khanat-code-old/code/ryzom/common/data_common/r2/r2_features.lua
2014-09-03 07:06:43 +02:00

1205 lines
34 KiB
Lua

-- for client : register a component into C using the 'registerGenerator' function and add
-- it into the list of classes
-- copy class properties & methods
local reservedMembers = { Prop = true,
BaseClass = true,
NameToProp = true,
-- native properties
Parent = true,
ParentInstance= true,
IndexInParent = true,
User = true,
Size = true,
DisplayerUI = true,
DisplayerVisual = true,
DisplayerProperties = true,
Selectable = true,
SelectableFromRoot = true
}
-- check is a string is a valid identifier (e.g begin with an alphabetic letter followed by alpha numeric letters)
local function isValidIdentifier(id)
return string.match(id, "[%a_][%w_]*")
end
-- register a new class (features, components ...)
r2.registerComponent = function(generator, package)
-- check that all identifiers are correct
local badProps = {}
if generator.Prop == nil then
generator.Prop = {}
end
-- serach invalid identifiers
for k, prop in pairs(generator.Prop) do
if (type(prop) ~= "table") then
debugWarning("Invalid property found in ".. generator.Name)
end
if not isValidIdentifier( prop.Name ) then
debugWarning("Invalid property name found : '" .. tostring(prop.Name) ..
"' in class " .. tostring(generator.Name) .. ". Property is ignored")
table.insert(badProps, k)
end
if reservedMembers[prop.Name] then
debugWarning("Invalid property name found : '" .. tostring(prop.Name) ..
"' in class " .. tostring(generator.Name) .. ". This is the name of a native poperty, and can't be redefined")
table.insert(badProps, k)
end
end
-- check that no identifier is duplicated
local propName = {}
for k, prop in pairs(generator.Prop) do
if propName[prop.Name] ~= nil then
debugWarning("Duplicated property found when registering class " .. tostring(generator.Name) .. ", property = " .. tostring(prop.Name))
debugWarning("Aborting class registration.")
return
end
propName[prop.Name] = true
end
-- remove bad properties from the class
for k, prop in pairs(badProps) do
generator.Prop[prop] = nil
end
local name = nil
if package then
name = generator.Name
--name = package:getUniqId() .. "|" .. generator.Name TODO
else
name = generator.Name;
end
if r2.Classes[name] ~= nil then
debugWarning("Component registered twice : " .. generator.Name)
return
end
if type(name) ~= "string" then
debugWarning("Can't register class, 'Name' field not found or bad type")
assert(false)
end
r2.Classes[name] = generator
end
-- private : perform subclassing by copying properties / methods of the base class into the class passed as a parameter
-- only methods / props that are present in the base class and not in the derived class are copied
-- subclass is done recursively so after calling 'subclass' on a class definition it will be complete
function r2.Subclass(classDef)
assert(classDef)
assert(type(classDef) == "table")
if classDef.BaseClass ~= "" and classDef.BaseClass ~= nil then
local baseClass = r2.Classes[classDef.BaseClass]
if baseClass == nil then
debugInfo("Cant found base class " .. strify(classDef.BaseClass) .. " of class " .. strify(classDef.Name))
return
end
--debugInfo("sub classing " .. tostring(classDef.Name) .. " from " .. tostring(baseClass.Name))
-- make sure that base class is complete, too
r2.Subclass(baseClass)
for key, value in pairs(baseClass) do
if classDef[key] == nil then
-- if property or method not defined in derived class then copy from the base class
-- if this is a method, then just replace with a function that will delegate
-- the call to the parent class
--if type(value) == "function" and key ~= "delegate" then
-- assert(type(key) == "string")
-- local localKey = key -- apparently, closure are not supported with locals from the enclosing 'for' loop
-- local function delegator(this, ...)
