Divergent/mods/Anomaly Magazines Redux/gamedata/scripts/magazine_binder.script

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-- each datum consists of the following:
-- .loaded = this is a stack of rounds loaded in the magazine, each round is int, depending on what kind of round it is
-- .section = for magazines in weapons, this tracks the type of magazine that is loaded
local mags_storage = {}
-- this storage is for vested mags in specific
local carried_mags = {}
-- reverse lookups for magazine properties
local mags_by_basetype = {}
local mags_by_retool_group = {}
local basetypes_by_ammo_type ={}
local loadout_slots = {
small = 2,
medium = 0,
large = 0,
}
function print_dbg(...) magazines.print_dbg(...) end
function print_err(...) magazines.print_err(...) end
local function parent_section(sec)
return SYS_GetParam(0, sec, "parent_section", sec) or sec
end
function dump_data(data)
if not data or type(data) ~= "table" then
print_dbg("Mag data unavailable: %s (%s)", data, type(data))
else
local s = ""
for k,v in pairs(data.loaded) do
s = s .. v .. " "
end
print_dbg("Mag section: %s. Rounds loaded: %s. Rounds: %s", data.section, #data.loaded, s)
end
end
local look_up_table = ini_file_ex("magazines\\lookups.ltx")
local weapons_lookup = ini_file_ex("magazines\\weapons\\importer.ltx")
local loadout_lookup = ini_file_ex("magazines\\outfitloadouts\\importer.ltx")
-------------------------------
-- SECTION acess functions --
-------------------------------
function get_carried_mags(tbl)
--return carried_mags --efficency v acess control hud won't call this very often so went with acess control
copy_table(tbl, carried_mags )
end
function get_data(id)
tbl = {}
if mags_storage[id] then
copy_table(tbl, mags_storage[id] )
return tbl
end
return mags_storage[id] --could be nil or false want to return either.
end
function set_data(id, data)
mags_storage[id] = data
if carried_mags[id] then
carried_mags[id] = data
end
end
function create_mag_data(id, sec, is_weapon)
local mag_data = {}
mag_data.loaded = {}
mag_data.section = sec
mag_data.is_weapon = is_weapon or false
set_data(id, mag_data)
return mag_data
end
-- loops through mag data and check/validate entries
function clean_data()
for id, data in pairs(mags_storage) do
local se = alife_object(id)
local is_mag = se and SYS_GetParam(1, se:section_name(), "is_mag")
local is_wpn = se and is_supported_weapon(parent_section(se:section_name()))
if not (is_mag or is_wpn) then
set_data(id, nil)
elseif data == false then
set_data(id, {
section = "no_mag",
loaded = {},
is_weapon = true,
})
elseif is_wpn then
print_dbg("Checking wpn %s", se:section_name())
validate_wep(id, wpn_sec)
else
validate_mag(id, se:section_name())
end
end
end
function get_mag_property(id,key)
--print_dbg("wtf:".. tostring((mags_storage[id] and mags_storage[id][key] or "no dice")))
return mags_storage[id] and mags_storage[id][key]
end
function get_size(id, mag_data)
mag_data = mag_data or get_data(id)
return SYS_GetParam(0, mag_data.section, "mag_size") or "small"
end
function get_total_carried(exact)
local carried = {
["small"] = 0,
["medium"] = 0,
["large"] = 0
}
for id, mag in pairs(carried_mags) do
local size = get_size(id)
carried[size] = carried[size] + 1
end
if not exact then --shift exess up to next size
if carried.small > loadout_slots.small then
carried.medium = carried.medium + carried.small - loadout_slots.small
carried.small = loadout_slots.small
end
if carried.medium > loadout_slots.medium then
carried.large = carried.large + carried.medium - loadout_slots.medium
carried.medium = loadout_slots.medium
end
end
return carried
end
function get_loadout_size()
local copy = {}
copy_table(copy, loadout_slots)
return copy
end
function get_mags_for_basetype(basetype)
return mags_by_basetype[basetype] and dup_table( mags_by_basetype[basetype])
end
function get_basetypes_by_ammo_type(sec)
--print_dbg("#basetypes_by_ammo_type:%s basetypes_by_ammo_type[%s]:%s",#basetypes_by_ammo_type,sec,basetypes_by_ammo_type[sec] and #basetypes_by_ammo_type[sec])
return basetypes_by_ammo_type[sec] and dup_table( basetypes_by_ammo_type[sec])
end
function get_mags_by_ammo_type(sec)
local t = {}
local basetypes = get_basetypes_by_ammo_type(sec) or {}
for _,v in ipairs(basetypes) do
local mags = get_mags_for_basetype(v) or {}
for __,v2 in ipairs(mags) do
table.insert(t, v2)
end
end
return t
end
-------------------------------
-- SECTION utility functions --
-------------------------------
local function type_correction(val)
if not val then return end
