328 lines
13 KiB
Plaintext
328 lines
13 KiB
Plaintext
local mcm_key_reload = DIK_keys.DIK_R
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local mcm_modifier_unjam = 1
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local mcm_doubletap_behavior = "situational"
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local mcm_check_ammo_after_reload = false
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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_before_key_press", on_before_key_press)
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RegisterScriptCallback("on_key_hold", on_key_hold)
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end
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function on_mcm_load()
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op = {
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id = "reload",
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sh = true,
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gr = {
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{id = "slide_onekey_reload", type = "slide", link = "ui_options_slider_player", text = "ui_mcm_title_onekey_reload", size = {512, 50}, spacing = 20},
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{id = "desc_onekey_reload", type = "desc", text = "ui_mcm_onekey_key_reload_desc" },
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{id = "key_reload", type = "key_bind", val = 2, def = DIK_keys.DIK_R, hint = "onekey_key_reload" },
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{id = "modifier_unjam", type = "radio_h", val = 2, def = 1, hint = "onekey_unjam_modifier", content = {{1,"mcm_kb_mod_shift"} , {2,"mcm_kb_mod_ctrl"}, {3,"mcm_kb_mod_alt"}}},
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{id = "doubletap_behavior", type = "radio_h", val = 0, def = "situational", hint = "onekey_doubletap_behavior", content = {{"reload", "dt_reload"}, {"next_ammo_type", "dt_next_ammo_type"}, {"ammo_wheel", "dt_ammo_wheel"}, {"situational", "dt_situational"}}},
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{id = "check_ammo_after_reload", type = "check", val = 1, def = false, hint = "onekey_check_ammo_after_reload"},
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}
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}
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return op, "onekey"
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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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end
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function on_option_change()
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if ui_mcm then
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mcm_key_reload = ui_mcm.get("onekey/reload/key_reload")
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mcm_modifier_unjam = ui_mcm.get("onekey/reload/modifier_unjam")
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mcm_doubletap_behavior = ui_mcm.get("onekey/reload/doubletap_behavior")
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mcm_check_ammo_after_reload = ui_mcm.get("onekey/reload/check_ammo_after_reload")
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end
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local show = false
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local pos = ActorMenu.get_maingame().m_ui_hud_states.m_ui_weapon_cur_ammo:GetWndPos()
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pos.x = ((not show and pos.x > 0) or (show and pos.x < 0)) and (-1 * pos.x) or pos.x
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ActorMenu.get_maingame().m_ui_hud_states.m_ui_weapon_cur_ammo:SetWndPos(pos)
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end
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function on_before_key_press(key, bind, dis, flags)
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if bind == key_bindings.kWPN_RELOAD or key == mcm_key_reload then
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-- passthrough if no weapon active
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local weapon = db.actor:active_item()
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if (weapon == nil or (not IsWeapon(weapon)) or IsItem("fake_ammo_wpn", nil, weapon)) then
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flags.ret_value = true
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return
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end
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if is_ammo_wheel_open() or weapon:get_state() ~= 0 then
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flags.ret_value = true
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return
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end
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-- Unjam or reload depending on modifier
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if ui_mcm.get_mod_key(mcm_modifier_unjam) then
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ui_mcm.simple_press("magazines_onekey_press_unjam", key, try_unjam_weapon)
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else
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ui_mcm.simple_press("magazines_onekey_press_reload", key, try_reload_weapon)
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end
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-- Double-tap to ammo-select
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if ui_mcm.double_tap("magazines_onekey_doubletap_changeammo", key) then
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-- printf("[OKR] doubletap: behavior = %s", mcm_doubletap_behavior)
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if mcm_doubletap_behavior == "situational" then
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_, _, num_avail = get_ammo_data(weapon, true)
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-- printf("[OKR] doubletap: behavior = %s, num_avail == %s", mcm_doubletap_behavior, num_avail)
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if num_avail > 2 then
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switch_ammo_wheel()
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elseif num_avail == 2 then
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switch_ammo_next()
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else
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try_reload_weapon()
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end
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elseif mcm_doubletap_behavior == "ammo_wheel" then
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switch_ammo_wheel()
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elseif mcm_doubletap_behavior == "next_ammo_type" then
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switch_ammo_next()
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else -- reload
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try_reload_weapon()
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end
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end
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-- Suppress the keypress since it has been handled.
