khanat-code-old/code/ryzom/client/data/mods/syui_v3/syui/player.lua
2016-12-09 16:04:26 +01:00

963 lines
33 KiB
Lua

-- In this file we define functions that serves for player windows
function getDbPropU(dbEntry)
value = getDbProp(dbEntry)
if (value < 0) then
value = 4294967296+value
end
return value
end
if string.find(_VERSION, "Lua 5.0") then
function math.fmod(a, b)
return math.mod(a, b)
end
end
------------------------------------------------------------------------------------------------------------
-- create the game namespace without reseting if already created in an other file.
if (game==nil) then
game= {};
end
if (game.PVP == nil) then
game.PVP = {};
game.PVP.tagStartTimer = 0;
game.PVP.flagStartTimer = 0;
game.PVP.tagTimerStarted = false;
game.PVP.flagTimerStarted = false;
end
if (game.BonusMalus == nil) then
game.BonusMalus = {};
game.BonusMalus.DeathPenaltyBefore = -1;
game.BonusMalus.DeathPenaltyAfter = -1;
game.BonusMalus.XPCatSlotBefore = -1;
game.BonusMalus.XPCatSlotAfter = -1;
game.BonusMalus.RingXPCatSlotBefore = -1;
game.BonusMalus.RingXPCatSlotAfter = -1;
game.BonusMalus.OutpostSlotBefore = -1;
game.BonusMalus.OutpostSlotAfter = -1;
game.BonusMalus.BonusAHList= {};
game.BonusMalus.MalusAHList= {};
end
------------------------------------------------------------------------------------------------------------
-- Update player bars in function of what we wants to display (we can hide each one of the 3 bars : sap,stamina and focus)
function game:updatePlayerBars()
local dispSap = getDbProp('UI:SAVE:PLAYER:DISP_SAP');
local dispSta = getDbProp('UI:SAVE:PLAYER:DISP_STA');
local dispFoc = getDbProp('UI:SAVE:PLAYER:DISP_FOC');
local ui = getUI('ui:interface:player:content');
-- active ui in function of what is displayed
ui.b_sap.active = (dispSap == 1);
ui.jsap.active = (dispSap == 1);
ui.b_sta.active = (dispSta == 1);
ui.jsta.active = (dispSta == 1);
ui.b_foc.active = (dispFoc == 1);
ui.jfoc.active = (dispFoc == 1);
-- choose good y-position
local totalBarDisp = dispSap + dispSta + dispFoc;
if (totalBarDisp == 3) then
ui.b_sap.y = -18;
ui.b_sta.y = -36;
ui.b_foc.y = -54;
ui.current_action.y = -65;
elseif (totalBarDisp == 2) then
if (dispSap == 0) then
ui.b_sta.y = -18;
ui.b_foc.y = -36;
end
if (dispSta == 0) then
ui.b_sap.y = -18;
ui.b_foc.y = -36;
end
if (dispFoc == 0) then
ui.b_sap.y = -18;
ui.b_sta.y = -36;
end
ui.current_action.y = -50;
elseif (totalBarDisp == 1) then
ui.b_sta.y = -18;
ui.b_foc.y = -18;
ui.b_sta.y = -18;
ui.current_action.y = -35;
else
ui.current_action.y = -18;
end
end
------------------------------------------------------------------------------------------------------------
-- convert a boolean to a number 0 or 1
function booleanToNumber(thebool)
if(thebool) then
return 1;
else
return 0;
end
end
------------------------------------------------------------------------------------------------------------
-- Update player pvp tag
function game:pvpTagUpdateDisplay()
local currentServerTick = getDbPropU('UI:VARIABLES:CURRENT_SERVER_TICK');
local pvpServerTagTimer = getDbPropU('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:ACTIVATION_TIME');
local pvpServerFlagTimer = getDbPropU('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:FLAG_PVP_TIME_LEFT');
local uiPlayer= getUI('ui:interface:player:header_opened');
-- get the current state
local pvpServerFlag= pvpServerFlagTimer > currentServerTick;
local pvpLocalTag= (getDbProp('UI:TEMP:PVP_FACTION:TAG_PVP') == 1);
local pvpServerTag= (getDbProp('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:TAG_PVP') == 1);
local pvpServerActivateTimerOn= pvpServerTagTimer > currentServerTick;
-- deduce the display state according to the current state
local GREEN= 0;
local ORANGE= 1;
local RED= 2;
local buttonMode= GREEN;
local buttonPushed= false;
local buttonTimer= false;
-- if the flag is activated, then must display PVP flag button and timer
if (pvpServerFlag) then
-- ** RED MODE
buttonMode= RED;
buttonPushed= false;
buttonTimer= true;
-- else must display correct mode according to the TAG state
else