--debugInfo("Calling parent version in parent class '" .. tostring(baseClass.Name) .. "' for " .. tostring(localKey))
-- TODO nico : here if would be much faster to call the
-- first parent class where function is defined instead
-- of chaining the calls to 'delegate'
-- There are 1 thing to rememeber however :
-- * The this pointer could be a delegated one,
-- so when doing the call directly this should be with the non-delgated this (to have a polymorphic call)
-- local delegated = this:delegate()
-- return delegated[localKey](delegated, unpack(arg))
-- end
-- classDef[key] = delegator
--else
classDef[key] = value
--end
end
end
-- copy instances properties
assert(classDef.NameToProp)
assert(baseClass.NameToProp)
for key, prop in pairs(baseClass.Prop) do
-- if property not declared in derived class then add it
if classDef.NameToProp[prop.Name] == nil then
-- its okay to make a reference here because classes definitions are read-only
classDef.NameToProp[prop.Name] = prop
table.insert(classDef.Prop, prop)
end
end
end
-- else no-op
end
function r2.getLoadedFeaturesStatic()
local loadedFeatures =
{
--Mob Spawners
{"r2_features_boss_spawner.lua", "BossSpawnerFeature", "uiR2EdMobSpawnersCategory"},
{"r2_features_timed_spawn.lua", "TimedSpawner", "uiR2EdMobSpawnersCategory"},
{"r2_features_scenery_object_remover.lua", "SceneryObjectRemoverFeature", "uiR2EdMobSpawnersCategory"},
--Chests
{"r2_features_easter_egg.lua", "EasterEggFeature", "uiR2EdChestsCategory"},
{"r2_features_random_chest.lua", "RandomChest", "uiR2EdChestsCategory"},
{"r2_features_get_item_from_scenery.lua", "GetItemFromSceneryObject", "uiR2EdChestsCategory"},
--Tasks
{"r2_features_give_item.lua", "GiveItemFeature", "uiR2EdTaskStepCategory"},
{"r2_features_talk_to.lua", "TalkToFeature", "uiR2EdTaskStepCategory"},
{"r2_features_request_item.lua", "RequestItemFeature", "uiR2EdTaskStepCategory"},
{"r2_features_visit_zone.lua", "VisitZone", "uiR2EdTasksCategory"},
{"r2_features_target_mob.lua", "TargetMob", "uiR2EdTasksCategory"},
{"r2_features_kill_npc.lua", "KillNpc", "uiR2EdTasksCategory"},
{"r2_features_hunt_task.lua", "HuntTask", "uiR2EdTasksCategory"},
{"r2_features_delivery_task.lua", "DeliveryTask", "uiR2EdTasksCategory"},
{"r2_features_get_item_from_scenery_task.lua", "GetItemFromSceneryObjectTaskStep", "uiR2EdTaskStepCategory"},
{"r2_features_scenery_object_interaction_task.lua", "SceneryObjectInteractionTaskStep", "uiR2EdTaskStepCategory"},
--Triggers
{"r2_features_timer.lua", "TimerFeature", "uiR2EdTriggersCategory"},
{"r2_features_zone_triggers.lua", "ZoneTrigger", "uiR2EdTriggersCategory"},
{"r2_features_user_trigger.lua", "UserTriggerFeature", "uiR2EdTriggersCategory"},
{"r2_features_man_hunt.lua", "ManHuntFeature", "uiR2EdTriggersCategory"},
{"r2_features_scenery_object_interaction.lua", "SceneryObjectInteractionFeature", "uiR2EdTriggersCategory"},
{"r2_features_proximity_dialog.lua", "ChatSequence", "uiR2EdTriggersCategory"},
--{"r2_features_reward_provider.lua", "RewardProvider", "uiR2EdTriggersCategory"},
--MacroComponents
{"r2_features_ambush.lua", "Ambush", "uiR2EdMacroComponentsCategory"},
{"r2_features_loot_spawner.lua", "LootSpawnerFeature", "uiR2EdMacroComponentsCategory"},
{"r2_features_hidden_chest.lua", "HiddenChest", "uiR2EdMacroComponentsCategory"},