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flags.ret_value = false
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end
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end
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function on_key_hold(key)
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local bind = dik_to_bind(key)
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-- Hold reload key to ammo check
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if ((bind == key_bindings.kWPN_RELOAD or key == mcm_key_reload) and ui_mcm.key_hold("magazines_onekey_hold", key)) then
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ammo_check_mcm.check_Ammo()
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end
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end
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function try_unjam_weapon()
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local weapon = db.actor:item_in_slot(db.actor:active_slot())
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if weapon then
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arti_jamming.unjam(weapon)
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end
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end
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function try_reload_weapon()
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local weapon = db.actor:item_in_slot(db.actor:active_slot())
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-- Don't reload unless weapon is in idle state
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local state = weapon and weapon:get_state()
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if not weapon or weapon:weapon_in_grenade_mode() or state ~= 0 then
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return
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end
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if magazine_binder.is_supported_weapon(weapon) then
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magazines.actor_on_weapon_reload(db.actor, weapon)
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else
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db.actor:reload_weapon()
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end
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if mcm_check_ammo_after_reload then
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if (not magazine_binder.is_supported_weapon(weapon)) and (weapon:get_ammo_in_magazine() >= SYS_GetParam(2, weapon:section(), "ammo_mag_size")) then
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-- Do not ammo check for non-magazined fully loaded weapons (shotguns, revolvers, bolt actions, etc) since those won't be reloaded
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return
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end
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CreateTimeEvent("onekey_reload", "ammo_check_on_reload", 0.1, ammo_check_mcm.check_ammo_after_reload)
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end
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end
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-- Ammo type select
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function switch_ammo_wheel()
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item_weapon.start_ammo_wheel()
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end
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function is_ammo_wheel_open()
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return (item_weapon.GUI and item_weapon.GUI:IsShown())
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end
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function switch_ammo_next()
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local success = try_switch_next_ammo()
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if not success then
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try_reload_weapon()
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end
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end
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function try_switch_next_ammo()
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local weapon = db.actor:active_item()
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if weapon and IsWeapon(weapon) and (not IsItem("fake_ammo_wpn", nil, weapon)) then
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local next_ammo_type
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local ammo_types
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local has_ammo_types
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ammo_types, has_ammo_types = get_ammo_data(weapon, false)
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local current_ammo_type = get_current_ammo_type(weapon, ammo_types) -- a number
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local ammo_map = invert_table(magazines.get_ammo_map(weapon:id()))
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local success = false
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-- printf("[OKR] current_ammo_type[%s] = %s", current_ammo_type, ammo_map[current_ammo_type])
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-- Find the next available ammo type
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for i = current_ammo_type + 1, #ammo_types do -- +1 because we need next type
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if has_ammo_types[i] then
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next_ammo_type = i
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break
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end
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end
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-- Loop around and find the next available ammo type
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if not next_ammo_type then
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for i = 1, current_ammo_type - 1 do
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if has_ammo_types[i] then
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next_ammo_type = i
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break
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end
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end
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end
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if next_ammo_type then
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-- printf("[OKR] found next_ammo_type[%s] = %s", next_ammo_type, ammo_map[next_ammo_type])
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success = try_switch_to_ammo_type(weapon, next_ammo_type)
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end
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return success
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end
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end
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function try_switch_to_ammo_type(weapon, ammo_type)
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if magazines and magazine_binder.is_supported_weapon(weapon) then
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local ammo_map = utils_item.get_ammo(nil, weapon:id())
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local magazine = magazines.find_magazine(weapon, ammo_map[ammo_type])
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if magazines.get_mag_data(weapon:id()) then
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magazines.eject_magazine(weapon)
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end
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local pre_table = magazines.count_ammo(weapon)
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local first_round = nil
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if magazines.retain_round(weapon) and weapon:get_ammo_in_magazine() > 0 then
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first_round = magazines.get_sec_chambered(weapon)
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end
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weapon:switch_state(7)
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disable_info("sleep_active")
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magazines.action_start_reload()
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CreateTimeEvent("mag_redux", "delay_weapon"..weapon:id(), 0.1, magazines.delay_load_weapon, weapon, magazine, pre_table, first_round)
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else
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weapon:unload_magazine(true)
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weapon:set_ammo_type(ammo_type - 1) -- ammotype is zero-indexed
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db.actor:reload_weapon()
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end
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if mcm_check_ammo_after_reload then
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CreateTimeEvent("magazines_onekey_reload", "ammo_check_on_reload", 0.2, ammo_check_mcm.check_ammo_after_reload)
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end
