()
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last_cover = nil
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last_cover_2 = nil
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near_cover = nil
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near_cover_dist = nil
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for name,id in pairs(safe_covers) do
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local zone = db.zone_by_name[name]
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if (zone) then
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local dist = zone:position():distance_to_sqr(pos)
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if (near_cover_dist == nil or dist < near_cover_dist) then
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near_cover = name
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near_cover_dist = dist
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end
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end
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end
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if near_cover then
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local zone = db.zone_by_name[near_cover]
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if (zone) and zone:inside(pos) then
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last_cover_2 = near_cover
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return zone:id(), false, 4
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end
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end
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-- Tents are considered as save covers
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if item_tent and item_tent.get_nearby_tent(1.5) then
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return true, near_cover and safe_covers[near_cover] or false, 5
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end
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return false, near_cover and safe_covers[near_cover] or false, 6
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end
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end
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function scan_safe_zone_old()
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--printf("Safe cover: %s", GetEvent("current_safe_cover"))
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if GetEvent("underground") then
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return true, false, 0
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elseif last_cover_o and db.zone_by_name[last_cover_o] and db.zone_by_name[last_cover_o]:inside(db.actor:position()) then
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return safe_covers[last_cover_o], false, 2
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else
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local pos = db.actor:position()
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last_cover_o = nil
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near_cover_o = nil
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near_cover_dist = nil
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for name,id in pairs(safe_covers) do
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local zone = db.zone_by_name[name]
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if (zone) then
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local dist = zone:position():distance_to_sqr(pos)
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if (near_cover_dist == nil or dist < near_cover_dist) then
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near_cover_o = name
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near_cover_dist = dist
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end
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end
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end
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if near_cover_o then
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local zone = db.zone_by_name[near_cover_o]
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if (zone) and zone:inside(pos) then
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last_cover_o = near_cover_o
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return zone:id(), false, 4
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end
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end
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-- Tents are considered as save covers
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if item_tent and item_tent.get_nearby_tent(1.5) then
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return true, near_cover_o and safe_covers[near_cover_o] or false, 5
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end
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return false, near_cover_o and safe_covers[near_cover_o] or false, 6
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end
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end
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----------------------------------
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-- HUD (Indicators)
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----------------------------------
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HUD = nil
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indicators = {}
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function prepare_indictors_list()
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-- functor must return number [1-4] if it's a state (to indicate the color), boosters will always use one color
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if is_not_empty(indicators) then return end
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indicators["Radiation"] = { index= 1 ,typ= "state" ,functor= {"actor_status","get_radiation",true} ,icon= "ui_inGame2_booster_rad" ,background= "ui_inGame2_indicator_slot" ,anim_icon= true ,anim_bk= false }
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indicators["Hunger"] = { index= 2 ,typ= "state" ,functor= {"actor_status","get_satienty",true} ,icon= "ui_inGame2_indicator_hunger" ,background= "ui_inGame2_indicator_slot" ,anim_icon= false ,anim_bk= false }
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indicators["Overweight"] = { index= 5 ,typ= "state" ,functor= {"actor_status","get_overweight",true} ,icon= "ui_inGame2_indicator_overweight" ,background= "ui_inGame2_indicator_slot" ,anim_icon= false ,anim_bk= false }
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indicators["HpRestore"] = { index= 6 ,typ= "booster" ,functor= {"actor_status","get_boost","HpRestore",true} ,icon= "ui_inGame2_booster_health" ,background= "ui_inGame2_booster_slot" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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indicators["BleedingRestore"] = { index= 7 ,typ= "booster" ,functor= {"actor_status","get_boost","BleedingRestore",true} ,icon= "ui_inGame2_booster_bleed" ,background= "ui_inGame2_booster_slot" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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indicators["RadiationRestore"] = { index= 8 ,typ= "booster" ,functor= {"actor_status","get_boost","RadiationRestore",true} ,icon= "ui_inGame2_booster_rad" ,background= "ui_inGame2_booster_slot" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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indicators["MaxWeight"] = { index= 9 ,typ= "booster" ,functor= {"actor_status","get_boost","MaxWeight",true} ,icon= "ui_inGame2_booster_carry_weight" ,background= "ui_inGame2_booster_slot" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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indicators["PowerRestore"] = { index= 10 ,typ= "booster" ,functor= {"actor_status","get_boost","PowerRestore",true} ,icon= "ui_inGame2_booster_power" ,background= "ui_inGame2_booster_slot" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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indicators["RadiationProtection"] = { index= 11 ,typ= "booster" ,functor= {"actor_status","get_boost","RadiationProtection",true} ,icon= "ui_inGame2_booster_ext_rad" ,background= "ui_inGame2_booster_slot" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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indicators["TelepaticProtection"] = { index= 12 ,typ= "booster" ,functor= {"actor_status","get_boost","TelepaticProtection",true} ,icon= "ui_inGame2_booster_psi" ,background= "ui_inGame2_booster_slot" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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indicators["ChemicalBurnProtection"] = { index= 13 ,typ= "booster" ,functor= {"actor_status","get_boost","ChemicalBurnProtection",true} ,icon= "ui_inGame2_booster_chem" ,background= "ui_inGame2_booster_slot" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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end