{"r2_features_proximity_dialog.lua", "ProximityDialog", "uiR2EdMacroComponentsCategory"},
{"r2_features_bandits_camp.lua", "BanditCampFeature", "uiR2EdMacroComponentsCategory"},
{"r2_features_fauna.lua", "FaunaFeature", "uiR2EdMacroComponentsCategory"},
}
return loadedFeatures
end
function r2.doFileProtected(filename)
local ok, msg = pcall(r2.doFile, filename)
if not ok then
debugInfo("Error while loading component '"..filename.."' err: "..msg)
end
end
r2.loadFeatures = function()
r2.doFileProtected("r2_features_default.lua")
r2.doFileProtected("r2_features_npc_groups.lua")
r2.doFileProtected("r2_features_counter.lua")
r2.doFileProtected("r2_features_reward_provider.lua")
--Loading features
r2.doFileProtected("r2_features_loaded.lua")
local loadedFeatures = r2.getLoadedFeaturesStatic()
local k, v = next(loadedFeatures, nil)
while k do
if v and v[1] then
r2.doFileProtected(v[1])
end
k, v = next(loadedFeatures, k)
end
if config.R2EDLoadDynamicFeatures == 1 then
local loadedFeatures = r2.getLoadedFeaturesDynamic()
local k, v = next(loadedFeatures, nil)
while k do
if v and v[1] then
r2.doFileProtected(v[1])
end
k, v = next(loadedFeatures, k)
end
end
r2.doFileProtected("r2_texts.lua")
r2.doFileProtected("r2_logic.lua")
r2.doFileProtected("r2_logic_entities.lua")
r2.doFileProtected("r2_event_handler_system.lua")
r2.doFileProtected("r2_unit_test.lua")
r2.doFileProtected("r2_core_user_component_manager.lua")
--r2_core.UserComponentManager:init()
--debugInfo("REGISTERING FEATURES")
r2.UserComponentsManager:updateUserComponents()
local featureId, feature = next(r2.Features, nil)
while (featureId ~= nil)
do
--debugInfo("Registering feature " .. feature.Name)
local componentId, component = next(feature.Components, nil)
while (component ~= nil)
do
--debugInfo(" Registering feature component " .. component.Name)
r2.registerComponent(component)
componentId, component = next(feature.Components, componentId)
end
featureId, feature = next(r2.Features, featureId);
end
end
-- Function to init default scenario stuffs, with the given client ID
-- tmp : returns ids for the scenario, the first act, and the default group
r2.initBaseScenario = function()
local function ici(index)
-- debugInfo(colorTag(255, 255, 0) .. "ICI " .. tostring(index))
end
-- create scenario
ici(1)
local scenario= r2.newComponent("Scenario")
if (scenario == nil) then
debugWarning("Failed to create Scenario");
return
end
ici(2)
--debugInfo("Scenario created with id " .. scenario.InstanceId)
scenario.title = "TestMap"
scenario.shortDescription = "TestMap"
scenario.optimalNumberOfPlayer = 1
-- create first act & default feature group
do
local act =r2.newComponent("Act")
act.States = {}
if (act == nil) then
debugWarning("Failed to create first 'Act'");
return
end
local features = act.Features
local tmpDefault = r2.newComponent("DefaultFeature")
if (tmpDefault == nil) then
debugWarning("Failed to create default feature");
return
end
table.insert(features, tmpDefault)
table.insert(scenario.Acts, act)
end
-- By default create act I and have it selected
do
local act =r2.newComponent("Act")
-- force to select the act 1 at display
r2.ActUIDisplayer.LastSelfCreatedActInstanceId = act.InstanceId
act.States = {}
if (act == nil) then
debugWarning("Failed to create secondary 'Act'");
return
end