-- There are 8 possibilities according to the combination of the 3 flags
-- Here: TL= pvpLocalTag, TS= pvpServerTag, AS= pvpServerActivateTimerOn)
-- TL TS AS
-- ** GREEN MODE **
-- 0 0 0 -> Standard disabled PVP
-- 1 0 0 -> The user pressed the button but still no response from server
-- 1 1 1 -> The user pressed the button and got response from server. => GREEN icon with timer
-- 0 1 1 -> The user canceled the activation (server not acked yet the cancel). => default display
-- ** ORANGE MODE **
-- 1 1 0 -> Standard enabled PVP
-- 0 1 0 -> The user pressed the button but still no response from server
-- 0 0 1 -> The user pressed the button and got response from server. => ORANGE icon with timer
-- 1 0 1 -> The user canceled the activation (server not acked yet the cancel). => default display
-- From this table, we can deduce the following rules
-- buttonMode is GREEN when TS==AS
if( pvpServerTag == pvpServerActivateTimerOn ) then
buttonMode= GREEN;
else
buttonMode= ORANGE;
end
-- the button is pushed if (there is a timer and TL==TS), or (no timer and TL!=TS)
if( pvpServerActivateTimerOn == (pvpLocalTag == pvpServerTag) ) then
buttonPushed= true;
else
buttonPushed= false;
end
-- display a timer only if the timer is activated and server and local tag are equals
if( pvpServerActivateTimerOn and pvpLocalTag == pvpServerTag ) then
buttonTimer= true;
else
buttonTimer= false;
end
end
-- setup the local display
setDbProp("UI:TEMP:PVP_FACTION:DSP_MODE", buttonMode);
setDbProp("UI:TEMP:PVP_FACTION:DSP_PUSHED", booleanToNumber(buttonPushed));
setDbProp("UI:TEMP:PVP_FACTION:DSP_TIMER", booleanToNumber(buttonTimer));
-- setup the timer bar
if(buttonTimer) then
local uiBar = uiPlayer.pvp_timer;
local uiBarBg = uiPlayer.pvp_timer_bg;
-- Flag Bar?
if(buttonMode==RED) then
-- display a reverse timer
uiBar.w = uiBarBg.w * (pvpServerFlagTimer - currentServerTick) / (pvpServerFlagTimer - game.PVP.flagStartTimer);
else
-- display a forward timer
uiBar.w = uiBarBg.w * (currentServerTick - game.PVP.tagStartTimer) / (pvpServerTagTimer - game.PVP.tagStartTimer);
end
end
-- force update of the tooltip for any button (by disabling then reenabling)
disableContextHelpForControl(uiPlayer.pvp_tag_button_0);
disableContextHelpForControl(uiPlayer.pvp_tag_button_1);
disableContextHelpForControl(uiPlayer.pvp_tag_button_2);
end
------------------------------------------------------------------------------------------------------------
-- Update player pvp tag
function game:pvpTag()
local buttonStat = getDbProp('UI:TEMP:PVP_FACTION:TAG_PVP');
if (buttonStat == 0) then
setDbProp('UI:TEMP:PVP_FACTION:TAG_PVP',1);
else
setDbProp('UI:TEMP:PVP_FACTION:TAG_PVP',0);
end
sendMsgToServerPvpTag(buttonStat == 0);
-- update display
self:pvpTagUpdateDisplay();
end
------------------------------------------------------------------------------------------------------------
-- Update button due to server validation
function game:updatePvpTag()
-- force copy to temp of Server tag
local pvpServerTag= (getDbProp('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:TAG_PVP') == 1);
setDbProp('UI:TEMP:PVP_FACTION:TAG_PVP', booleanToNumber(pvpServerTag));
-- launch timer DB if necessary
local currentServerTick = getDbPropU('UI:VARIABLES:CURRENT_SERVER_TICK');
local pvpServerTagTimer = getDbPropU('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:ACTIVATION_TIME');
local pvpServerFlagTimer = getDbPropU('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:FLAG_PVP_TIME_LEFT');
if(pvpServerTagTimer > currentServerTick) or (pvpServerFlagTimer > currentServerTick) then
local ui = getUI('ui:interface:player');
addOnDbChange(ui,'@UI:VARIABLES:CURRENT_SERVER_TICK', 'game:updatePvpTimer()');
if(pvpServerTagTimer > currentServerTick and game.PVP.tagTimerStarted == false) then
game.PVP.tagStartTimer = currentServerTick;
game.PVP.tagTimerStarted = true;
end
if(pvpServerFlagTimer > currentServerTick and game.PVP.flagTimerStarted == false) then
game.PVP.flagStartTimer = currentServerTick;
game.PVP.flagTimerStarted = true;
end
end
-- update display (after start timer reseted)