-- print_dbg(type(val))
local id, section, obj, se_obj
if type(val) == "string" then
section = val
elseif type(val) == "number" then
id = val
obj = level.object_by_id(id)
se_obj = alife_object(id)
if obj then
section = obj:section()
elseif se_obj then
section = se_obj:section_name()
else
print_dbg("WTF is:%s any way?", id)
end
elseif type(val.id) == "number" then
id = val.id
se_obj = val
obj = level.object_by_id(id)
section = val:section_name()
elseif type(val.id) == "function" then
id = val:id()
obj = val
se_obj = alife_object(id)
section = val:section()
end
return id, section, obj, se_obj
end
function is_carried_mag(id)
return carried_mags[id] and true or false
end
function toggle_carried_mag(id)
-- print_dbg("tcm1")
if carried_mags[id] then
carried_mags[id] = nil
return false
--print_dbg("tcm2")
elseif room_in_pouch(id) then
carried_mags[id] = mags_storage[id]
return true
--print_dbg("tcm3"..tostring(carried_mags[id] and carried_mags[id].section))
end
end
function update_loadout_slots()
local outfit = db.actor:item_in_slot(7)
local small,medium,large = 0,0,0
if outfit then
small,medium,large = get_loadout_slots(outfit)
--print_dbg("Outfit:%s||S:%s|M:%s|L:%s",outfit:section(), small,medium,large)
else
small,medium,large = get_loadout_slots("o_none")
--print_dbg("Outfit:%s||S:%s|M:%s|L:%s","o_none", small,medium,large)
end
local s,m,l = 0,0,0
local backpack = db.actor:item_in_slot(13)
s,m,l = get_loadout_slots(backpack)
--print_dbg("backpack:%s||S:%s|M:%s|L:%s",backpack and backpack:section(), s,m,l)
small = small + s
medium = medium + m
large = large + l
--print_dbg("Outfit+backpack||S:%s|M:%s|L:%s", small,medium,large)
local ss,mm,ll = 0,0,0
db.actor:iterate_belt( function(owner, obj)
s,m,l = get_loadout_slots(obj)
--print_dbg("belt:%s||S:%s|M:%s|L:%s",obj and obj:section(), s,m,l)
ss = ss + s
mm = mm + m
ll = ll + l
end)
--print_dbg("Belt total||S:%s|M:%s|L:%s", ss,mm,ll)
small = small + ss
medium = medium + mm
large = large + ll
--print_dbg("total slots||S:%s|M:%s|L:%s", small,medium,large)
loadout_slots.small = small
loadout_slots.medium = medium
loadout_slots.large = large
end
function validate_loadout()
update_loadout_slots()
local carried = get_total_carried()
local excess = carried.large - loadout_slots.large
if excess < 1 then -- if they shift arround and don't over fill large all good
--print_dbg("validate_loadout s:%s m:%s l:%s excess:%s", carried.small, carried.medium, carried.large, excess)
return
end
local found = {small = 0, medium = 0, large = 0}
for id, mag in pairs(carried_mags) do --shed exess favoring shifted mags.
local size = get_size(id)
if size then
found[size] = found[size] + 1
if found[size] > loadout_slots[size] then
carried_mags[id] = nil
excess = excess - 1
if excess == 0 then break end
end
end
end
magazines.inventory_refresh()
end
function room_in_pouch(id)
local s = mags_storage[id] and get_size(id) or false
if not s then return false end
for i, mag in pairs(carried_mags) do -- safety purge of escaped mags
local itm = level.object_by_id(i)
if not (itm and utils_item.in_actor_inv(itm)) then
carried_mags[i] = nil
end
end
carried = get_total_carried()
return carried.large < loadout_slots.large or ((s == "medium" or s == "small") and (carried.medium < loadout_slots.medium)) or (s == "small" and (carried.small < loadout_slots.small))
end
function build_mag_revers_lookups()
local base_types = {}
local function itr(section)
if not is_magazine(section) or section == "tch_mag_base" or SYS_GetParam(1, section, "old_mag", false) then return end
local basetype = SYS_GetParam(0, section, "base_type") or nil
local retool_group = SYS_GetParam(0, section, "retool_group") or nil
local caliber = get_magazine_caliber(section)
if basetype then
if not mags_by_basetype[basetype] then
mags_by_basetype[basetype] = {}
end
mags_by_basetype[basetype][#mags_by_basetype[basetype]+1] = section
end
if retool_group then
if not mags_by_retool_group[retool_group] then
mags_by_retool_group[retool_group] = {}
end
mags_by_retool_group[retool_group][#mags_by_retool_group[retool_group]+1] = section
end
if caliber and basetype and not base_types[basetype] then
base_types[basetype] = true
for i = 1, #caliber do
if not basetypes_by_ammo_type[caliber[i]] then
basetypes_by_ammo_type[caliber[i]] = {}
end
basetypes_by_ammo_type[caliber[i]][#basetypes_by_ammo_type[caliber[i]]+1] = basetype
end
end
end
ini_sys:section_for_each(itr)
end
-- these functions work equally well given an object id, item section, gameobject or server object.