act.Name = i18n.get("uiR2EDAct1"):toUtf8()
act.Title = i18n.get("uiR2EDAct1"):toUtf8() -- obsolete
local features = act.Features
local tmpDefault = r2.newComponent("DefaultFeature")
if (tmpDefault == nil) then
debugWarning("Failed to create default feature");
return
end
table.insert(features, tmpDefault)
table.insert(scenario.Acts, act)
end
r2.requestCreateScenario(scenario)
end
-- called by the frame work to reset the current scenario
-- function r2.resetScenario()
--
-- do
--
-- r2.requestEraseNode(r2.ScenarioInstanceId, "Acts" )
--
--
-- local acts= {}
--
-- do
-- local act =r2.newComponent("Act")
-- local features = act.Features
-- local tmpDefault = r2.newComponent("DefaultFeature")
-- table.insert(features, tmpDefault)
-- table.insert(acts, act)
-- end
-- do
-- local act =r2.newComponent("Act")
-- local features = act.Features
-- local tmpDefault = r2.newComponent("DefaultFeature")
-- r2.ActUIDisplayer.LastSelfCreatedActInstanceId = act.InstanceId
-- act.Title = i18n.get("uiR2EDAct1"):toUtf8()
-- table.insert(features, tmpDefault)
-- table.insert(acts, act)
-- -- table.insert(scenario.Acts, act)
-- end
--
--
-- r2.requestInsertNode(r2.ScenarioInstanceId, "", -1, "Acts", acts)
-- r2.requestReconnection()
-- end
--end
-- called when a gm/ai has do a scheduleStartAct (Animation or test time)
function r2.onScheduleStartAct(errorId, actId, nbSeconds)
if (r2.Mode == "DM" or r2.Mode == "AnimationModeDm") then
if errorId == 0 then
local ucStringMsg = ucstring()
local str = "Act " .. actId
if nbSeconds ~= 0 then
str = str .. " will start in " .. nbSeconds .. " seconds"
end
ucStringMsg:fromUtf8(str)
displaySystemInfo(ucStringMsg, "BC")
elseif errorId == 1 then
messageBox("Act ".. actId .." can not be started because another act is already starting.")
elseif errorId == 2 then
messageBox("Act ".. actId .." can not be started because this act does not exist.")
end
end
end
function r2.onDisconnected()
local str = "You have been disconnected by the server."
local ucStringMsg = ucstring()
messageBox(str)
ucStringMsg:fromUtf8(str)
displaySystemInfo(ucStringMsg, "BC")
end
function r2.onKicked(timeBeforeDisconnection, kicked)
if kicked then
local str = "You have been kicked. You must come back to mainland or leave this session otherwise you will be disconnected in "
.. tostring(timeBeforeDisconnection) .. " secondes."
local ucStringMsg = ucstring()
messageBox(str)
ucStringMsg:fromUtf8(str)
displaySystemInfo(ucStringMsg, "BC")
else
local str = "You have been unkicked."
local ucStringMsg = ucstring()
messageBox(str)
ucStringMsg:fromUtf8(str)
displaySystemInfo(ucStringMsg, "BC")
end
end
-- called in start mode of a dm
function r2.onRuntimeActUpdated(runtimeAct)
-- use runtimeAct or r2.getRunTimeActs()
r2.AnimGlobals.Acts = runtimeAct
-- update the ui
r2.ui.AnimBar:update()
end
function r2.onTalkingAsListUpdated()
r2.ui.AnimBar:updateDMControlledEntitiesWindow()
end
function r2.onIncarnatingListUpdated()
r2.ui.AnimBar:updateDMControlledEntitiesWindow()
end
function r2.onScenarioHeaderUpdated(scenario)
local ui=getUI('ui:interface:r2ed_scenario_control')
if ui.active == true then
ui.active = false
ui.active = true
end
-- inspect(scenario)
-- or use r2.getScenarioHeader();
end
function r2.onSystemMessageReceived(msgType, msgWho, msg)
local ucStringMsg = ucstring()