self:pvpTagUpdateDisplay();
end
------------------------------------------------------------------------------------------------------------
--
function game:updatePvpTimer()
-- update display
self:pvpTagUpdateDisplay();
-- try to stop
local currentServerTick = getDbPropU('UI:VARIABLES:CURRENT_SERVER_TICK');
local pvpServerTagTimer = getDbPropU('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:ACTIVATION_TIME');
local pvpServerFlagTimer = getDbPropU('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:FLAG_PVP_TIME_LEFT');
-- Manage Tag Timer display
if(pvpServerTagTimer <= currentServerTick) then
game.PVP.tagTimerStarted = false;
end
-- Manage Flag Timer display
if(pvpServerFlagTimer <= currentServerTick) then
game.PVP.flagTimerStarted = false;
end
-- if both off, stop the db update
if(game.PVP.tagTimerStarted == false) and (game.PVP.flagTimerStarted == false) then
removeOnDbChange(getUI('ui:interface:player'),'@UI:VARIABLES:CURRENT_SERVER_TICK');
end
end
------------------------------------------------------------------------------------------------------------
--
function game:formatTime(temps)
local hours = math.floor(temps/(10*60*60));
local minutes = math.floor((temps - (hours*10*60*60)) / (10*60));
local seconds = math.floor((temps - (hours*10*60*60) - (minutes*10*60)) / 10);
local fmt = i18n.get('uittPvPTime');
fmt = findReplaceAll(fmt, '%h', tostring(hours));
fmt = findReplaceAll(fmt, '%m', tostring(minutes));
fmt = findReplaceAll(fmt, '%s', tostring(seconds));
return fmt;
end
------------------------------------------------------------------------------------------------------------
--
function game:playerTTPvp()
-- The tooltip to display depends on the current display state
local buttonMode= getDbProp("UI:TEMP:PVP_FACTION:DSP_MODE");
local buttonPushed= (getDbProp("UI:TEMP:PVP_FACTION:DSP_PUSHED")==1);
local buttonTimer= (getDbProp("UI:TEMP:PVP_FACTION:DSP_TIMER")==1);
local text;
-- Flag mode?
if(buttonMode==2) then
local pvpServerFlagTimer = getDbPropU('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:FLAG_PVP_TIME_LEFT');
local currentServerTick = getDbPropU('UI:VARIABLES:CURRENT_SERVER_TICK');
local tempsString = game:formatTime( pvpServerFlagTimer - currentServerTick );
text = i18n.get('uittPvPModeFlag');
text = findReplaceAll(text, '%temps', tempsString);
-- Tag mode
else
-- base text
if(buttonMode==0 and not(buttonPushed)) then
text = i18n.get('uittPvPModeTagOff');
elseif(buttonMode==0 and buttonPushed) then
text = i18n.get('uittPvPModeTagOffChange');
elseif(buttonMode==1 and not(buttonPushed)) then
text = i18n.get('uittPvPModeTagOn');
elseif(buttonMode==1 and buttonPushed) then
text = i18n.get('uittPvPModeTagOnChange');
else
text = ucstring();
end
-- timer
if(buttonTimer) then
local pvpServerTagTimer = getDbPropU('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:ACTIVATION_TIME');
local currentServerTick = getDbPropU('UI:VARIABLES:CURRENT_SERVER_TICK');
local tempsString = game:formatTime( pvpServerTagTimer - currentServerTick );
local timeFmt= i18n.get('uittPvPTagTimer');
timeFmt= findReplaceAll(timeFmt, '%temps', tempsString);
text= concatUCString(text, timeFmt);
end
end
-- set the text
setContextHelpText(text);
end
-- ***************************************************************************
-- ***************************************************************************
-- BONUS MALUS
-- ***************************************************************************
-- ***************************************************************************
------------------------------------------------------------------------------------------------------------
function game:bonusMalusActiveText(ui, slot, state)
local uiTextGroup= ui["text" .. tostring(slot) ];
if(uiTextGroup) then
uiTextGroup.active= state;
end
end
------------------------------------------------------------------------------------------------------------
function game:bonusMalusSetText(ui, slot, fmt)
local uiTextGroup= ui["text" .. tostring(slot) ];
if(uiTextGroup) then
uiTextGroup.shade0.uc_hardtext_format= fmt;
