946 lines
32 KiB
Plaintext
946 lines
32 KiB
Plaintext
-- ======================================================================
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--[[ Show All Faction Relations in PDA
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-- ======================================================================
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Adapted version of ui_pda_relations_tab.script
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Editor: dEmergence (dEmergence @ ModDB)
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Source: https://www.moddb.com/mods/stalker-anomaly/addons/show-all-faction-relation-in-pda-except-monolith
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Version: 6.2
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Updated: 20231220
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This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
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-- ===================================================================--]]
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local SINGLETON = nil
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function get_ui()
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-- SINGLETON = SINGLETON or pda_relations_tab()
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SINGLETON = pda_relations_tab()
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SINGLETON:Reset()
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return SINGLETON
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end
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-- SAFR faction code reference lists unlocalized to allow for patching:
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enc_ref_list = {
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"loner",
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"duty",
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"freedom",
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"clear_sky",
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"ecologist",
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"mercenary",
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"military",
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"isg",
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"renegade",
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"bandit",
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"greh",
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"monolith",
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"zombified"
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}
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faction_code_list = {
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"stalker",
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"dolg",
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"freedom",
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"csky",
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"ecolog",
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"killer",
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"army",
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"isg",
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"renegade",
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"bandit",
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"greh",
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"monolith",
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"zombied"
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}
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-- Reference List for comparison to vanilla settings
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local vanilla_faction_code_list = {
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"stalker",
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"dolg",
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"freedom",
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"csky",
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"ecolog",
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"killer",
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"army",
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"bandit",
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"monolith"
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}
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function d_printf( debugtxt )
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if user_debug_log then
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printf(tostring( debugtxt ))
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end
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end
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function list_contains(t,value)
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for i = 1,#t do
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if t[i] == value then
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return true
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end
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end
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return false
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end
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function SetFalse(t)
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local s = {}
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for _,v in pairs(t) do s[v] = false end
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return s
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end
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function setup_faction_discovery_state_var()
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printf("SAFR initializing discovered_factions checklist")
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local m_data = alife_storage_manager.get_state()
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m_data.SAFR_discovered_factions = SetFalse(game_relations.factions_table)
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end
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function get_faction_discovery_state(faction)
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local m_data = alife_storage_manager.get_state()
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if not (m_data.SAFR_discovered_factions) then
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setup_faction_discovery_state_var()
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end
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return m_data.SAFR_discovered_factions[faction]
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end
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function set_faction_discovery_state(faction)
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local m_data = alife_storage_manager.get_state()
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if not (m_data.SAFR_discovered_factions) then
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setup_faction_discovery_state_var()
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end
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m_data.SAFR_discovered_factions[faction] = true
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end
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-- monkeypatching function ui_pda_encyclopedia_tab.detect_intereaction(typ, obj, name)
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local originalDIFunction = ui_pda_encyclopedia_tab.detect_intereaction
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function ui_pda_encyclopedia_tab.detect_intereaction(typ, obj, name)
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--"factions", nil, character_community(obj)
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if typ == "factions" and not get_faction_discovery_state(name) then
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set_faction_discovery_state(name)
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printf("SAFR updated discovered_factions: "..name)
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end
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originalDIFunction(typ, obj, name)
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end
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class "pda_relations_tab" (CUIScriptWnd)
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-- dmg: moved to access via other functions
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local iobj = {}
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local kobj = {}
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-- dmg: fetch this from MCM settings later
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local user_obscure_enemy_squad_count = true
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local user_disable_squad_count = true
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function pda_relations_tab:__init() super()
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-- dmg: Moved self.list code to "pda_relations_tab:Refresh_relations_list()". It is not used until InitControls anyway.
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self.clr_red = utils_xml.get_color("red",true) -- GetARGB(255, 255, 1, 1)
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self.clr_green = utils_xml.get_color("green",true) -- GetARGB(255, 1, 255, 1)
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self.clr_yellow = utils_xml.get_color("yellow",true) -- GetARGB(255, 255, 255, 1)
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self.clr_white = utils_xml.get_color("white",true)
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self.clr_pda_blue = utils_xml.get_color("pda_blue",true)
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self.clr_cyan = utils_xml.get_color("d_cyan",true)
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self.clr_orange = utils_xml.get_color("orange",true)
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self.clr_pda_green = utils_xml.get_color("pda_green",true)
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self.clr_gray = utils_xml.get_color("ui_gray_2",true)
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self.clr_d_red = utils_xml.get_color("d_red",true)
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-- dmg: Tronex faction column swap code moved and repurposed
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self.color_codes = {
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GetARGB(255,255,255,255),
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GetARGB(255,255,128,0),
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GetARGB(255,0,255,255),
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GetARGB(255,0,255,128),
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GetARGB(255,0,128,255),
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GetARGB(255,255,0,128),
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GetARGB(255,128,255,0),
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GetARGB(255,255,0,0),
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GetARGB(255,0,255,0),
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GetARGB(255,0,0,255),
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GetARGB(255,128,0,255),
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}
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self.companion_info = {}
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self.to_text = true
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self._tmr = time_global()
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self:InitControls()
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end
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function pda_relations_tab:__finalize()
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end
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-- dEmergence: function to refresh self.list
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function pda_relations_tab:RefreshKnownFactionsList()
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self.list = {}
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self.list_squad_count = {}
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self.list_squad_count_local = {}
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self.list_is_enemy = {}
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-- Checking if faction entries in encyclopedia are unlocked to determine relations shown
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-- Should never remain empty because own faction should be automatically be unlocked.
