Divergent/mods/M82 Reanimation/gamedata/scripts/animation_common.script

126 lines
3.7 KiB
Plaintext

-- Might want to extend this to track flags based on IDs since detectors have animations too
-- Likely overkill unless someone implements custom anims for them
FLAGS = {}
local active_flags = {}
-- Export: Flags
function get_flag(flag)
return active_flags[flag]
end
function set_flag(flag)
active_flags[flag] = true
end
function remove_flag(flag)
active_flags[flag] = nil
end
function add_flag(flag)
-- Exit early if it already exists
if FLAGS[flag] then return end
FLAGS[flag] = #FLAGS
end
local anim_mutators = {}
-- Export: Animation Mutators
function add_anim_mutator(functor, priority)
-- Add mutator func to list of mutators
table.insert(anim_mutators, {functor=functor, priority=priority})
-- Sort anim_mutators again
table.sort(anim_mutators, function(a,b) return a.priority < b.priority end)
end
function has_animation(section, anm)
local hud_section = ini_sys:r_string_ex(section,"hud") or section
return SYS_GetParam(0, hud_section, anm)
end
function mutate_anim(anm_table, anm_suffix, section)
local new_anm = anm_table.anm_name .. anm_suffix
if has_animation(section, new_anm) then
anm_table.anm_name = new_anm
return true
end
return false
end
-- Sounds
local sound_object_by_sec_by_path = {}
function get_safe_sound_object(path, sec)
assert(path, "path to sound file was nil")
assert(sec, "item section was nil")
if sound_object_by_sec_by_path[sec] == nil then
sound_object_by_sec_by_path[sec] = {}
end
local snd_obj = sound_object(path)
sound_object_by_sec_by_path[sec][path] = snd_obj
return snd_obj
end
function stop_all_sound_object(sec)
-- printf("stop_all_sound_object(sec): %s", sec)
for section, list in pairs(sound_object_by_sec_by_path) do
for path, v in pairs(list) do
if section == sec and v:playing() then
-- printf("sec: %s| Stopping: %s", sec, path)
v:stop()
end
end
sound_object_by_sec_by_path[sec] = nil
end
end
function get_sound_from_anm(anm_name) -- TODO: allow sound volume to be defined in config
return anm_name:gsub("anm_", "scripted_snd_")
end
-- Probably worth adding an ordered list of functions with conditions that can mutate anm_table
-- and use this script as source of truth for about-to-be-played animations since callback order is random between scripts
function actor_on_hud_animation_play(anm_table, item)
if not item then return end
stop_all_sound_object(item:section())
local section = item:section()
-- Execute each mutator functor in turn, ordered by priority
for i, mutator in ipairs(anim_mutators) do
local stop = mutator.functor(anm_table, item)
if stop then break end
end
-- Animation (No Mutation): Clear all flags if holstering weapon
if anm_table.anm_name == "anm_hide" or anm_table.anm_name == "anm_hide_empty" then
active_flags = {}
end
-- Sound: Check if weapon has a valid scripted sound in config
local anm_name = anm_table.anm_name
local snd_name = get_sound_from_anm(anm_name)
local snd_value = SYS_GetParam(0, section, snd_name)
if not snd_value then return end
local snd_values = str_explode(snd_value,",")
local snd_path = snd_values[1]
local never_cancel = snd_values[2]
-- Play sound
local snd_obj = get_safe_sound_object( snd_path, item:section() )
if not snd_obj then return end
if never_cancel then
snd_obj:play_no_feedback(db.actor, sound_object.s2d, 0, vector(), 1.0, 1.0)
else
snd_obj:play(db.actor, 0, sound_object.s2d)
end
end
function on_game_start()
RegisterScriptCallback("actor_on_hud_animation_play",actor_on_hud_animation_play)
end