uiTextGroup.shade1.uc_hardtext_format= fmt;
uiTextGroup.shade2.uc_hardtext_format= fmt;
uiTextGroup.shade3.uc_hardtext_format= fmt;
uiTextGroup.text.uc_hardtext_format= fmt;
uiTextGroup.text2.uc_hardtext_format= fmt;
end
end
------------------------------------------------------------------------------------------------------------
-- From given DB vals, compute the 'Xp Bonus' text info
function game:updateXpCatQuantity(textSlot, ui)
-- get the ui text to fill
if(ui==nil) then
ui= getUICaller();
end
-- format the text
local fmt= "x@{FF6F}" .. tostring( getDbProp("SERVER:CHARACTER_INFO:XP_CATALYSER:Count") );
self:bonusMalusSetText(ui, textSlot, fmt);
end
------------------------------------------------------------------------------------------------------------
-- From given DB vals, compute the 'Ring Xp Bonus' text info
function game:updateRingXpCatQuantity(textSlot, ui)
-- get the ui text to fill
if(ui==nil) then
ui= getUICaller();
end
-- format the text
local fmt= "x@{FF6F}" .. tostring( getDbProp("SERVER:CHARACTER_INFO:RING_XP_CATALYSER:Count") );
self:bonusMalusSetText(ui, textSlot, fmt);
end
------------------------------------------------------------------------------------------------------------
function game:outpostUpdatePVPTimer(textSlot, ui)
-- get the ui text to fill
if(ui==nil) then
ui= getUICaller();
end
-- Get the timer of interest (priority to player leaving the zone)
local endTimer= 0;
local endOfPvpTimer= getDbPropU('SERVER:CHARACTER_INFO:PVP_OUTPOST:FLAG_PVP_TIME_END');
if( endOfPvpTimer>0 ) then
endTimer= endOfPvpTimer;
else
local endOfRound= getDbProp('SERVER:CHARACTER_INFO:PVP_OUTPOST:ROUND_END_DATE');
if( endOfRound>0 ) then
endTimer= endOfRound;
end
end
-- Use a text with a timer?
if( endTimer>0 ) then
-- compute the time that lefts in sec (suppose a smooth server tick is 1 ms)
local curTick= getDbPropU('UI:VARIABLES:CURRENT_SERVER_TICK');
local timeSec= (endTimer- curTick)/10;
-- replace in str
local text= "@{FF6F}" .. runFct('secondsToTimeStringShort', timeSec);
self:bonusMalusSetText(ui, textSlot, text);
-- else Default display
else
self:bonusMalusSetText(ui, textSlot, "@{FF6F}on");
end
end
------------------------------------------------------------------------------------------------------------
function game:deathPenaltyUpdateXPMalus()
end
------------------------------------------------------------------------------------------------------------
-- called when someone click on a bonus malus icon. redirect to correct action handler if any
function game:onLeftClickBonus()
local ui= getUICaller();
local id= getIndexInDB(ui);
local ah= self.BonusMalus.BonusAHList[id];
if(ui and ah) then
runAH(ui, ah, "");
end
end
function game:onLeftClickMalus()
local ui= getUICaller();
local id= getIndexInDB(ui);
local ah= self.BonusMalus.MalusAHList[id];
if(ui and ah) then
runAH(ui, ah, "");
end
end
------------------------------------------------------------------------------------------------------------
-- update if needed the ActionHandler and text update from DB
function game:updateBonusMalusTextSetup()
local numLocalBonusMalus= getDefine("num_local_bonus_malus");
local uiBonus= getUI('ui:interface:bonus_malus:header_opened:bonus');
local uiMalus= getUI('ui:interface:bonus_malus:header_opened:malus');
local dbXpCat= "@SERVER:CHARACTER_INFO:XP_CATALYSER:Count";
local dbRingXpCat= "@SERVER:CHARACTER_INFO:RING_XP_CATALYSER:Count";
local dbOutpost= "@SERVER:CHARACTER_INFO:PVP_OUTPOST, @UI:VARIABLES:CURRENT_SERVER_TICK";
local dbDeathPenalty= "@SERVER:USER:DEATH_XP_MALUS";
-- reset cache
self.BonusMalus.DeathPenaltyBefore= self.BonusMalus.DeathPenaltyAfter;
self.BonusMalus.XPCatSlotBefore= self.BonusMalus.XPCatSlotAfter;
self.BonusMalus.RingXPCatSlotBefore= self.BonusMalus.RingXPCatSlotAfter;
self.BonusMalus.OutpostSlotBefore= self.BonusMalus.OutpostSlotAfter;
-- *** remove and hide any preceding
for i= 0,numLocalBonusMalus-1 do
-- reset AH
self.BonusMalus.BonusAHList[i]= nil;
self.BonusMalus.MalusAHList[i]= nil;
-- hide text view
self:bonusMalusActiveText(uiBonus, i, false);
-- reset special tooltip