ucStringMsg:fromUtf8(msg)
if string.len(msg) > 2 and string.sub(msg, 1, 2) == "ui" then
ucStringMsg = i18n.get(msg)
msg = ucStringMsg:toString()
end
if msgType == "BC" or msgType == "BC_ML" then
printMsgML(msg)
elseif msgType == "SYS" or msgType == "DM" then
local str = ""
if msgType == "DM" then
str = "(AM ONLY)"..str
if (r2.Mode ~= "DM" and r2.Mode ~= "AnimationModeDm") then return end
end
if string.len(msgWho) ~= 0 then
str = str .. msgWho .. ": "
end
str = str.. msg
printMsgML(msg)
elseif msgType == "ERR" then
printMsgML(msg)
messageBox(msg)
end
end
-- TMP : place holder function to know the current act
if not r2.getCurrentActIndex then
debugInfo("Creating place holder for r2.getCurrentActIndex")
function r2.getCurrentActIndex()
return 1
end
end
function r2.onUserTriggerDescriptionUpdated(userTrigger)
-- use userTrigger or r2.getUserTriggers()
r2.AnimGlobals.UserTriggers = userTrigger
r2.ui.AnimBar:update()
end
function r2.onCurrentActIndexUpdated( actIndex)
-- actIndex==r2.getCurrentActIndex())
end
-- called when a session has begin but no scenario has been created
function r2.onEmptyScenarioUpdated()
if r2.Mode == "AnimationModeLoading" then
UnitTest.testLoadAnimationScenarioUi()
elseif r2.Mode == "AnimationModeWaitingForLoading" then
UnitTest.testWaitAnimationScenarioLoadingUi()
else
--UnitTest.testCreateScenarioUi()
r2.acts:openScenarioActEditor(true, true)
end
end
-- called by the framework when the scenario has been updated
function r2.onScenarioUpdated(scenario, startingActIndex)
--luaObject(scenario)
--breakPoint()
if (scenario == nil) then
r2.onEmptyScenarioUpdated()
return
else
hide('ui:interface:r2ed_form_CreateNewAdventureStep2')
end
r2.Scenario = r2:getInstanceFromId(scenario.InstanceId)
r2.ScenarioInstanceId = scenario.InstanceId
-- add permanent nodes to act node
r2:defaultUIDisplayer():addPermanentNodes()
if r2.Version.updateVersion() then
r2.setScenarioUpToDate(true)
else
r2.setScenarioUpToDate(false)
end
local currentAct = nil
assert(startingActIndex);
assert( type(startingActIndex) == "number");
if startingActIndex < table.getn(scenario.Acts) then
r2.DefaultActInstanceId = scenario.Acts[startingActIndex].InstanceId
r2.ActUIDisplayer.LastSelfCreatedActInstanceId = scenario.Acts[startingActIndex].InstanceId
if scenario.Acts[startingActIndex].Features.Size > 0 then
r2.DefaultFeatureInstanceId = scenario.Acts[startingActIndex].Features[0].InstanceId
end
currentAct=scenario.Acts[startingActIndex]
r2.ScenarioWindow:setAct(currentAct)
else
r2.DefaultActInstanceId = scenario.Acts[0].InstanceId
r2.ActUIDisplayer.LastSelfCreatedActInstanceId = scenario.Acts[0].InstanceId
if scenario.Acts[0].Features.Size > 0 then
r2.DefaultFeatureInstanceId = scenario.Acts[0].Features[0].InstanceId
end
currentAct=scenario.Acts[0]
end
if scenario ~= nil and currentAct ~= nil then
r2.Scenario.User.SelectedActInstanceId = tostring(currentAct.InstanceId)
r2.Scenario.User.SelectedLocationInstanceId = tostring(currentAct.LocationId)
end
r2.ScenarioWindow:updateScenarioProperties()
-- usefull to know if the scenario is updating
ld.lock = 0
if not r2.RingAccess.LoadAnimation and not r2.getIsAnimationSession() then
local ok, level, err = r2.RingAccess.verifyScenario()
r2.updateScenarioAck(ok, level, err.What)
return
end