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-- faction unlocked when encyclopedia article unlocked
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local faction_is_unlocked = false
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-- vars holding settings from MCM
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local user_preset = 2
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local user_show_eliminated_factions = true
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local user_debug_log = false
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local user_use_encyclopedia_discovery = false
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if ui_mcm then
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printf("ShowAllRelationsPDA: Loading Settings from MCM")
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user_debug_log = ui_mcm.get("dmg_safr_pda/debug_log")
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d_printf(" Debug Log Enabled: "..tostring(user_debug_log))
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user_preset = tonumber(ui_mcm.get("dmg_safr_pda/user_preset"))
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d_printf(" MCM User Preset: "..tostring(user_preset))
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user_show_eliminated_factions = ui_mcm.get("dmg_safr_pda/show_eliminated")
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user_obscure_enemy_squad_count = ui_mcm.get("dmg_safr_pda/obscure_enemy_squad_count")
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user_disable_squad_count = ui_mcm.get("dmg_safr_pda/disable_squad_count")
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show_mutant_faction = ui_mcm.get("dmg_safr_pda/show_mutant_faction")
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user_show_local_squad_count = ui_mcm.get("dmg_safr_pda/show_local_squad_count")
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user_use_encyclopedia_discovery = ui_mcm.get("dmg_safr_pda/use_encyclopedia_discovery")
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end
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printf("")
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if show_mutant_faction then
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-- modify reference lists accordingly
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if not list_contains(faction_code_list,"monster") then
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-- assume the others do not contain it either
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table.insert(faction_code_list,"monster")
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end
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end
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-- Get number of Squads per faction
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local faction_squad_count = {}
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local faction_squad_count_local = {}
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local on_act_lvl = simulation_objects.is_on_the_actor_level
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--if not user_disable_squad_count then
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for id,v in pairs( SIMBOARD.squads ) do
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local squad = alife_object(id)
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for i=1, #faction_code_list do
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if (faction_squad_count[i] == nil) then
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faction_squad_count[i] = 0
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faction_squad_count_local[i] = 0
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end
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if (squad.player_id == faction_code_list[i]) then
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faction_squad_count[i] = faction_squad_count[i] + 1
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-- is squad on the same level as actor?
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if on_act_lvl(squad) then
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faction_squad_count_local[i] = faction_squad_count_local[i] + 1
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end
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end
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end
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end
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-- debug output
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if not user_obscure_enemy_squad_count then
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d_printf(" Total Squad Count by Faction:")
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for i=1, #faction_code_list do
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d_printf(" "..faction_code_list[i].." : "..faction_squad_count[i])
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end
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d_printf("")
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d_printf(" Total Squad Count by Faction on current level:")
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for i=1, #faction_code_list do
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d_printf(" "..faction_code_list[i].." : "..faction_squad_count_local[i])
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end
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end
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--end
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d_printf("")
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d_printf(" Checking which factions should be shown by unlocked encyclopedia article:")
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local actor_comm = get_actor_true_community()
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local actor_is_vanilla_faction = list_contains(vanilla_faction_code_list, actor_comm)
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local r_val = 0
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local is_enemy = false
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for i=1, #enc_ref_list do
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d_printf(" Faction: "..game.translate_string(faction_code_list[i]))
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if user_use_encyclopedia_discovery then
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-- Get info if article is unlocked in encyclopedia instead of discovery state var (required for existing saves w/o all articles unlocked)
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faction_is_unlocked = ui_pda_encyclopedia_tab.is_unlocked_article("encyclopedia_factions_"..enc_ref_list[i])
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else
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faction_is_unlocked = ui_pda_relations_tab.get_faction_discovery_state(faction_code_list[i])
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end
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if faction_is_unlocked then
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d_printf(" encyclopedia_factions_"..enc_ref_list[i].." is unlocked")
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end
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-- Apply MCM Override values if applicable
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if ui_mcm then
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if (tonumber(ui_mcm.get("dmg_safr_pda/"..faction_code_list[i])) == 2) then
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faction_is_unlocked = true
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elseif (tonumber(ui_mcm.get("dmg_safr_pda/"..faction_code_list[i])) == 0) then
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faction_is_unlocked = false
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end
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if (user_preset == 0) then
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-- actor faction is automatically unlocked
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if (not actor_is_vanilla_faction) and (faction_code_list[i] == actor_comm) then
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faction_is_unlocked = true
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if user_debug_log then
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d_printf(" Preset 0: Set to true - Player is Renegade")
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end
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end
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elseif (user_preset == 1) then
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faction_is_unlocked = true
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end
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if (faction_squad_count[i] == 0) and (user_show_eliminated_factions == false) then
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faction_is_unlocked = false
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end
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else
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faction_is_unlocked = true
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d_printf(" No MCM: Default to true")
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end
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if faction_is_unlocked then
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self.list[#self.list+1] = faction_code_list[i]
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self.list_squad_count[#self.list_squad_count+1] = faction_squad_count[i]
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self.list_squad_count_local[#self.list_squad_count_local+1] = faction_squad_count_local[i]
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-- Check if enemy to player
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r_val = relation_registry.community_relation(actor_comm, faction_code_list[i])
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d_printf(" Relation to Player: "..r_val)
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is_enemy = (r_val <= game_relations.ENEMIES)