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function add_indicator(k,v)
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prepare_indictors_list()
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indicators[k] = v
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end
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function func_index(t,a,b)
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return (t[a].index) < (t[b].index)
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end
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-------
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function activate_hud()
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RegisterScriptCallback("actor_on_net_destroy",actor_on_net_destroy)
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RegisterScriptCallback("on_console_execute",on_console_execute)
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RegisterScriptCallback("GUI_on_show",update_hud)
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RegisterScriptCallback("GUI_on_hide",update_hud)
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if HUD == nil then
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HUD = UIIndicators()
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get_hud():AddDialogToRender(HUD)
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end
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HUD:Update(true)
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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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UnregisterScriptCallback("actor_on_net_destroy",actor_on_net_destroy)
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UnregisterScriptCallback("on_console_execute",on_console_execute)
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UnregisterScriptCallback("GUI_on_show",update_hud)
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UnregisterScriptCallback("GUI_on_hide",update_hud)
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end
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function update_hud()
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if HUD ~= nil then
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HUD:Update(true)
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end
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end
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function actor_on_net_destroy()
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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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function on_console_execute(name)
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if name == "hud_draw" and HUD then
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HUD:Update(true)
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end
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end
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-------
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class "UIIndicators" (CUIScriptWnd)
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function UIIndicators:__init() super()
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self.mirrored = false
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self.slot = {}
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self.clr_list = {
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[0] = GetARGB(255,255,255,255), -- white
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[1] = GetARGB(255,200,200,200), -- grey
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[2] = GetARGB(255,255,255,50), -- yellow
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[3] = GetARGB(255,255,125,50), -- orange
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[4] = GetARGB(255,255,50,50), -- red
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}
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self.ratio = utils_xml.screen_ratio()
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self._tmr = time_global()
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self.index = 0
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self.W = 40
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self.offset = 10
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prepare_indictors_list()
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self:InitControls()
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end
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function UIIndicators:__finalize()
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end
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function UIIndicators:InitControls()
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local xml = utils_xml.get_hud_xml()
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local time_xml = CScriptXmlInit()
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time_xml:ParseFile("actor_menu.xml")
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self.dialog = xml:InitStatic("indicators", self)
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--utils_xml.correct_ratio(self.dialog)
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self.dialog:Show(false)
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local t_size = size_table(indicators)
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for i=1,t_size do
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local x = (i-1)*(self.W + self.offset)
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if self.mirrored then
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x = (1-i)*(self.W + self.offset)
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end
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self.slot[i] = {}
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self.slot[i].back_s = xml:InitStatic("indicators:static", self.dialog)
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self.slot[i].back_f = xml:InitStatic("indicators:flashing", self.dialog)
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self.slot[i].icon_s = xml:InitStatic("indicators:static", self.dialog)
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self.slot[i].icon_f = xml:InitStatic("indicators:flashing", self.dialog)
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-- xcvb boost time
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self.slot[i].xcvb_time = time_xml:InitTextWnd("quick_slot3_text", self)
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local dialog_pos = self.dialog:GetWndPos()
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--------------------
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for k, ele in pairs(self.slot[i]) do
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ele:SetWndPos( vector2():set( x , 0 ) )
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utils_xml.correct_ratio(ele)
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end
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-- xcvb boost time
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local icon_pos = self.slot[i].icon_f:GetWndPos()
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local text_x_pos = dialog_pos.x + icon_pos.x
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local text_y_pos = dialog_pos.y + icon_pos.y - 15
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self.slot[i].xcvb_time:SetWndPos(vector2():set( text_x_pos, text_y_pos ))
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local icon_width = self.slot[i].icon_f:GetWidth()
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local self_height = self.slot[i].xcvb_time:GetHeight()
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self.slot[i].xcvb_time:SetWndSize(vector2():set(icon_width, self_height))