r2.acts.deleteOldScenario = false
if r2.getUseVerboseRingAccess() then
r2.RingAccess.dumpRingAccess()
end
end
function r2.verifyScenario()
local ok, level, err = r2.RingAccess.verifyScenario()
local msg=""
if not ok then
printMsg(err.What)
msg = err.What
end
return ok, msg
end
function r2.printMsg(msg)
r2.printMsg(msg)
end
-- assign default menu for each classes
function r2.initDefaultMenuSetup()
forEach(r2.Classes,
function(k, v)
if v.Menu ~= nil and v.onSetupMenu == nil then
v.onSetupMenu = r2.defaultMenuSetup
end
end
)
end
-- assign default menu for each classes
function r2.initDefaultPropertyDisplayer()
for k, class in pairs(r2.Classes) do
if class.BuildPropertySheet == true then
if class.DisplayerProperties == nil then
class.DisplayerProperties = "R2::CDisplayerLua"
class.DisplayerPropertiesParams = "propertySheetDisplayer"
end
end
end
end
-- setup the classes
function r2.setupClasses()
-- first build a table that gives access to a property from its name
for k, class in pairs(r2.Classes) do
class.NameToProp = {}
for k, prop in pairs(class.Prop) do
if prop.Name == nil then
debugInfo("Found a property in class " .. tostring(class.Name) .. " with no field 'Name'")
end
class.NameToProp[prop.Name] = prop
end
end
-- perform subclassing
for k, class in pairs(r2.Classes) do
r2.Subclass(class)
end
-- register into C
for k, class in pairs(r2.Classes) do
r2.registerGenerator(class)
end
end
-- returns a table which map each instanceId of the scenario component's to each component
r2.createComponentsMap = function (scenario)
function createComponentsMapImpl (t, components)
if ( type(t) == "table")
then
if (t.InstanceId ~= nil)
then
components[t.InstanceId] = t
end
for key, value in pairs(t) do
createComponentsMapImpl(value, components)
end
end
end
local components = {}
createComponentsMapImpl(scenario, components)
return components
end
r2.updateActCost = function(act)
assert(act)
local cost = 0
local staticCost = 0
local features = act.Features
assert(features ~= nil )
local featureId, feature = next(features, nil)
while (featureId ~= nil)
do
-- feature:getCost() is obsolete
if feature.User.GhostDuplicate ~= true then
if feature and feature.getAiCost then
local added = feature:getAiCost()
if added then
cost = cost + added
end
end
if feature and feature.getStaticObjectCost then
local added = feature:getStaticObjectCost()
if added then
staticCost = staticCost + added
end
end
end
featureId, feature = next(features, featureId)
end
-- NB nico : removed cost from the real object and put is in the 'User' table (interfere with undo redo, because considered
-- as an action)
act:setLocalCost(cost)
--if (act.Cost ~= cost) then
-- r2.requestSetLocalNode(act.InstanceId, "Cost", cost)
-- r2.requestCommitLocalNode(act.InstanceId, "Cost")
--end
act:setLocalStaticCost(staticCost)
--if (act.StaticCost ~= staticCost) then
-- r2.requestSetLocalNode(act.InstanceId, "StaticCost", staticCost)
-- r2.requestCommitLocalNode(act.InstanceId, "StaticCost")
--end
end
r2.registerText = function(text)
--TODO : when several texts are registered "at the same time", the local scenario
--has not the time to receive the changes, and a new entry is created.
local checkText = r2.Features["TextManager"].checkText
local textMgr = getTextMgr()
if(textMgr==nil)
then
debugInfo("text mgr nil!!")