setDbProp( formatUI('UI:VARIABLES:BONUS:#1:SPECIAL_TOOLTIP', i), game.TBonusMalusSpecialTT.None);
end
removeOnDbChange(uiBonus, dbXpCat);
removeOnDbChange(uiBonus, dbRingXpCat);
removeOnDbChange(uiBonus, dbOutpost);
-- *** set new XPCat setup
local slot= self.BonusMalus.XPCatSlotAfter;
if(slot~=-1) then
-- set AH to use for this slot
self.BonusMalus.BonusAHList[slot]= "xp_catalyser_stop_use";
-- add DB change, and call now! else not updated
addOnDbChange(uiBonus, dbXpCat, formatUI("game:updateXpCatQuantity(#1, nil)", slot) );
self:updateXpCatQuantity(slot, uiBonus);
-- show text
self:bonusMalusActiveText(uiBonus, slot, true);
-- set special tooltip (id==1 for xpcat)
setDbProp( formatUI('UI:VARIABLES:BONUS:#1:SPECIAL_TOOLTIP', slot), game.TBonusMalusSpecialTT.XpCatalyser);
end
-- *** set new RingXPCat setup
local slot= self.BonusMalus.RingXPCatSlotAfter;
if(slot~=-1) then
-- set AH to use for this slot
self.BonusMalus.BonusAHList[slot]= "ring_xp_catalyser_stop_use";
-- add DB change, and call now! else not updated
addOnDbChange(uiBonus, dbRingXpCat, formatUI("game:updateRingXpCatQuantity(#1, nil)", slot) );
self:updateRingXpCatQuantity(slot, uiBonus);
-- show text
self:bonusMalusActiveText(uiBonus, slot, true);
-- set special tooltip (id==1 for ringxpcat)
setDbProp( formatUI('UI:VARIABLES:BONUS:#1:SPECIAL_TOOLTIP', slot), game.TBonusMalusSpecialTT.XpCatalyser);
end
-- *** set new Outpost setup
local slot= self.BonusMalus.OutpostSlotAfter;
if(slot~=-1) then
-- no AH
-- add DB change, and call now! else not updated
addOnDbChange(uiBonus, dbOutpost, formatUI("game:outpostUpdatePVPTimer(#1, nil)", slot) );
self:outpostUpdatePVPTimer(slot, uiBonus);
-- show text
self:bonusMalusActiveText(uiBonus, slot, true);
-- don't set the tooltip here, because redone after return
end
-- *** set new DeathPenalty setup
local slot= self.BonusMalus.DeathPenaltyAfter;
if(slot~=-1) then
-- no AH
-- add DB change, and call now! else not updated
addOnDbChange(uiMalus, dbDeathPenalty, formatUI("game:deathPenaltyUpdateXPMalus(#1, nil)", slot) );
self:deathPenaltyUpdateXPMalus(slot, uiMalus);
-- show text
self:bonusMalusActiveText(uiMalus, slot, true);
-- set special tooltip (id==1 for death penalty)
setDbProp( formatUI('UI:VARIABLES:MALUS:#1:SPECIAL_TOOLTIP', slot), game.TBonusMalusSpecialTT.DeathPenalty);
end
end
------------------------------------------------------------------------------------------------------------
-- Update Bonus malus local DB according to server DB
function game:updatePlayerBonusMalus()
local numServerBonusMalus= tonumber(getDefine("num_server_bonus_malus"));
local numLocalBonusMalus= tonumber(getDefine("num_local_bonus_malus"));
local dbServerBonusBase= getDefine("bonus") .. ":" ;
local dbServerMalusBase= getDefine("malus") .. ":" ;
local dbLocalBonusBase= "UI:VARIABLES:BONUS:";
local dbLocalMalusBase= "UI:VARIABLES:MALUS:";
local i;
local mustUpdateTextSetup= false;
-- ***********************
-- *** Insert Bonus
-- ***********************
local destIndex= 0;
local mustShowBonus= false;
-- *** Insert XPCatalyzer first
local xpcatCount= getDbProp("SERVER:CHARACTER_INFO:XP_CATALYSER:Count");
if(xpcatCount~=0) then
local xpcatLevel= getDbProp("SERVER:CHARACTER_INFO:XP_CATALYSER:Level");
-- Get the most appropriate icon
local iconLevel= 50;
for i= 50,250,50 do
if(i<=xpcatLevel) then
iconLevel= i;
end
end
-- Set the DB for this brick
mustShowBonus= true;
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":SHEET", getSheetId('big_xpcat_' .. tostring(iconLevel) .. '.sbrick' ) );
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":DISABLED", 0 );
self.BonusMalus.XPCatSlotAfter = destIndex;
destIndex= destIndex+1;
else
self.BonusMalus.XPCatSlotAfter = -1;
end
if(self.BonusMalus.XPCatSlotAfter ~= self.BonusMalus.XPCatSlotBefore) then
mustUpdateTextSetup= true;
end
-- *** Then insert RingXPCatalyzer
local ringxpcatCount= getDbProp("SERVER:CHARACTER_INFO:RING_XP_CATALYSER:Count");
if(ringxpcatCount~=0) then
local ringxpcatLevel= getDbProp("SERVER:CHARACTER_INFO:RING_XP_CATALYSER:Level");
