244 lines
9.0 KiB
Plaintext
244 lines
9.0 KiB
Plaintext
---==================================================================================================================---
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--- ---
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--- Original Author(s) : NLTP_ASHES ---
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--- Edited : N/A ---
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--- Date : 23/02/2024 ---
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--- License : Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) ---
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--- ---
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--- Script used to bind a game_object to a luabind class, to enable specific scripted behaviors. ---
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--- ---
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---==================================================================================================================---
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-- ---------------------------------------------------------------------------------------------------------------------
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-- Constants, global variables and imported functions
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-- ---------------------------------------------------------------------------------------------------------------------
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-- Imported functions
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local dbg_printf = western_goods_utils.dbg_printf
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-- ---------------------------------------------------------------------------------------------------------------------
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-- General Functions
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-- ---------------------------------------------------------------------------------------------------------------------
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--- Function used to bind an object to the Lighter Binder
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--- @param obj game_object
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--- @return nil
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function bind(obj)
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obj:bind_object(lighter_binder(obj).binder)
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end
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-- ---------------------------------------------------------------------------------------------------------------------
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-- Object Binder Class
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-- ---------------------------------------------------------------------------------------------------------------------
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class "lighter_binder" (western_goods_bind_fire_source.fire_source_binder)
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function lighter_binder:__init(obj) super(obj)
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dbg_printf("[WG] Lighter Binder | Binding object '%s'", obj:name())
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-- Fast call required so that script_light doesn't lag behind the hands
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self.object:set_fastcall(self.binder.update, self.binder)
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-- Script light
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self.m_light = script_light()
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self.m_light.hud_mode = false
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self.m_light.enabled = true
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self.m_light.type = 1
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self.m_light.range = 2.5
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self.m_light.shadow = false
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self.m_light.brightness = 1.0
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self.m_light.color = fcolor():set(0.8, 0.7, 0.3, 0.8)
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self.m_light.lanim = "koster"
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self.m_light.lanim_brightness = 0.0025
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-- Sound effects
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self.m_snd_use_cf = sound_object([[western_goods_tech\lighter_use_cf]])
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-- Build variables
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self.m_fuel_critical = ini_sys:r_float_ex(self.object:section(), "fuel_critical", 0.01)
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self.m_fuel_consumption = ini_sys:r_float_ex(self.object:section(), "fuel_consumption", 0.0003)
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self.m_fuel_consumption_use = ini_sys:r_float_ex(self.object:section(), "fuel_consumption_use", 0.05)
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self.m_fuel_level_saved = nil
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self.m_first_update = false
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self.m_update_rate = 1000
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self.m_update_timer = 1000
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self.m_detector_slot_id = 9
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self.m_amn_motion_sec = "motion_campfire"
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self.m_amn_motion = "anm_campfire"
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dbg_printf("[WG] Lighter Binder | Successfully bound object '%s'", obj:name())
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end
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function lighter_binder:save()
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western_goods_bind_fire_source.fire_source_binder.save(self)
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se_save_var(self.object:id(), nil, "fuel_level", self.object:condition())
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dbg_printf("[WG] Lighter Binder | Save - Saved fuel level for '%s' : %s", self.object:name(), self.m_fuel_level_saved)
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end
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function lighter_binder:load()
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western_goods_bind_fire_source.fire_source_binder.load(self)
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self.m_fuel_level_saved = se_load_var(self.object:id(), nil, "fuel_level") or 1.0
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dbg_printf("[WG] Lighter Binder | Load - Loaded fuel level for '%s' : %s", self.object:name(), self.m_fuel_level_saved)
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end
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function lighter_binder:first_update(delta)
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self.object:set_condition(self.m_fuel_level_saved or 1.0)
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self.m_fuel_level_saved = nil
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end
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function lighter_binder:update(delta)
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-- First update
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if not self.m_first_update then
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self.m_first_update = true
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self:first_update(delta)
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end
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-- Turn off on wrong device state
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if not self:check_state() then
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self:set_light_status(false)
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return
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end
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-- Turn off when out of fuel
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if not self:check_is_fueled() then
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self:set_light_status(false)
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return
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end
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-- Fast update
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self:update_light()
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-- Throttled update
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if not self:update_throttle(delta) then
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return
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end
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self:update_fuel()