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self.slot[i].xcvb_time:SetText("")
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---------------------
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end
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end
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function UIIndicators:Clear()
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for i=1,size_table(indicators) do
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if self.slot[i] then
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for k, ele in pairs(self.slot[i]) do
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ele:Show(false)
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end
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end
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end
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self.index = 0
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end
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function UIIndicators:Update(force)
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CUIScriptWnd.Update(self)
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local tg = time_global()
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if force then
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self._tmr = tg - 1
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end
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if self._tmr >= tg then
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return
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else
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self._tmr = tg + 1000
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end
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-- Clear all
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self:Clear()
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-- Hide HUD when it's occupied by a GUI class
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if not main_hud_shown() then
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return
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end
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-- Gather info
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for name,t in spairs(indicators, func_index) do
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local value = t.functor and execute_func(unpack(t.functor))
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-- Determine if we should show the indicator on HUD according to type and value
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local pass = false
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if t.typ == "state" then
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pass = value and value <= 4 and value >= 1
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elseif t.typ == "booster" then
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pass = value and true or false
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end
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if pass then
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local i = self.index + 1
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if t.icon then
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local ico
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if t.anim_period and (t.typ == "booster") and (value < t.anim_period) then
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ico = self.slot[i].icon_f
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else
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ico = t.anim_icon and self.slot[i].icon_f or self.slot[i].icon_s
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end
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ico:InitTexture( t.icon )
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ico:Show(true)
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-- xcvb boost time
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local show_time
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db.actor:cast_Actor():conditions():BoosterForEach( function(boost_typ, boost_time, boost_val)
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if name == boost_name[boost_typ] then
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show_time = math.ceil(boost_time)
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end
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end)
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if self.slot[i].xcvb_time then
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self.slot[i].xcvb_time:Show(show_time and true or false)
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self.slot[i].xcvb_time:SetText(show_time or "")
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end
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-----------------------
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end
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if t.background then
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local bk
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if t.anim_period and (t.typ == "booster") and (value < t.anim_period) then
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bk = self.slot[i].back_f
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else
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bk = t.anim_bk and self.slot[i].back_f or self.slot[i].back_s
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end
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bk:InitTexture( t.background )
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bk:SetTextureColor( t.typ == "state" and self.clr_list[value] or self.clr_list[0] )
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bk:Show(true)
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end
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self.index = i
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end
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end
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self.dialog:Show(self.index > 0)
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end
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----------------------------------
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-- Callbacks
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----------------------------------
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local function actor_on_first_update()
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prepare_boosters_effect()
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prepare_safe_zone()
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activate_hud()
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end
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local function actor_on_update()
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local tg = time_global()
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if tg < tg_update then
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return
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end
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tg_update = tg + tg_update_step
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|
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--local cover_curr, cover_near, num = scan_safe_zone()
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local cover_curr, cover_near, num = scan_safe_zone_old()
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--actor_menu.set_msg(nil, strformat("cover_curr: %s | cover_near: %s | num: %s", cover_curr, cover_near, num))
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--printf("cover_curr: %s | cover_near: %s | num: %s", cover_curr, cover_near, num)
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SetEvent("current_safe_cover", cover_curr)
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SetEvent("nearest_safe_cover", cover_near)
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|
|
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scan_boosters_effect()
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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("actor_on_update",actor_on_update)
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|
end
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