function is_supported_weapon(val)
if not val then return end
local id, section, obj, se_obj = type_correction(val)
local is_valid_by_sec = weapons_lookup:section_exist(parent_section(section))
--print_dbg("is_valid_by_sec:%s and obj: %s", is_valid_by_sec, obj and true)
if (not (obj and is_valid_by_sec)) or obj:weapon_in_grenade_mode() then return is_valid_by_sec end
local is_valid = is_valid_by_sec and get_weapon_base_type(id) and true or false
--print_dbg("is_valid:%s and obj: %s", is_valid, obj and true)
-- if it's a valid weapon, bind it to the mag binder
-- HarukaSai: we don't need a binder just for first update, instead we can create data here
if is_valid then
local mag_data = get_data(id)
if not mag_data then
print_dbg("Valid weapon %s has no data, creating default data", obj:section())
local default_mag = weapon_default_magazine(section)
mag_data = create_mag_data(id, default_mag, true)
-- also need to do some things to convert existing ammo
local ammo_max = SYS_GetParam(2, default_mag, "max_mag_size")
local ammo_type = obj:get_ammo_type()
local ammo_map = utils_item.get_ammo(section, id) or SYS_GetParam(2, section, "ammo_mag_size") or 999
print_dbg("Weapon %s uses mags, assigning default mag %s with %s rounds, type is %s", section, default_mag, ammo_max, ammo_map[ammo_type+1])
for i=1,ammo_max do
stack.push(mag_data.loaded, ammo_map[ammo_type+1])
end
set_data(id, mag_data)
end
end
return is_valid
end
function is_open_bolt_weapon(val)
if not val then return end
local id, section, obj, se_obj = type_correction(val)
return look_up_table:r_value(parent_section(section), "open_bolt")
end
function has_loadout_slots(val)
if not val then return end
local id, section, obj, se_obj = type_correction(val)
local in_list = loadout_lookup:section_exist(parent_section(section))
--print_dbg("has_loadout_slots %s|%s:%s|%s", section,parent_section(section), in_list, IsItem("outfit", section, obj) )
return IsItem("outfit", section, obj) or in_list
end
function get_retool_section(val)
if not val then return end
local id, section, obj, se_obj = type_correction(val)
local retool_group = SYS_GetParam(0, section, "retool_group") or nil
local retool_section = nil
if retool_group and mags_by_retool_group[retool_group] and #mags_by_retool_group[retool_group] > 1 then --want to return nil of mag has no retool group or is only memeber
for i,v in ipairs(mags_by_retool_group[retool_group]) do
print_dbg("retool section: %s|%s", section, v)
if v == section then
if i < #mags_by_retool_group[retool_group] then
retool_section = mags_by_retool_group[retool_group][i+1]
else
retool_section = mags_by_retool_group[retool_group][1]
end
break
end
end
end
return retool_section
end
function get_loadout_slots(val, combine, force_outfit)
if not val then return 0,0,0 end
local id, section, obj, se_obj = type_correction(val)
local s,m,l = 0,0,0
if look_up_table:section_exist(section) then
s = look_up_table:r_value(section, "mag_limit_small", 2) or s
m = look_up_table:r_value(section, "mag_limit_medium", 2) or m
l = look_up_table:r_value(section, "mag_limit_large", 2) or l
elseif IsOutfit(obj) or force_outfit then
local kind = SYS_GetParam(0, section, "kind")
if look_up_table:section_exist(kind) then
s = look_up_table:r_value(kind, "mag_limit_small", 2) or s
m = look_up_table:r_value(kind, "mag_limit_medium", 2) or m
l = look_up_table:r_value(kind, "mag_limit_large", 2) or l
else
print_dbg("Outfit defaulted: sec:%s kind:%s",section ,kind )
s = look_up_table:r_value("o_none", "mag_limit_small", 2) or s
m = look_up_table:r_value("o_none", "mag_limit_medium", 2) or m
l = look_up_table:r_value("o_none", "mag_limit_large", 2) or l
end
end
if combine then
return {small = s,medium = m, large = l}
else
return s, m, l
end
end
function is_magazine(val)
if not val then return false end
local id, section, obj, se_obj = type_correction(val)
return SYS_GetParam(1, section, "is_mag")
end
function get_magazine_base_type(val)
if not val then return end
local id, section, obj, se_obj = type_correction(val)
return SYS_GetParam(0, section, "base_type") or nil
end