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self.list_is_enemy[#self.list_is_enemy+1] = is_enemy
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d_printf(" Is Enemy: "..tostring(is_enemy))
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end
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end
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if show_mutant_faction then
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self.list[#self.list+1] = "monster"
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end
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end
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function pda_relations_tab:on_option_change()
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self:Reset()
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end
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function pda_relations_tab:on_game_start()
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RegisterScriptCallback("on_option_change",self:on_option_change())
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end
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function pda_relations_tab:RefreshRelationsMatrix()
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-- dEmergence: Refresh Known Faction List first
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-- self:RefreshKnownFactionsList()
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local max_i_index = #self.list
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local max_k_index = #self.list + 1
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if user_disable_squad_count then
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max_k_index = max_i_index
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end
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local k_index = 0
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local actor_comm = get_actor_true_community()
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for i=1, max_i_index do
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-- dmg : catch possibility of all factions being set to "never_show"
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if max_i_index > 0 and i <= max_i_index then
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if not user_disable_squad_count then
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if (self.list_squad_count[i] == 0) or (self.list_is_enemy[i] and user_obscure_enemy_squad_count) then
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iobj[i]:SetTextColor(self.clr_gray)
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end
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end
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if (self.list[i] == actor_comm) then
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iobj[i]:SetTextColor(self.clr_pda_blue)
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end
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iobj[i]:SetText(game.translate_string(self.list[i]))
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else
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iobj[i]:SetText("")
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end
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for k=0, max_k_index do
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if (i == 1) then
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if (k == 0) and not user_disable_squad_count then
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--if user_disable_squad_count then
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-- kobj[k]:SetTextColor(self.clr_gray)
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--else
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kobj[k]:SetTextColor(self.clr_cyan)
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--end
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kobj[k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadcount"))
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elseif (k == 1 and not user_disable_squad_count) or (k == 0 and user_disable_squad_count) then
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kobj[k]:SetTextColor(self.clr_pda_green)
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kobj[k]:SetText(game.translate_string("st_ui_goodwill_name"))
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else
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-- dmg : catch possibility of all factions being set to "never_show"
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if max_i_index > 0 and k <= max_k_index then
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if not user_disable_squad_count then
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k_index = k - 1
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else
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k_index = k
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end
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if not user_disable_squad_count then
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if (self.list_squad_count[k_index] == 0) or (self.list_is_enemy[k_index] and user_obscure_enemy_squad_count) then
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kobj[k]:SetTextColor(self.clr_gray)
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end
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end
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if (self.list[k_index] == actor_comm) then
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kobj[k]:SetTextColor(self.clr_pda_blue)
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end
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kobj[k]:SetText(game.translate_string(self.list[k_index]))
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else
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kobj[k]:SetText("")
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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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end
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function pda_relations_tab:InitControls()
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-- SAFR: Call early to get # of factions to show
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self:RefreshKnownFactionsList()
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self:SetWndRect(Frect():set(0, 0, 1024, 768))
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local xml = CScriptXmlInit()
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if #self.list < 10 then
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if not user_disable_squad_count then
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xml:ParseFile("pda_relations_f9.xml")
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else
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xml:ParseFile("pda_relations_f9x.xml")
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end
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elseif #self.list == 10 then
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if not user_disable_squad_count then
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xml:ParseFile("pda_relations_f10.xml")
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else
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xml:ParseFile("pda_relations_f10x.xml")
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end
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elseif #self.list == 11 then
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if not user_disable_squad_count then
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xml:ParseFile("pda_relations_f11.xml")
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else
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xml:ParseFile("pda_relations_f11x.xml")
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end
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elseif #self.list == 12 then
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if not user_disable_squad_count then
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xml:ParseFile("pda_relations_f12.xml")
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else
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xml:ParseFile("pda_relations_f12x.xml")
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end
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elseif #self.list == 13 then
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if not user_disable_squad_count then
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xml:ParseFile("pda_relations_f13.xml")
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else
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xml:ParseFile("pda_relations_f13x.xml")
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end
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else
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if not user_disable_squad_count then
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xml:ParseFile("pda_relations_f14.xml")
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else
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xml:ParseFile("pda_relations_f14x.xml")
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end
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end
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xml:InitFrame("frame",self)
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xml:InitStatic("center_background", self)
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self.tab = xml:InitStatic("tab", self)
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xml:InitStatic("tab:caption", self.tab)
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self.btn = xml:Init3tButton("btn_to_text", self)
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self:Register(self.btn, "btn")
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self:AddCallback("btn", ui_events.BUTTON_CLICKED, self.btn_to_text, self)
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-- dEmergence: Relation Matrix XML Setup only. Modified code to create objects for all col and row objects (13x14) that fit the template.