-- Get the most appropriate icon
local iconLevel= 50;
for i= 50,250,50 do
if(i<=ringxpcatLevel) then
iconLevel= i;
end
end
-- Set the DB for this brick
mustShowBonus= true;
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":SHEET", getSheetId('big_ring_xpcat_' .. tostring(iconLevel) .. '.sbrick' ) );
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":DISABLED", 0 );
self.BonusMalus.RingXPCatSlotAfter = destIndex;
destIndex= destIndex+1;
else
self.BonusMalus.RingXPCatSlotAfter = -1;
end
if(self.BonusMalus.RingXPCatSlotAfter ~= self.BonusMalus.RingXPCatSlotBefore) then
mustUpdateTextSetup= true;
end
-- *** Insert PVPOutpost
local pvpOutpostPresent= getDbProp("SERVER:CHARACTER_INFO:PVP_OUTPOST:FLAG_PVP");
local pvpOutpostEndOfPVPFlag= 0;
local pvpOutpostEndOfRound= 0;
if(pvpOutpostPresent~=0) then
local pvpOutpostLevel= 0;
pvpOutpostEndOfPVPFlag= getDbPropU('SERVER:CHARACTER_INFO:PVP_OUTPOST:FLAG_PVP_TIME_END');
pvpOutpostEndOfRound= getDbPropU('SERVER:CHARACTER_INFO:PVP_OUTPOST:ROUND_END_DATE');
-- set a level only if we have some round, and if the out timer is not set
if(pvpOutpostEndOfRound~=0 and pvpOutpostEndOfPVPFlag==0) then
pvpOutpostLevel= 1 + getDbProp('SERVER:CHARACTER_INFO:PVP_OUTPOST:ROUND_LVL_CUR');
end
-- Set the DB for this brick
mustShowBonus= true;
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":SHEET", getSheetId('big_outpost_pvp_' .. tostring(pvpOutpostLevel) .. '.sbrick' ) );
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":DISABLED", 0 );
self.BonusMalus.OutpostSlotAfter = destIndex;
destIndex= destIndex+1;
else
self.BonusMalus.OutpostSlotAfter = -1;
end
if(self.BonusMalus.OutpostSlotAfter ~= self.BonusMalus.OutpostSlotBefore) then
mustUpdateTextSetup= true;
end
-- *** Insert standard Bonus
for i=0,numServerBonusMalus-1 do
-- get
local sheet= getDbProp(dbServerBonusBase .. tostring(i) .. ":SHEET" );
local disabled= getDbProp(dbServerBonusBase .. tostring(i) .. ":DISABLED" );
if(sheet~=0) then
mustShowBonus= true;
end
-- copy (to index shifted if needed)
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":SHEET", sheet );
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":DISABLED", disabled );
destIndex= destIndex+1;
end
if(mustShowBonus) then
setDbProp("UI:VARIABLES:SHOW_BONUS", 1);
else
setDbProp("UI:VARIABLES:SHOW_BONUS", 0);
end
-- *** erase any remaining bonus
while destIndex<numLocalBonusMalus do
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":SHEET", 0 );
destIndex= destIndex + 1;
end
-- ***********************
-- *** Insert Malus
-- ***********************
local mustShowMalus= false;
destIndex= 0;
-- *** Insert Death Penalty first
local deathPenalty= getDbProp("SERVER:USER:DEATH_XP_MALUS");
if(deathPenalty~=255 and deathPenalty~=0) then
-- Set the DB for this brick
mustShowMalus= true;
setDbProp(dbLocalMalusBase .. tostring(destIndex) .. ":SHEET", getSheetId('death_penalty.sbrick' ) );
setDbProp(dbLocalMalusBase .. tostring(destIndex) .. ":DISABLED", 0 );
self.BonusMalus.DeathPenaltyAfter = destIndex;
destIndex= destIndex+1;
else
self.BonusMalus.DeathPenaltyAfter = -1;
end
if(self.BonusMalus.DeathPenaltyAfter ~= self.BonusMalus.DeathPenaltyBefore) then
mustUpdateTextSetup= true;
end
-- *** insert standard malus
for i=0,numServerBonusMalus-1 do
-- get
local sheet= getDbProp(dbServerMalusBase .. tostring(i) .. ":SHEET" );
local disabled= getDbProp(dbServerMalusBase .. tostring(i) .. ":DISABLED" );
if(sheet~=0) then
mustShowMalus= true;
end
-- copy
setDbProp(dbLocalMalusBase .. tostring(destIndex) .. ":SHEET", sheet );
setDbProp(dbLocalMalusBase .. tostring(destIndex) .. ":DISABLED", disabled );
destIndex= destIndex+1;
end
if(mustShowMalus) then
setDbProp("UI:VARIABLES:SHOW_MALUS", 1);
else
setDbProp("UI:VARIABLES:SHOW_MALUS", 0);
end
-- *** erase any remaining malus
while destIndex<numLocalBonusMalus do
setDbProp(dbLocalMalusBase .. tostring(destIndex) .. ":SHEET", 0 );
destIndex= destIndex + 1;
end
-- ***********************
-- *** update Text setup
-- ***********************
if(mustUpdateTextSetup) then
game:updateBonusMalusTextSetup();
end
