Divergent/mods/Arszis Radiation Overhaul -.../gamedata/scripts/game_backpack_travel.script

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-- PDA Backpack Travel (CoC 1.4.22 / 1.5 R6)
-- script version 12
-- author: sLoPpYdOtBiGhOlE
---------------------------------------------
-- demonized edit, made everything global
bp_travel = nil
bp_combat = nil
bp_damage = nil
bp_notime = nil
bp_storm = nil
bp_weight = nil
function bbp_extra_weight()
local w = 0
local function itr(npc,itm)
if (npc:is_on_belt(itm)) then
w = w + (itm and ((ini_sys:r_float_ex(itm:section(),"additional_inventory_weight") or 0) * itm:condition()) or 0)
end
end
db.actor:iterate_inventory(itr,db.actor)
local bkpk = db.actor:item_in_slot(13)
w = w + (bkpk and ini_sys:r_float_ex(bkpk:section(),"additional_inventory_weight") or 0)
return w
end
function map_spot_menu_add_property(property_ui,id,level_name)
local se_obj = alife_object(id)
if not (se_obj) then
return
end
if (bp_travel) and (string.find(se_obj:name(), "inv_actor_backpack") or string.find(se_obj:name(), "inv_backpack")) then
property_ui:AddItem(game.translate_string("bp_to"))
if (level.object_by_id(id)) then
property_ui:AddItem(game.translate_string("bp_open"))
end
end
end
function map_spot_menu_property_clicked(property_ui,id,level_name,prop)
local se_obj = alife_object(id)
if not (se_obj) then
return
end
if (prop == game.translate_string("bp_to")) then
if not (bp_combat) then
if not (is_empty(xr_combat_ignore.fighting_with_actor_npcs)) then
hide_hud_pda()
actor_menu.set_msg(1, game.translate_string("st_travel_event"),4)
return
end
end
if not (bp_weight) then
local suit = db.actor:item_in_slot(7)
local diff = db.actor:get_total_weight() - db.actor:get_actor_max_walk_weight() - (suit and suit:get_additional_max_weight() or 0) - bbp_extra_weight()
if diff > 0 then
hide_hud_pda()
actor_menu.set_msg(1, game.translate_string("st_travel_overloaded"),4)
return
end
end
if not (bp_damage) then
local bleeding = db.actor.bleeding > 0
local radiation = db.actor.radiation > 0
if arszi_radiation and (arszi_radiation.settings.fastTravelWithRads == 1 and db.actor.radiation <= arszi_radiation.settings.RADIATION_THRESHOLD or arszi_radiation.settings.fastTravelWithRads == 2) then
if (bleeding) then
actor_menu.set_msg(1, game.translate_string("st_sleep_bleeding"),4)
hide_hud_pda()
return
end
else
if (bleeding or radiation) then
if (bleeding and radiation) then
actor_menu.set_msg(1, game.translate_string("st_sleep_bleeding_irradiated"),5)
elseif (bleeding) then
actor_menu.set_msg(1, game.translate_string("st_sleep_bleeding"),4)
elseif (radiation) then
actor_menu.set_msg(1, game.translate_string("st_sleep_irradiated"),4)
end
hide_hud_pda()
return
end
end
end
if not (bp_storm) then
if (xr_conditions.surge_started() or psi_storm_manager.is_started()) then
actor_menu.set_msg(1, game.translate_string("st_travel_event"),4)
hide_hud_pda()
return
end
end
if not (bp_notime) then
local dist = db.actor:position():distance_to(se_obj.position)
level.change_game_time(0,math.floor(dist/1000)+math.random(0,2),math.random(1,59))
surge_manager.get_surge_manager().time_forwarded = true
psi_storm_manager.get_psi_storm_manager().time_forwarded = true
level_weathers.get_weather_manager():forced_weather_change()
end
if (level_name == level.name()) then
db.actor:set_actor_position(se_obj.position)
hide_hud_pda()
else
ChangeLevel(se_obj.position,se_obj.m_level_vertex_id,se_obj.m_game_vertex_id,VEC_ZERO, true)
end
-- edit demonized, returns true and params on success
return true, {
se_obj = se_obj,
dist = db.actor:position():distance_to(se_obj.position),
}
-- edit demonized end
elseif (prop == game.translate_string("bp_open")) then
local b = level.object_by_id(id)
if (b) then
hide_hud_inventory()
b:use(db.actor)
end
end
end
function update_settings()
bp_travel = ui_options.get("gameplay/backpack_travel/state")
bp_combat = ui_options.get("gameplay/backpack_travel/on_combat")
bp_damage = ui_options.get("gameplay/backpack_travel/on_damage")
bp_notime = ui_options.get("gameplay/backpack_travel/time")
bp_storm = ui_options.get("gameplay/backpack_travel/on_emission")
bp_weight = ui_options.get("gameplay/backpack_travel/on_overweight")
end
function on_game_start()
RegisterScriptCallback("map_spot_menu_add_property",map_spot_menu_add_property)
RegisterScriptCallback("map_spot_menu_property_clicked",map_spot_menu_property_clicked)
RegisterScriptCallback("on_game_load",update_settings)
RegisterScriptCallback("on_option_change",update_settings)
end