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self.relations = {}
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local is_widescreen = true --utils_xml.is_widescreen()
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local x = is_widescreen and 40 or 55
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local c_width = is_widescreen and 75 or 90
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local c_height = 31.81
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local c_count_h = #self.list
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local c_count_v = #self.list + 2
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if user_disable_squad_count then
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c_height = 35
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c_count_v = #self.list + 1
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|
end
|
|
if #self.list > 9 then
|
|
c_width = is_widescreen and ( 675 / c_count_h ) or ( 90 / (75 / ( 675 / c_count_h )))
|
|
c_height = (350 / ( c_count_v ))
|
|
end
|
|
local x_offset = 0
|
|
|
|
for i=1, c_count_h do
|
|
x = x + c_width
|
|
|
|
if (i == 1) then
|
|
-- x_offset = x + 10
|
|
if c_count_h > 9 then
|
|
x_offset = x + ((c_count_h - 9) * 2.75)
|
|
else
|
|
x_offset = x
|
|
end
|
|
else
|
|
x_offset = x
|
|
end
|
|
|
|
iobj[i] = xml:InitTextWnd("tab:faction", self.tab)
|
|
iobj[i]:SetWndPos(vector2():set(x_offset,65))
|
|
iobj[i]:SetText("")
|
|
|
|
self.relations[i] = {}
|
|
-- local y = 65
|
|
local y = 60
|
|
if c_count_h > 9 then
|
|
y = y + ((c_count_h - 9) * 1.7)
|
|
end
|
|
for k=0, (c_count_v - 1) do
|
|
y = y + c_height
|
|
if (i == 1) then
|
|
kobj[k] = xml:InitTextWnd("tab:faction", self.tab)
|
|
kobj[k]:SetWndPos(vector2():set(x - c_width, y))
|
|
kobj[k]:SetText("")
|
|
end
|
|
self.relations[i][k] = xml:InitTextWnd("tab:cell",self.tab)
|
|
self.relations[i][k]:SetWndPos(vector2():set(x_offset,y))
|
|
self.relations[i][k]:SetText("")
|
|
end
|
|
if (i == 1) then
|
|
x = x_offset
|
|
end
|
|
end
|
|
|
|
-- Companion ListView
|
|
xml:InitFrame("companion_frame",self)
|
|
xml:InitStatic("companion_background",self)
|
|
|
|
self.companion_listbox = xml:InitListBox("companion_wnd",self)
|
|
self.companion_listbox:SetItemHeight(140)
|
|
|
|
self.auto_chk = xml:InitCheck("auto_check",self)
|
|
self.auto_chk:SetCheck(false)
|
|
|
|
for row=1,4 do
|
|
local row_form = ui_companion_row(self,row,xml)
|
|
row_form:SetWndSize(vector2():set(740,140))
|
|
self.companion_listbox:AddExistingItem(row_form)
|
|
end
|
|
|
|
-- Hint Window
|
|
self.hint_wnd = utils_ui.UIHint(self)
|
|
|
|
-- self:Reset()
|
|
end
|
|
|
|
function pda_relations_tab:Update()
|
|
CUIScriptWnd.Update(self)
|
|
-- option to auto update values
|
|
if self.auto_chk:GetCheck() then
|
|
local tg = time_global()
|
|
if self._tmr < tg then
|
|
self._tmr = tg + 2000
|
|
self:autoupdate()
|
|
end
|
|
end
|
|
|
|
if not (self.disabled) then
|
|
for i=1, 24 do -- should be row*col from ui_companion_row
|
|
if (self.companion_info[i].icon_wnd:IsShown()) then
|
|
local pos = GetCursorPosition()
|
|
local rect = Frect():set(0,0,0,0)
|
|
self.companion_info[i].icon_wnd:GetAbsoluteRect(rect)
|
|
|
|
if (utils_data.pos_in_rect(pos,rect)) then
|
|
self.hint_wnd:Update(self.companion_info[i].hint)
|
|
self.mouse_over_id = i
|
|
return
|
|
end
|
|
end
|
|
end
|
|
end
|
|
self.mouse_over_id = nil
|
|
self.hint_wnd:Update()
|
|
end
|
|
|
|
function pda_relations_tab:autoupdate()
|
|
local id_to_code = {}
|
|
local clist = axr_companions.list_actor_squad_by_id()
|
|
local sim = alife()
|
|
for i=1,24 do -- should be row*col from ui_companion_row
|
|
local se_obj = clist[i] and alife_object(clist[i])
|
|
if (se_obj and IsStalker(nil,se_obj:clsid()) and se_obj:alive()) then
|
|
local full_name = se_obj:character_name()
|
|
local name = string.gsub(full_name,"Junior","Jr.")