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return true
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end
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-- Cache the available ammo types for each weapon
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local cached_ammo_types = {}
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function get_ammo_data(weapon, include_loaded)
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local id = weapon:id()
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local section = weapon:section()
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-- Find all magazines (or loose ammo for unsupported weapons) in player inventory
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local inventory_ammo = {}
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if magazines and magazine_binder.is_supported_weapon(weapon) then
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inventory_ammo = magazines.count_magazines(weapon)
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else
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local function itr(temp, itm)
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local section = itm:section()
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if IsItem("ammo",section) or IsItem("grenade_ammo",section) then
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inventory_ammo[section] = (inventory_ammo[section] or 0) + itm:ammo_get_count()
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end
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end
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db.actor:iterate_inventory(itr, nil)
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end
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if include_loaded then
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local loaded_section = get_loaded_ammo_section(weapon)
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if loaded_section then
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inventory_ammo[loaded_section] = (inventory_ammo[loaded_section] or 0) + 1
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-- printf("[OKR] Loaded ammo is section %s, count is now %s", loaded_section, inventory_ammo[loaded_section])
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end
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end
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-- Fetch usable ammo types from config
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local ammo_types
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if (not cached_ammo_types[id]) then
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ammo_types = utils_item.get_ammo(section, id)
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cached_ammo_types[id] = ammo_types
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else
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ammo_types = cached_ammo_types[id]
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end
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-- Check if ammo is in inventory (ignoring old ammo)
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num_avail = 0
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local has_ammo_types = {}
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for i = 1, #ammo_types do
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local section = ammo_types[i]
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local is_bad_ammo_type = section and string.find(section, "verybad") and true or false
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has_ammo_types[i] = (not is_bad_ammo_type) and (inventory_ammo[section] and (inventory_ammo[section] > 0)) and true or false
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if has_ammo_types[i] then
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num_avail = num_avail + 1
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end
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end
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return ammo_types, has_ammo_types, num_avail
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end
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-- Return top round type (one-based index) in the magazine (ignoring the chambered round)
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function get_current_ammo_type(weapon, ammo_types)
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local current_ammo_type
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if magazines and magazine_binder.is_supported_weapon(weapon) then
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local mag_data = magazine_binder.get_mag_loaded(weapon:id())
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-- No mag or empty mag: use the round in chamber (or the last one fired if none chambered)
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if not mag_data or weapon:get_ammo_in_magazine() <= 1 then
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current_ammo_type = weapon:get_ammo_type() + 1 -- convert to one-based index
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else
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local top_round
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-- one-chambered, peek below to check top round in mag
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if magazines.retain_round(weapon) then
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top_round = mag_data.loaded[#mag_data.loaded - 1]
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-- open bolt: check top round in mag
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else
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top_round = stack.peek(mag_data.loaded)
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end
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current_ammo_type = weapon:get_ammo_type() + 1 -- fallback if the loop below did not find anything
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for i, sec in ipairs(ammo_types) do
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if top_round == sec then
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current_ammo_type = i -- keep as one-based
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break
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end
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end
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end
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else
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current_ammo_type = weapon:get_ammo_type() + 1
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end
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return current_ammo_type
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end
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-- Return top round section (string)
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function get_loaded_ammo_section(weapon)
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local section
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if weapon:get_ammo_in_magazine() == 0 then
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section = nil
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return section
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end
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if magazines and magazine_binder.is_supported_weapon(weapon) then
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local mag_data = magazine_binder.get_mag_loaded(weapon:id())
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-- No mag or empty mag: use the round in chamber (or the last one fired if none chambered)
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if not mag_data or (weapon:get_ammo_in_magazine() <= 1 and magazines.retain_round(weapon)) then
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section = nil
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else
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local top_round
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-- one-chambered, peek below to check top round in mag
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if magazines.retain_round(weapon) then
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top_round = mag_data.loaded[#mag_data.loaded - 1]
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-- open bolt: check top round in mag
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else
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top_round = stack.peek(mag_data.loaded)
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end
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section = top_round
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end
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else
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local ammo_map = invert_table(magazines.get_ammo_map(weapon:id()))
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section = ammo_map[weapon:get_ammo_type() + 1]
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end
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return section
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end |