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end
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function lighter_binder:update_throttle(delta)
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self.m_update_timer = self.m_update_timer - (delta or 0)
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if self.m_update_timer <= 0 then
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self.m_update_timer = self.m_update_rate
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return true
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else
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return false
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end
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end
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function lighter_binder:update_light()
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self:set_light_status(true)
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self.m_light:set_position(self:get_light_bone_position())
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self.m_light:update()
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end
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function lighter_binder:update_fuel(fuel_consumption_override)
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local fuel_consumption_factor = game_difficulties.get_eco_factor("battery_consumption")
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local fuel_consumed = fuel_consumption_override or self.m_fuel_consumption * fuel_consumption_factor
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local fuel_level_new = clamp(self.object:condition() - fuel_consumed, 0.01, 1)
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self.object:set_condition(fuel_level_new)
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dbg_printf("[WG] Lighter Binder | Drain Fuel - Lighter new fuel level '%s'", self.object:condition())
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end
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function lighter_binder:check_state()
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local state = self.object:get_state()
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return state == 0
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end
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function lighter_binder:check_is_fueled()
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local fuel_level = self.object:condition()
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return fuel_level > self.m_fuel_critical
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end
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function lighter_binder:check_is_actor_owner()
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local parent = self.object:parent()
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return parent and parent:id() == AC_ID or false
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end
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function lighter_binder:check_is_primary()
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local det = db.actor:item_in_slot(self.m_detector_slot_id)
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if det and det:id() == self.object:id() then
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return true
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end
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if det and ini_sys:r_string_ex(det:section(), "script_binding") == "western_goods_bind_lighter.bind" then
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return false
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end
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return true
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end
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function lighter_binder:check_is_drawn()
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local active_det = db.actor:active_detector()
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return active_det and active_det:id() == self.object:id() or false
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end
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function lighter_binder:get_light_bone_position()
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local pos = western_goods_utils.bone_hud_position(self.object, "lid", "bone01")
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return pos or db.actor:position()
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end
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function lighter_binder:set_light_status(status)
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self.m_light.enabled = status
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western_goods_utils.bone_hud_visibility(self.object, "lid", "bone01", status)
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end
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function lighter_binder:play_animation()
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-- Play SFX
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self.m_snd_use_cf:play_at_pos(db.actor, VEC_ZERO, 0, sound_object.s2d)
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-- Play CFX
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actor_effects.play_item_fx("matches_script")
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-- Play animation if lighter is drawn
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local active_det = db.actor:active_detector()
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if not active_det or active_det:id() ~= self.object:id() then
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return
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end
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-- Play HUD motion
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game.play_hud_motion(1, self.m_amn_motion_sec, self.m_amn_motion, true, 1.0)
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dbg_printf("[WG] Lighter Binder | Campfire Turn On - Played motion %s in section %s", self.m_amn_motion, self.m_amn_motion_sec)
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end
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function lighter_binder:western_goods_on_campfire_use()
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if not (self:check_is_actor_owner() and self:check_is_fueled() and self:check_is_primary()) then
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return
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end
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if self:check_is_drawn() then
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self:play_animation()
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end
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local result = western_goods_bind_fire_source.fire_source_binder.western_goods_on_campfire_use(self)
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if result then
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self:update_fuel(self.m_fuel_consumption_use)
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end
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end
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function lighter_binder:western_goods_on_item_before_use(obj, flags)
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if not (self:check_is_actor_owner() and self:check_is_fueled() and self:check_is_primary()) then
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return
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end
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local result = western_goods_bind_fire_source.fire_source_binder.western_goods_on_item_before_use(self, obj, flags)
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if result then
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self:update_fuel(self.m_fuel_consumption_use)
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end
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end
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function lighter_binder:western_goods_on_hideout_furniture_light_use(obj_id)
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if not (self:check_is_actor_owner() and self:check_is_fueled() and self:check_is_primary()) then
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return
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end
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if self:check_is_drawn() then
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self:play_animation()
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end
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local result = western_goods_bind_fire_source.fire_source_binder.western_goods_on_hideout_furniture_light_use(self, obj_id)
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if result then
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self:update_fuel(self.m_fuel_consumption_use)
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end
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end |