function get_magazine_caliber(val)
return str_explode(look_up_table:r_value(get_magazine_base_type(val) or print_dbg("Missing basetype for: %s",val), "caliber") or print_dbg("Invalid basetyper for: %s",val), ",")
end
-- check if this weapon takes a magazine, and return the base type. false if it does not
function get_weapon_base_type(val)
if not val then return end
local id, section, obj, se_obj = type_correction(val)
id = obj and id or nil --utils_item.get_ammo will not work if given an id of an offline object. nil id if no gameobject exists
local ammo = utils_item.get_ammo(section, id)[1]
local parent = parent_section(section)
print_dbg("for weapon %s, using ammo %s, bt is %s", parent, ammo, is_supported_weapon(section) and look_up_table:r_value(parent, ammo))
return is_supported_weapon(section) and look_up_table:r_value(parent, ammo) -- base_type is in the ltx based on the first entry in the weapons ammo list.
end
function weapon_default_magazine(val)
if not val then return end
local id, section, obj, se_obj = type_correction(val)
return look_up_table:r_value(parent_section(section), "default_mag")
end
function weapon_improved_magazine(val)
if not val then return end
local id, section, obj, se_obj = type_correction(val)
return look_up_table:r_value(parent_section(section), "improved_mag")
end
-- check if mag is compatible w. weapon
function is_compatible(weapon, magazine) --both called functions do type correction, added argument order corection
if not is_magazine(magazine) then
local t = magazine
magazine = weapon
weapon = t
end
local weapon_base = get_weapon_base_type(weapon)
local magazine_base = get_magazine_base_type(magazine)
print_dbg("wpn base type is %s, mag base type is %s", weapon_base, magazine_base)
return weapon_base == magazine_base
end
function valid_mag_data(mag_data)
return (mag_data and mag_data.section ~= "no_mag") and mag_data or nil
end
-- get mag data with validation for fake mag items
function get_mag_loaded(id)
return valid_mag_data(get_data(id))
end
function validate_wep(id, sec)
local wpn_obj = level.object_by_id(id)
local mag_data = get_mag_loaded(id)
if not mag_data then return end
if wpn_obj and wpn_obj:weapon_in_grenade_mode() then return end
local w_bt = get_weapon_base_type(id)
local m_bt = get_magazine_base_type(mag_data.section)
if w_bt ~= m_bt then
print_err("(CLEANUP) Incompatible magazine %s (bt %s) found on gun %s (typ %s, bt %s). Granting default magazine.", mag_data.section, m_bt, id, sec, w_bt)
mag_data.section = weapon_default_magazine(wpn_obj)
empty_table(mag_data.loaded)
set_data(id, mag_data)
end
end
function validate_mag(id, sec)
local mag_data = get_mag_loaded(id)
if not mag_data then return end
if sec ~= mag_data.section then
print_err("(CLEANUP) Mag section mismatch! Saved type is %s, actual %s for id %s", mag_data.section, sec, id)
mag_data.section = sec
end
-- check for ammo that shouldn't belong in the magazine, and replace with generic ammo
local ammo_map = invert_table(get_magazine_caliber(mag_data.section))
-- remove excess rounds
local ammo_cap = SYS_GetParam(2, mag_data.section, "max_mag_size")
while #mag_data.loaded > ammo_cap do
print_err("(CLEANUP) Loaded magazine %s (%s) has capacity %s, current %s rounds loaded", mag_data.section, id, ammo_cap, #mag_data.loaded)
stack.pop(mag_data.loaded)
end
local ammo_replace = random_key_table(ammo_map)
for k,v in pairs(mag_data.loaded) do
if not ammo_map[v] then
print_err("(CLEANUP) Invalid round %s loaded in mag %s, id %s, replacing", v, mag_data.section, id)
mag_data.loaded[k] = ammo_replace
end
end
set_data(id, mag_data)
end
-- class
function bind(obj)
obj:bind_object(magazine_binder(obj))
end
class "magazine_binder" (object_binder)
function magazine_binder:__init(obj) super(obj)
self.first_update = nil
end
-- global flag used to cap condition at 100 for trade
local freeze = false
-- only update every half second
local update_tick = 500
function magazine_binder:update(delta)
object_binder.update(self, delta)
local tg = time_global()
local obj = self.object
local id = obj:id()
local sec = obj:section()