|
|
name = string.gsub(name,"Senior","Sr.")
|
|
name = string.gsub(name,"Master ","M")
|
|
name = string.gsub(name,"Private","PVT")
|
|
name = string.gsub(name,"Sergeant","SGT")
|
|
name = string.gsub(name,"Lieutenant","LT")
|
|
name = string.gsub(name,"Captain","CPT")
|
|
|
|
local name = string.len(name) <= 22 and name or string.sub(name, 0, 19) .. "..."
|
|
self.companion_info[i].id = se_obj.id
|
|
|
|
local st = db.storage[se_obj.id]
|
|
local npc = st and st.object
|
|
|
|
local icon_name = npc and npc:character_icon() or se_obj:character_icon()
|
|
icon_name = icon_name and icon_name ~= "" and icon_name or "ui\\ui_noise"
|
|
self.companion_info[i].icon_wnd:InitTexture(icon_name)
|
|
self.companion_info[i].icon_wnd:Show(true)
|
|
|
|
self.companion_info[i].name_wnd:SetText(name)
|
|
self.companion_info[i].comm_wnd:SetText(game.translate_string(se_obj:community()))
|
|
self.companion_info[i].rank_wnd:SetText(game.translate_string("st_rank_"..ranks.get_se_obj_rank_name(se_obj)).." ("..se_obj:rank()..")")
|
|
self.companion_info[i].dist_wnd:SetText(string.format(game.translate_string("st_distance_to")..": %.2f", se_obj.position:distance_to(db.actor:position())))
|
|
|
|
-- leader and relation status
|
|
local squad = se_obj.group_id and se_obj.group_id ~= 65535 and alife_object(se_obj.group_id)
|
|
if (squad and squad:commander_id() == se_obj.id) then
|
|
self.companion_info[i].leader_wnd:Show(true)
|
|
self.companion_info[i].leader_wnd:InitTexture("ui_minimap_squad_leader")
|
|
else
|
|
self.companion_info[i].leader_wnd:Show(true)
|
|
self.companion_info[i].leader_wnd:InitTexture("ui_minimap_point")
|
|
end
|
|
|
|
-- Set color code
|
|
if not (id_to_code[se_obj.group_id]) then
|
|
local n = 1
|
|
for k,v in pairs(id_to_code) do
|
|
n = n + 1
|
|
end
|
|
id_to_code[se_obj.group_id] = self.color_codes[n] or self.color_codes[1]
|
|
end
|
|
self.companion_info[i].leader_wnd:SetTextureColor(id_to_code[se_obj.group_id])
|
|
|
|
|
|
-- health status
|
|
if (npc) then
|
|
local hp = math.floor(npc.health*100)
|
|
self.companion_info[i].health_wnd:SetText(hp.."%")
|
|
if (hp > 70) then
|
|
self.companion_info[i].health_wnd:SetTextColor(GetARGB(200, 0, 255, 0))
|
|
elseif (hp < 30) then
|
|
self.companion_info[i].health_wnd:SetTextColor(GetARGB(200, 255, 0, 0))
|
|
else
|
|
self.companion_info[i].health_wnd:SetTextColor(GetARGB(200, 255, 255, 255))
|
|
end
|
|
end
|
|
|
|
-- Hint
|
|
local s_move,s_combat,s_gather,s_loot,s_dist,s_stealth,s_arte,s_stalker,s_mutant,s_wounded,s_corpse,s_dismiss,s_tele
|
|
local state_str = [[
|
|
%c[255,255,215,255]%c[default]%s \n
|
|
\n%c[255,215,215,215]st_mm_pda_location:%c[default] %s \n
|
|
\n%c[255,215,215,215]st_mm_pda_states:%c[default] \n
|
|
%c[255,160,160,160]st_mm_pda_movement:%c[default] %s \n
|
|
%c[255,160,160,160]st_mm_pda_combat:%c[default] %s \n
|
|
%c[255,160,160,160]st_mm_pda_pickup_items:%c[default] %s \n
|
|
%c[255,160,160,160]st_mm_pda_loot_corpses:%c[default] %s \n
|
|
%c[255,160,160,160]st_mm_pda_keep_distance:%c[default] %s \n
|
|
%c[255,160,160,160]st_mm_pda_stealth:%c[default] %s \n
|
|
%c[255,160,160,160]st_mm_pda_dismissable:%c[default] %s \n
|
|
%c[255,160,160,160]st_mm_pda_level_travel:%c[default] %s \n
|
|
\n%c[255,215,215,215]st_mm_pda_statistics:%c[default] \n
|
|
%c[255,160,160,160]st_mm_pda_stalkers_killed:%c[default] %s \n
|
|
%c[255,160,160,160]st_mm_pda_mutants_killed:%c[default] %s \n
|
|
%c[255,160,160,160]st_mm_pda_artes_found:%c[default] %s \n
|
|
%c[255,160,160,160]st_mm_pda_wounded_helped:%c[default] %s \n
|
|
%c[255,160,160,160]st_mm_pda_corpse_looted:%c[default] %s \n
|
|
]]
|
|
|
|
if (sim:has_info(se_obj.id,"npcx_beh_wait")) then
|
|
s_move = game.translate_string("st_set_companion_to_wait_state")
|
|
elseif (sim:has_info(se_obj.id,"npcx_beh_patrol_mode")) then
|
|
s_move = game.translate_string("st_set_companion_to_patrol_state")
|
|
else
|
|
s_move = game.translate_string("st_set_companion_to_follow_state")
|
|
end
|
|
|
|
if (sim:has_info(se_obj.id,"npcx_beh_ignore_actor_enemies") and sim:has_info(se_obj.id,"npcx_beh_ignore_combat")) then
|
|
