356 lines
12 KiB
Plaintext
356 lines
12 KiB
Plaintext
local gc = game.translate_string
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local parse_keys = utils_data.parse_string_keys
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collected_items = {} -- Key: section , Value: table with id's
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local total_collectables = {}
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local time_last_income = 0
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local XML
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collector_ini = ini_file_ex("plugins\\the_collector\\the_collector_settings.ltx")
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valid_actor_bags = {
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[EDDListType.iActorBag] = true,
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[EDDListType.iActorSlot] = true
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}
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function dprint(...)
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if settings.debug then
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printf(...)
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end
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end
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function base_build_desc_header(obj, sec, str) end
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function on_game_start()
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--MCM
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RegisterScriptCallback("actor_on_first_update", load_settings)
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RegisterScriptCallback("on_option_change", load_settings)
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--The Collector
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RegisterScriptCallback("ActorMenu_on_item_after_move", ActorMenu_on_item_after_move)
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RegisterScriptCallback("save_state", save_state)
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RegisterScriptCallback("load_state", load_state)
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RegisterScriptCallback("actor_on_first_update", start_income_cycle)
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RegisterScriptCallback("on_option_change", start_income_cycle)
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--Item icon
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rax_icon_layers.register("collectable", icon_collectable) --used like a callback register
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base_build_desc_header = ui_item.build_desc_header
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ui_item.build_desc_header = monkey_build_desc_header
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XML = CScriptXmlInit()
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XML:ParseFile("ui_the_collector.xml")
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Base_Add_Icon = utils_ui.UICellItem.Add_Icon
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utils_ui.UICellItem.Add_Icon = Monke_Add_Icon
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Base_Cell_Reset = utils_ui.UICellItem.Reset
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utils_ui.UICellItem.Reset = Monke_Cell_Reset
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total_collectables = count_collectables()
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end
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function start_income_cycle()
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if settings.enable_income and minimum_objects_collected() then
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ResetTimeEvent("the_collector", "check_for_income", time_to_next_income()) -- Only resets if there's already an income cycle
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CreateTimeEvent("the_collector", "check_for_income", time_to_next_income(), check_for_income) -- Starts income cycle if there isn't one
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else
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RemoveTimeEvent("the_collector", "check_for_income")
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end
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end
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function check_for_income()
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if not minimum_objects_collected() then
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dprint("Not minimum_objects_collected")
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return true
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end
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dprint("Checking for income. Last " .. time_last_income .. " Elapsed " .. get_time_elapsed())
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--local income = size_table(collected_items) * settings.money_per_object --income_per_item
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local income = 0
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for sec, v in pairs(collected_items) do
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if not settings.scale_by_quality then
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income = income + settings.money_per_object
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else
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local highest_quality = get_highest_quality_collected_object(sec)
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income = income + (settings.money_per_object * highest_quality)
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end
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end
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--income = math.floor(income * (math.random(80, 120) / 100)) -- Apply random range
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income = round(income)
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db.actor:give_money(income)
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show_income_news(income)
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time_last_income = get_time_elapsed()
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ResetTimeEvent("the_collector", "check_for_income", income_interval_seconds())
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end
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function time_to_next_income()
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local time_to_next_income = income_interval_seconds() + time_last_income - get_time_elapsed()
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time_to_next_income = math.max(0, time_to_next_income)
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return time_to_next_income
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end
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function income_interval_seconds()
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if settings.debug then
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return 5
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end
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return settings.income_interval_minutes * 60
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end
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function minimum_objects_collected()
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return size_table(collected_items) >= settings.minimum_objects_for_income
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end
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function is_collectable(sec)
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if collector_ini:line_exist("valid_kind", SYS_GetParam(0, sec, "kind", "na")) then return true end
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if collector_ini:line_exist("valid_class", SYS_GetParam(0, sec, "class", "na")) then return true end
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if collector_ini:line_exist("include_section", sec) then return true end
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if collector_ini:line_exist("exclude_section", sec) then return false end
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return false
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end
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-- Returns number from 0 to 1
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function get_object_quality(id)
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local quality = 1
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local obj = level.object_by_id(id)
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local obj_cond = obj:condition()