-- set special tooltip for outpost (id==2,3,4 for outpost)
if(self.BonusMalus.OutpostSlotAfter ~= -1) then
local dbFmt= formatUI('UI:VARIABLES:BONUS:#1:SPECIAL_TOOLTIP', self.BonusMalus.OutpostSlotAfter);
if(pvpOutpostEndOfPVPFlag ~= 0) then
setDbProp(dbFmt, game.TBonusMalusSpecialTT.OutpostPVPOutOfZone);
elseif(pvpOutpostEndOfRound ~= 0) then
setDbProp(dbFmt, game.TBonusMalusSpecialTT.OutpostPVPInRound);
else
setDbProp(dbFmt, game.TBonusMalusSpecialTT.OutpostPVPOn);
end
end
end
-- ***************************************************************************
-- ***************************************************************************
-- CURRENT ACTION
-- ***************************************************************************
-- ***************************************************************************
------------------------------------------------------------------------------------------------------------
function game:updateCurrentActionPosition()
local uiMemory= getUI("ui:interface:gestionsets");
local uiAction= getUI("ui:interface:current_action");
local uiMain= getUI("ui:interface");
if(uiAction and uiMain and uiMemory and uiMemory.active) then
-- NB: must use harcoded 182 and 40 size for the window, because may not be active at this time
-- refresh the x position
uiAction.x= uiMemory.x_real + uiMemory.w_real/2 - 182/2;
-- setup the y position according to position of the memory bar
local distBelow= uiMemory.y_real;
local distAbove= uiMain.h - (uiMemory.y_real + uiMemory.h_real);
if(distBelow < distAbove) then
uiAction.y= uiMemory.y_real + uiMemory.h_real + 40;
else
uiAction.y= uiMemory.y_real;
end
end
end
LastTooltipPhrase = nil
------------------------------------------------------------------------------------------------------------
-- tool function used by game:updatePhraseTooltip
function game:setPhraseTooltipCarac(ttWin, name, value, textValue)
local icon = ttWin:find(name)
local text = ttWin:find(name .. "_text")
if value == 0 then
icon.active = false
text.active = false
else
icon.active = true
text.active = true
if textValue ~= nil then
text.uc_hardtext = textValue
else
text.hardtext = tostring(value)
end
end
end
function game:timeInSecondsToReadableTime(regenTime)
local seconds = math.fmod(regenTime, 60)
local minutes = math.fmod(math.floor(regenTime / 60), 60)
local hours = math.floor(regenTime / 3600)
local result = ""
if seconds > 0 then result = concatUCString(tostring(seconds), i18n.get("uittSecondsShort")) end
if minutes > 0 then result = concatUCString(tostring(minutes), i18n.get("uittMinutesShort"), result) end
if hours > 0 then result = concatUCString(tostring(hours), i18n.get("uittHoursShort"), result) end
return result
end
------------------------------------------------------------------------------------------------------------
-- display the time left for a power / auras in its tooltip
function game:setPhraseTooltipPowerRegenTime(ttWin, regenTimeInTicks)
local text = ttWin:find("regen_time")
if regenTimeInTicks == 0 then
text.active = false
else
text.active = true
text.uc_hardtext_single_line_format = concatUCString(i18n.get("uittRegenTime"), game:timeInSecondsToReadableTime(math.floor((regenTimeInTicks + 9) * 0.1)))
text:invalidateCoords()
ttWin:invalidateCoords()
end
end
local EmptyUCString = ucstring()
------------------------------------------------------------------------------------------------------------
-- called by C++ code when the tooltip of a phrase is about to be displayed
function game:updatePhraseTooltip(phrase)
LastTooltipPhrase = phrase
local ttWin = getUI("ui:interface:action_context_help")
local text = phrase:getName()
if not text or text == EmptyUCString then
text = ucstring("")
end
local desc = phrase:getDesc()
if desc and desc ~= EmptyUCString then
local str = tostring(desc)
local charFound = false
for k = 1, string.len(str) do
if string.byte(str, k) ~= 32 then
charFound = true
break
end
end
if charFound then
text = concatUCString(text, "\n@{CCCF}", desc)
end
else
text = concatUCString(text, "@{CCCF}")
end