s_combat = game.translate_string("st_set_companion_to_ignore_combat_state")
|
|
elseif (sim:has_info(se_obj.id,"npcx_beh_ignore_combat")) then
|
|
s_combat = game.translate_string("st_set_companion_to_attack_only_actor_combat_enemy_state")
|
|
else
|
|
s_combat = game.translate_string("st_set_companion_to_attack_state")
|
|
end
|
|
|
|
local can_gather = sim:has_info(se_obj.id,"npcx_beh_gather_items")
|
|
local can_loot = sim:has_info(se_obj.id,"npcx_beh_loot_corpses")
|
|
s_gather = can_gather and game.translate_string("st_pda_mode_on") or game.translate_string("st_pda_mode_off")
|
|
s_loot = can_loot and game.translate_string("st_pda_mode_on") or game.translate_string("st_pda_mode_off")
|
|
|
|
if (npc) then
|
|
-- If looting is set false in logic
|
|
if (can_gather and st.gather_items and st.gather_items.gather_items_enabled and xr_logic.pick_section_from_condlist(db.actor, npc, st.gather_items.gather_items_enabled) == "false") then
|
|
s_gather = game.translate_string("st_pda_mode_disabled")
|
|
end
|
|
if (can_loot and st.corpse_detection and st.corpse_detection.corpse_detection_enabled and xr_logic.pick_section_from_condlist(db.actor, npc, st.corpse_detection.corpse_detection_enabled) == "false") then
|
|
s_loot = game.translate_string("st_pda_mode_disabled")
|
|
end
|
|
end
|
|
|
|
s_dist = sim:has_info(se_obj.id,"npcx_beh_distance_far") and game.translate_string("st_pda_mode_dist_far") or game.translate_string("st_pda_mode_dist_near")
|
|
s_stealth = sim:has_info(se_obj.id,"npcx_beh_substate_stealth") and game.translate_string("st_pda_mode_on") or game.translate_string("st_pda_mode_off")
|
|
|
|
local m_data = alife_storage_manager.get_se_obj_state(se_obj)
|
|
if (m_data) then
|
|
s_stalker = m_data["killed_stalkers"] or 0
|
|
s_mutant = m_data["killed_monsters"] or 0
|
|
s_arte = m_data["artefacts_found"] or 0
|
|
s_wounded = m_data["wounded_helped"] or 0
|
|
s_corpse = m_data["corpse_looted"] or 0
|
|
end
|
|
|
|
s_dismiss = se_load_var(se_obj.id,se_obj:name(),"companion_cannot_dismiss") and game.translate_string("st_pda_mode_false") or game.translate_string("st_pda_mode_true")
|
|
s_tele = se_load_var(se_obj.id,se_obj:name(),"companion_cannot_teleport") and game.translate_string("st_pda_mode_disabled") or game.translate_string("st_pda_mode_enabled")
|
|
|
|
local s_location = game.translate_string(sim:level_name(game_graph():vertex(se_obj.m_game_vertex_id):level_id()))
|
|
|
|
for s in string.gmatch(state_str,"(st_mm_pda_[%w%d_]*)") do
|
|
state_str = string.gsub(state_str,s,game.translate_string(s))
|
|
end
|
|
|
|
state_str = strformat(state_str,full_name,s_location,s_move,s_combat,s_gather,s_loot,s_dist,s_stealth,s_dismiss,s_tele,s_stalker,s_mutant,s_arte,s_wounded,s_corpse)
|
|
self.companion_info[i].hint = state_str
|
|
else
|
|
self.companion_info[i].id = nil
|
|
self.companion_info[i].icon_wnd:Show(false)
|
|
self.companion_info[i].leader_wnd:Show(false)
|
|
self.companion_info[i].health_wnd:SetText("")
|
|
self.companion_info[i].name_wnd:SetText("")
|
|
self.companion_info[i].comm_wnd:SetText("")
|
|
self.companion_info[i].rank_wnd:SetText("")
|
|
self.companion_info[i].dist_wnd:SetText("")
|
|
end
|
|
end
|
|
end
|
|
|
|
function pda_relations_tab:Reset()
|
|
-- dEmergence: Refresh Relations Matrix
|
|
self:RefreshRelationsMatrix()
|
|
|
|
local max_i_index = #self.list
|
|
local max_k_index = #self.list + 1
|
|
if user_disable_squad_count then
|
|
max_k_index = max_i_index
|
|
end
|
|
local k_index = 0
|
|
|
|
for i=1, max_i_index do
|
|
for k=0, max_k_index do
|
|
-- dmg : catch possibility of all factions being set to "never_show"
|
|
if max_i_index > 0 and i <= max_i_index and k <= max_k_index then
|
|
if not user_disable_squad_count then
|
|
k_index = k - 1
|
|
else
|
|
k_index = k
|
|
end
|
|
local r_val = 0
|
|
local r_val2 = 0
|
|
|
|
if (k > 0 and not user_disable_squad_count) or (user_disable_squad_count) then
|
|
local comm = self.list[k_index] or db.actor:character_community()
|
|
r_val = relation_registry.community_relation(comm, self.list[i])
|
|
end
|
|
|
|
if (k == 0) and not user_disable_squad_count then
|
|
-- if first row then squad count