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local parts = item_parts.get_parts_con(obj, nil, false)
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local average_con = 1
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if parts and not is_empty(parts) then
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local total_con = 0
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local part_count = 0
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for k,v in pairs(parts) do
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if SYS_GetParam(1, k, "cond_part") then
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dprint("Part " .. k .. " - Con " .. v)
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total_con = total_con + math.max(0, v / 99)
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part_count = part_count + 1
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end
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end
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average_con = total_con / part_count
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dprint("Total Parts " .. part_count .. " - Avrg con " .. average_con)
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end
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quality = (obj_cond + average_con) / 2
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local upgrades_installed = utils_item.get_upgrades_installed(nil, id)
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quality = quality + (size_table(upgrades_installed) * 0.05)
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dprint("Quality " .. quality)
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return quality
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end
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function get_highest_quality_collected_object(sec)
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local highest_quality = 0
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for id, quality in pairs(collected_items[sec]) do
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if type(quality) == "number" and quality > highest_quality then --Check type cause old indev data
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highest_quality = quality
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end
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end
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return highest_quality
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end
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function show_income_news(income)
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local header = gc("st_collector_news_header")
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local msg = parse_keys(gc("st_collector_news_msg"), combine_tables(xml_colors, { ["count"] = size_table(collected_items), ["income"] = income}))
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xr_sound.set_sound_play(AC_ID, "pda_tips")
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db.actor:give_game_news(header, msg, "ui_inGame2_PD_Sostoyatelniy_klient", 0, 10000)
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end
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function monkey_build_desc_header(obj, sec, str)
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str = str or gc(ini_sys:r_string_ex(sec,"description"))
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if not str then return "" end
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if not obj then return base_build_desc_header(obj, sec, str) end
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if not is_collectable(sec) then return base_build_desc_header(obj, sec, str) end
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local parent_section = SYS_GetParam(0, sec, "parent_section", sec)
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local collected_str = ""
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-- If stashed collected item
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if collected_items[parent_section] and collected_items[parent_section][obj:id()] then
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if settings.enable_stash_tooltip_text then
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collected_str = gc("st_collector_is_collected")
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collected_str = collected_str .. "\\n" .. parse_keys(gc("st_collector_current_col"), { ["count"] = size_table(collected_items), ["total"] = size_table(total_collectables)})
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local quality = round(collected_items[parent_section][obj:id()] * 1000) / 10
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collected_str = collected_str .. "\\n" .. parse_keys(gc("st_collector_tooltip_quality"), { ["quality"] = quality})
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str = collected_str .. "\\n \\n" .. str
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end
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-- If non-stashed collectable item
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elseif settings.enable_inventory_tooltip_text then
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if collected_items[parent_section] and not collected_items[parent_section][obj:id()] then
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local highest_quality = round(get_highest_quality_collected_object(parent_section) * 1000) / 10
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local quality = round(get_object_quality(obj:id()) * 1000) / 10
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collected_str = gc("st_collector_is_collected") .. "\\n" .. parse_keys(gc("st_collector_highest_quality"), { ["quality"] = quality, ["highest_quality"] = highest_quality})
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else
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collected_str = gc("st_collector_not_collected")
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end
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str = collected_str .. "\\n \\n" .. str
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end
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return base_build_desc_header(obj, sec, str)
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end
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function ActorMenu_on_item_after_move(case, item, mode, bag_from)
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if not (case and item and mode == "loot") then return end
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local case_obj = get_object_by_id(case)
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if case_obj and case_obj:section() and collector_ini:line_exist("valid_stash", case_obj:section()) then
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local sec = item:section()
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local sec = SYS_GetParam(0, sec, "parent_section", sec)
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local id = item:id()
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if valid_actor_bags[bag_from] and is_collectable(sec) then
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if collected_items[sec] then
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collected_items[sec][id] = get_object_quality(id)
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dprint("Added " .. id)
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else
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collected_items[sec] = { [id] = get_object_quality(id) }
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dprint("New sec " .. sec .. " Added " .. id)
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end
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if settings.enable_income and minimum_objects_collected() then
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--Only creates event if there isn't one already running
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CreateTimeEvent("the_collector", "check_for_income", time_to_next_income(), check_for_income)
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end
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else
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if collected_items[sec] then
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collected_items[sec][id] = nil
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dprint("Removed " .. id)
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if is_empty(collected_items[sec]) then
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collected_items[sec] = nil
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dprint("Removed " .. sec)
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end