local mag_data = get_data(id)
if not self.first_update then
self.first_update = true
self.last_update = tg + update_tick
-- associate mag data to empty magazine object
if not mag_data and is_magazine(obj) then
mag_data = create_mag_data(id, sec, false)
end
end
if tg < self.last_update then return end
self.last_update = tg + update_tick
-- update mag weight and cond
if is_magazine(obj) then
if freeze then
obj:set_condition(0.999)
else
local mag_weight = SYS_GetParam(2, sec, "inv_weight")
local capacity = SYS_GetParam(2, sec, "max_mag_size")
-- for simplicity we take the weight of each bullet to be the same
local cond = 0
if mag_data and #mag_data.loaded > 0 then
local ammoType = get_magazine_caliber(sec)[1]
local box_size = SYS_GetParam(2, ammoType, "box_size") or 1
local box_weight = SYS_GetParam(2, ammoType, "inv_weight") or 0
local cartridge_weight = box_weight / box_size
cond = #mag_data.loaded / capacity
mag_weight = mag_weight + (#mag_data.loaded * cartridge_weight)
end
set_data(id, mag_data)
obj:set_weight(mag_weight)
obj:set_condition(cond)
end
end
end
function magazine_binder:reload(section)
object_binder.reload(self, section)
end
function magazine_binder:reinit()
object_binder.reinit(self)
end
function magazine_binder:net_spawn(se_abstract)
if not(object_binder.net_spawn(self, se_abstract)) then
return false
end
return true
end
function magazine_binder:net_destroy()
object_binder.net_destroy(self)
end
function magazine_binder:save(stpk)
end
function magazine_binder:load(stpk)
end
-- end class
-------------------------------
-- SECTION inventory highlight --
-------------------------------
-- this gets called _ALOT_ so putting it here where table can be read
local bags = {actor_bag = true,actor_trade_bag= true} --player inv in normal/looting and in the merchant UI.
ready_color = GetARGB(100, 255, 159, 82)
function check_ready(cell)
if bags[cell.container.ID] then
return carried_mags[cell.ID] and ready_color --cell.ID and cell.sec are the object id and section
end
end
function icon_check_ready(cell)
if bags[cell.container.ID] and carried_mags[cell.ID] then
return {texture = "ui_mags_loadout", x = 1, y = 1, w = 15, h = 15}
end
end
-------------------------------
-- SECTION callbacks --
-------------------------------
local function save_state(mdata)
mdata.mags_storage = mags_storage
mdata.carried_mags = carried_mags
end
function load_state(mdata)
mags_storage = mdata.mags_storage or {}
carried_mags = mdata.carried_mags or {}
end
-- attempt to keep mstorage clean
local function on_register(se_obj, typ)
local id = se_obj.id
local sec = se_obj:section_name()
if mags_storage[id] and not (is_magazine(sec) or is_supported_weapon(sec)) then
mags_storage[id] = nil
end
end
local function se_item_on_unregister(se_obj, typ)
local id = se_obj.id
mags_storage[id] = nil
carried_mags[id] = nil
end
local past_first_update = false
function actor_on_first_update()
CreateTimeEvent("mag_binder","firstupdatedelay",1,function()
past_first_update = true
validate_loadout()
clean_data()
return true
end)
end
function actor_item_to_slot(obj)
if past_first_update and has_loadout_slots(obj) then
validate_loadout()
end
end
function on_trade_opened()
freeze = true
end
function on_trade_closed()
freeze = false
end
function on_game_start()
build_mag_revers_lookups()
RegisterScriptCallback("save_state",save_state)
RegisterScriptCallback("load_state",load_state)
rax_persistent_highlight.register("ready_mag", check_ready) --used like a callback register
rax_icon_layers.register("ready_mag", icon_check_ready) --used like a callback register
RegisterScriptCallback("actor_item_to_slot",actor_item_to_slot)
RegisterScriptCallback("actor_item_to_ruck",actor_item_to_slot)
RegisterScriptCallback("actor_item_to_belt",actor_item_to_slot)
RegisterScriptCallback("actor_on_item_drop",actor_item_to_slot)
RegisterScriptCallback("server_entity_on_unregister",se_item_on_unregister)
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
RegisterScriptCallback("ActorMenu_on_trade_started",on_trade_opened)
RegisterScriptCallback("ActorMenu_on_trade_closed",on_trade_closed)
end