-- IMPORTANT : the following getters on 'phrase' take in account the 'total action malus' for the timebeing
self:setPhraseTooltipCarac(ttWin, "hp_cost", phrase:getHpCost())
self:setPhraseTooltipCarac(ttWin, "sta_cost", phrase:getStaCost())
self:setPhraseTooltipCarac(ttWin, "sap_cost", phrase:getSapCost())
self:setPhraseTooltipCarac(ttWin, "focus_cost", phrase:getFocusCost())
self:setPhraseTooltipCarac(ttWin, "cast_time", phrase:getCastTime(), concatUCString(string.format("%.1f", phrase:getCastTime()), i18n.get("uittSeconds")))
local castRange = phrase:getCastRange()
if not phrase:isMagicPhrase() then
castRange = 0
end
self:setPhraseTooltipCarac(ttWin, "cast_range", castRange, concatUCString(tostring(castRange), i18n.get("uittMeters")))
-- if the phrase is a power / aura, then we may want to display its regen time in the tooltip
if phrase:isPowerPhrase() then
setOnDraw(ttWin, "game:updatePowerPhraseTooltip()")
else
setOnDraw(ttWin, "")
end
--
local successRateText = ttWin:find("success_rate")
local successRate = phrase:getSuccessRate()
if successRate == 0 then
successRateText.active = false
else
successRateText.active = true
successRateText.uc_hardtext_single_line_format = concatUCString(i18n.get("uittSuccessRate"), tostring(successRate), " %")
end
local disableTimeText = ttWin:find("disable_time")
if phrase:isPowerPhrase() then
local disableTime = phrase:getPowerDisableTime()
if disableTime == 0 then
disableTimeText.active = false
else
disableTimeText.active = true
disableTimeText.uc_hardtext_single_line_format = concatUCString(i18n.get("uittDisableTime"), game:timeInSecondsToReadableTime(disableTime / 10))
end
else
disableTimeText.active = false
end
game:updatePowerPhraseTooltip()
updateTooltipCoords()
return text
end
------------------------------------------------------------------------------------------------------------
-- called at each frame when a power/aura tooltip is displayed,in order to update the regen countdown
function game:updatePowerPhraseTooltip()
local ttWin = getUI("ui:interface:action_context_help")
local leftRegenTime = 0
if LastTooltipPhrase:isPowerPhrase() then
leftRegenTime = LastTooltipPhrase:getTotalRegenTime() - LastTooltipPhrase:getRegenTime()
end
if leftRegenTime < 0 then
leftRegenTime = 0
end
self:setPhraseTooltipPowerRegenTime(ttWin, leftRegenTime)
updateTooltipCoords()
end
-- ***************************************************************************
-- ***************************************************************************
-- CURRENT BUFF ITEM
-- ***************************************************************************
-- ***************************************************************************
------------------------------------------------------------------------------------------------------------
-- called by C++ code when the tooltip of a buff item is about to be displayed
function game:updateBuffItemTooltip(buffItem)
local ttWin = getUI("ui:interface:buff_item_context_help")
local text = buffItem:getName()
self:setPhraseTooltipCarac(ttWin, "hp_buff", buffItem:getHpBuff())
self:setPhraseTooltipCarac(ttWin, "sta_buff", buffItem:getStaBuff())
self:setPhraseTooltipCarac(ttWin, "sap_buff", buffItem:getSapBuff())
self:setPhraseTooltipCarac(ttWin, "focus_buff", buffItem:getFocusBuff())
updateTooltipCoords()
return text
end
-- ***************************************************************************
-- ***************************************************************************
-- CURRENT CRYSTALLIZED SPELL
-- ***************************************************************************
-- ***************************************************************************
------------------------------------------------------------------------------------------------------------
-- called by C++ code when the tooltip of a cristallized spell is about to be displayed
function game:updateCrystallizedSpellTooltip(crystallizedSpell)
local ttWin = getUI("ui:interface:crystallized_spell_context_help")
local text = crystallizedSpell:getName()
crystallizedSpell:buildCrystallizedSpellListBrick()
updateTooltipCoords()
return text
end