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end
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end
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end
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end
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-- Function for rax_icon_layers
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function icon_collectable(cell, obj, sec)
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if not sec then return end
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if is_collectable(sec) then
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local id = cell.ID
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local sec = SYS_GetParam(0, sec, "parent_section", sec)
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local axis = utils_xml.get_item_axis(sec)
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if settings.enable_icon_found and collected_items[sec] and id and collected_items[sec][id] then
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return {texture = "ui_icon_checkmark", x = (axis.w - 13), y = 1, w = 12, h = 12}
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elseif settings.enable_icon and not collected_items[sec] and not (cell.container.ID == "actor_equ" or cell.container.ID == "actor_belt") then
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return {texture = "ui_icon_collector_magnifier2", x = (axis.w - 13), y = 1, w = 12, h = 12}
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end
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end
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end
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function Monke_Add_Icon(self, sec, w, h)
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Base_Add_Icon(self, sec, w, h)
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if self.quality_text then
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self.quality_text:Show(false)
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end
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if not settings.enable_quality_text then return end
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local sec = SYS_GetParam(0, sec, "parent_section", sec)
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local id = self.ID
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if not (collected_items[sec] and id and collected_items[sec][id]) then return end
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local obj = level.object_by_id(id)
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local clsid = obj and obj:clsid()
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local has_cond = SYS_GetParam(1,sec, "use_condition") or IsWeapon(nil,clsid) or IsOutfit(nil,clsid) or IsHeadgear(nil,clsid) or IsArtefact(nil,clsid)
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if (not has_cond) then return end
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if not self.quality_text then
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self.quality_text = XML:InitTextWnd("collector_quality_text", self.ico)
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end
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self.quality_text:SetWndRect(Frect():set(0, 13, self.ico:GetWidth(), self.ico:GetHeight()))
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local quality = round(collected_items[sec][id] * 100)
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self.quality_text:SetText( quality .. "%")
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self.quality_text:Show(true)
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end
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function Monke_Cell_Reset(self)
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Base_Cell_Reset(self)
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if self.manual then
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if self.quality_text then
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self.quality_text:Show(false)
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end
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end
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end
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function get_time_elapsed()
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return (game.get_game_time():diffSec(level.get_start_time()) /level.get_time_factor())
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end
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xml_colors = {
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["clr_green"] = "%" .. "%c[255,51,255,102]",
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["clr_red"] = "%" .. "%c[255,204,0,51]",
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["clr_yellow"] = "%" .. "%c[255,250,218,94]",
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["clr_gray_1"] = "%" .. "%c[255,170,170,170]",
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["clr_gray_2"] = "%" .. "%c[255,140,140,140]"
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}
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function count_collectables()
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t = {}
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ini_sys:section_for_each(function(section)
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if not t[section] then
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if is_collectable(section) then
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local sec = section
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local parent_section = SYS_GetParam(0, sec, "parent_section")
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if parent_section then
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sec = parent_section
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end
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t[sec] = true
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end
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end
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end)
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return t
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end
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function combine_tables(t1, t2)
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z = {}
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for k,v in pairs(t1) do z[k]=v end
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for k,v in pairs(t2) do z[k]=v end
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return z
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end
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function save_state(m_data)
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m_data.collected_items = collected_items
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m_data.time_last_income = time_last_income
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end
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function load_state(m_data)
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collected_items = m_data.collected_items or {}
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time_last_income = m_data.time_last_income or 0
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end
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-- MCM
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function load_defaults()
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local t = {}
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local op = the_collector_mcm.op
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for i, v in ipairs(op.gr) do
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if v.def ~= nil then
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t[v.id] = v.def
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end
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end
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return t
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end
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settings = load_defaults()
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function load_settings()
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settings = load_defaults()
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if ui_mcm then
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for k, v in pairs(settings) do
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settings[k] = ui_mcm.get("the_collector/" .. k)
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end
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end
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return settings
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end |