|
|
r_val = self.list_squad_count[i] or 0
|
|
r_val2 = self.list_squad_count_local[i] or 0
|
|
|
|
if self.list_is_enemy[i] then
|
|
if user_obscure_enemy_squad_count then
|
|
self.relations[i][k]:SetTextColor(self.clr_gray)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_na"))
|
|
else
|
|
if r_val >= 25 then
|
|
self.relations[i][k]:SetTextColor(self.clr_red)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_5"))
|
|
elseif r_val < 25 and r_val >= 15 then
|
|
self.relations[i][k]:SetTextColor(self.clr_d_red)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_4"))
|
|
elseif r_val < 15 and r_val >= 10 then
|
|
self.relations[i][k]:SetTextColor(self.clr_orange)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_3"))
|
|
elseif r_val < 10 and r_val >= 6 then
|
|
self.relations[i][k]:SetTextColor(self.clr_yellow)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_2"))
|
|
elseif r_val < 6 and r_val > 0 then
|
|
self.relations[i][k]:SetTextColor(self.clr_yellow)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_1"))
|
|
else
|
|
self.relations[i][k]:SetTextColor(self.clr_gray)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_0"))
|
|
end
|
|
end
|
|
else
|
|
if r_val >= 25 then
|
|
self.relations[i][k]:SetTextColor(self.clr_green)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_5"))
|
|
elseif r_val < 25 and r_val >= 15 then
|
|
self.relations[i][k]:SetTextColor(self.clr_pda_green)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_4"))
|
|
elseif r_val < 15 and r_val >= 10 then
|
|
self.relations[i][k]:SetTextColor(self.clr_yellow)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_3"))
|
|
elseif r_val < 10 and r_val >= 6 then
|
|
self.relations[i][k]:SetTextColor(self.clr_orange)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_2"))
|
|
elseif r_val < 6 and r_val > 0 then
|
|
self.relations[i][k]:SetTextColor(self.clr_red)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_1"))
|
|
else
|
|
self.relations[i][k]:SetTextColor(self.clr_gray)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_0"))
|
|
end
|
|
end
|
|
elseif (k == 1 and not user_disable_squad_count) or (k == 0 and user_disable_squad_count) then
|
|
-- if second row (or first and squad count disabled) then goodwill
|
|
r_val = relation_registry.community_goodwill(self.list[i],AC_ID)
|
|
if r_val >= 2000 then
|
|
self.relations[i][k]:SetTextColor(self.clr_green)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_goodwill_5"))
|
|
elseif r_val < 2000 and r_val >= 1500 then
|
|
self.relations[i][k]:SetTextColor(self.clr_yellow)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_goodwill_4"))
|
|
elseif r_val < 1500 and r_val >= 1000 then
|
|
self.relations[i][k]:SetTextColor(self.clr_yellow)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_goodwill_3"))
|
|
elseif r_val < 1000 and r_val >= 500 then
|
|
self.relations[i][k]:SetTextColor(self.clr_yellow)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_goodwill_2"))
|
|
else
|
|
self.relations[i][k]:SetTextColor(self.clr_red)
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_goodwill_1"))
|
|
end
|
|
else
|
|
if r_val >= game_relations.FRIENDS then
|
|
self.relations[i][k]:SetTextColor(self.clr_green)
|
|
self.relations[i][k]:SetText(game.translate_string("st_goodwill_friendly"))
|
|
|
|
elseif r_val <= game_relations.ENEMIES then
|
|
self.relations[i][k]:SetTextColor(self.clr_red)
|
|
self.relations[i][k]:SetText(game.translate_string("st_goodwill_enemy"))
|
|
else
|
|
self.relations[i][k]:SetTextColor(self.clr_yellow)
|
|
self.relations[i][k]:SetText(game.translate_string("st_goodwill_indifferent"))
|
|
end
|
|
end
|
|
|
|
if not (self.to_text) then
|
|
if k > 0 then
|
|
self.relations[i][k]:SetText(tostring(r_val))
|
|
else
|
|
if not user_disable_squad_count then
|
|
--self.relations[i][k]:SetText("-")
|
|
if (self.list_is_enemy[i] and user_obscure_enemy_squad_count) then
|
|
self.relations[i][k]:SetText(game.translate_string("st_ui_dmg_safr_pda_squadsize_na"))
|
|
elseif user_show_local_squad_count then
|
|
self.relations[i][k]:SetText(tostring(r_val).." ("..tostring(r_val2)..")")
|
|
else
|
|
self.relations[i][k]:SetText(tostring(r_val))
|
|
end
|
|
else
|
|
self.relations[i][k]:SetText(tostring(r_val))
|
|
end
|
|
end
|
|
end
|
|
else
|
|
self.relations[i][k]:SetText("")
|
|
end
|
|
end
|
|
end
|
|
|
|
self:autoupdate()
|
|
end
|
|
|
|
function pda_relations_tab:btn_to_text()
|
|
self.to_text = not self.to_text
|
|
if self.to_text then
|
|
self.btn:TextControl():SetText(game.translate_string("pda_table_value_off"))
|
|
else
|
|
self.btn:TextControl():SetText(game.translate_string("pda_table_value_on"))
|
|
end
|
|
|
|
self:Reset()
|
|
end
|
|
|
|
---------------------------------------------------------------------------------------------------
|
|
--
|
|
---------------------------------------------------------------------------------------------------
|
|
class "ui_companion_row" (CUIListBoxItem)
|
|
function ui_companion_row:__init(owner,row,xml) super(owner,row,xml)
|
|
self:GetTextItem():SetText("")
|
|
|
|
local is_widescreen = true --utils_xml.is_widescreen()
|
|
local x = is_widescreen and 20 or 35
|
|
local y = 0
|
|
|
|
for i=1,6 do
|
|
local n = i+(6*(row-1))
|
|
|
|
owner.companion_info[n] = {
|
|
["id"] = nil,
|
|
["icon_wnd"] = self:AddIconField(1),
|
|
["leader_wnd"] = self:AddIconField(1),
|
|
["name_wnd"] = self:AddTextField("",1),
|
|
["comm_wnd"] = self:AddTextField("",1),
|
|
["rank_wnd"] = self:AddTextField("",1),
|
|
["health_wnd"] = self:AddTextField("",1),
|
|
["dist_wnd"] = self:AddTextField("",1),
|
|
["hint"] = ""
|
|
}
|
|
|
|
owner.companion_info[n].icon_wnd:InitTexture("ui\\ui_noise")
|
|
owner.companion_info[n].icon_wnd:SetStretchTexture(true)
|
|
owner.companion_info[n].icon_wnd:SetWndSize(vector2():set(64,64))
|
|
owner.companion_info[n].icon_wnd:SetWndPos(vector2():set(x,y))
|
|
|
|
owner.companion_info[n].leader_wnd:InitTexture("ui_minimap_squad_leader")
|
|
owner.companion_info[n].leader_wnd:SetStretchTexture(true)
|
|
owner.companion_info[n].leader_wnd:SetWndSize(vector2():set(is_widescreen and 8 or 10,10))
|
|
owner.companion_info[n].leader_wnd:SetWndPos(vector2():set(x,y))
|
|
|
|
owner.companion_info[n].name_wnd:SetFont(GetFontLetterica18Russian())
|
|
owner.companion_info[n].name_wnd:SetWndSize(vector2():set(120,22))
|
|
owner.companion_info[n].name_wnd:SetWndPos(vector2():set(x,y+65))
|
|
|
|
owner.companion_info[n].comm_wnd:SetFont(GetFontLetterica16Russian())
|
|
owner.companion_info[n].comm_wnd:SetWndSize(vector2():set(120,20))
|
|
owner.companion_info[n].comm_wnd:SetWndPos(vector2():set(x,y+90))
|
|
|
|
owner.companion_info[n].rank_wnd:SetFont(GetFontLetterica16Russian())
|
|
owner.companion_info[n].rank_wnd:SetWndSize(vector2():set(120,20))
|
|
owner.companion_info[n].rank_wnd:SetWndPos(vector2():set(x,y+105))
|
|
|
|
owner.companion_info[n].health_wnd:SetFont(GetFontSmall())
|
|
owner.companion_info[n].health_wnd:SetWndSize(vector2():set(50,10))
|
|
owner.companion_info[n].health_wnd:SetWndPos(vector2():set(x+50,y+55))
|
|
|
|
owner.companion_info[n].dist_wnd:SetFont(GetFontLetterica16Russian())
|
|
owner.companion_info[n].dist_wnd:SetWndSize(vector2():set(120,20))
|
|
owner.companion_info[n].dist_wnd:SetWndPos(vector2():set(x,y+120))
|
|
|
|
x = x + (is_widescreen and 125 or 155)
|
|
end
|
|
end |