end
local result = checkText(textMgr,text)
if result.Count ~= 0
then
--the entry already exist, just increment the counter
r2.requestSetNode(result.InstanceId,"Count",result.Count+1)
--temporaire
--result.Count = result.Count + 1
--/temporaire
debugInfo("Entry already exist")
else
--the entry don't exist, insert it
result.Count=1
-- debugInfo("New entry created")
r2.requestInsertNode(r2.Scenario.Texts.InstanceId,"Texts",-1,"",result)
--temporaire
--table.insert(r2.TextMgr.Texts,result)
--temporaire
end
return result
end
getTextMgr = function()
--return r2.TextMgr
return r2.Scenario.Texts
end
r2.unregisterText = function(text)
local removeText = r2.Features["TextManager"].removeText
removeText(r2.Scenario.Texts,text)
end
r2.unregisterTextFromId = function(id)
local text = r2.getText(id)
if text ~= nil
then
r2.unregisterText(text)
end
end
r2.getText = function(id)
local textMgr = getTextMgr()
return r2.Features["TextManager"].getText(textMgr, id)
end
r2.split = function(str, sep)
assert( type(str) == "string")
local ret = {}
local start=0
if sep == nil then sep = "\n" end
local fin=string.find(str, sep)
while fin ~= nil do
local tmp = string.sub(str,start,fin-1)
if string.len(tmp)~=0
then
table.insert(ret,tmp)
end
start = fin+1
fin = string.find(str,sep,start)
end
if start<string.len(str)
then
local tmp =string.sub(str,start)
if string.len(tmp)~=0
then
table.insert(ret,tmp)
end
end
return ret
end
r2.dumpAI = function(rtAct, rtGrp)
if 1 == 0
then
do
local event = Actions.createEvent("timer_t0_triggered", "", rtGrp.Id)
local action = Actions.createAction("code","print(\"timer_t0_triggered\");\n"
.. "print(\"--------".. rtGrp.Id .. "---\");\n"
.. "print(\"oldActivitySequenceVar:\",oldActivitySequenceVar);\n"
.. "print(\"currentActivitySequenceVar:\",currentActivitySequenceVar);\n"
.. "print(\"oldActivityStepVar:\", oldActivityStepVar);\n"
.. "print(\"v2:\",v2);\n"
.. "print(\"oldChatStepVar:\", oldChatStepVar);\n"
.. "print(\"v1:\",v1);\n"
.. "print(\"oldChatSequenceVar:\", oldChatSequenceVar);\n"
.. "print(\"v0:\",v0);\n"
.. "print(\"----------------\");\n"
);
table.insert(rtAct.Actions, action)
table.insert(rtAct.Events, event)
table.insert(event.ActionsId, action.Id)
end
do
local event = Actions.createEvent("timer_t1_triggered", "", rtGrp.Id)
local action = Actions.createAction("code", "print(\"timer_t1_triggered\");\n"
.. "print(\"--------".. rtGrp.Id .. "---\");\n"
.. "print(\"oldActivitySequenceVar:\",oldActivitySequenceVar);\n"
.. "print(\"currentActivitySequenceVar:\",currentActivitySequenceVar);\n"
.. "print(\"oldActivityStepVar:\",oldActivityStepVar);\n"
.. "print(\"v2:\",v2);\n"
.. "print(\"oldChatStepVar:\",oldChatStepVar);\n"
.. "print(\"v1:\",v1);\n"
.. "print(\"oldChatSequenceVar:\",oldChatSequenceVar);\n"
.. "print(\"v0:\",v0);\n"
.. "print(\"----------------\");\n"
);
table.insert(rtAct.Actions, action)
table.insert(rtAct.Events, event)
table.insert(event.ActionsId, action.Id)
end
do
local event = Actions.createEvent("variable_v0_changed", "", rtGrp.Id)
local action = Actions.createAction("code", "print(\"variable_v0_changed\");\n"
.. "print(\"--------".. rtGrp.Id .. "---\");\n"
.. "print(\"oldActivitySequenceVar:\",oldActivitySequenceVar);\n"
.. "print(\"currentActivitySequenceVar:\",currentActivitySequenceVar);\n"
.. "print(\"oldActivityStepVar:\",oldActivityStepVar);\n"
.. "print(\"v2:\",v2);\n"
.. "print(\"oldChatStepVar:\",oldChatStepVar);\n"
.. "print(\"v1:\",v1);\n"
.. "print(\"oldChatSequenceVar:\",oldChatSequenceVar);\n"
.. "print(\"v0:\",v0);\n"
.. "print(\"----------------\");\n"
);
table.insert(rtAct.Actions, action)
table.insert(rtAct.Events, event)
table.insert(event.ActionsId, action.Id)
end
do
local event = Actions.createEvent("variable_v1_changed", "", rtGrp.Id)
local action = Actions.createAction("code", "print(\"variable_v1_changed\");\n"
.. "print(\"--------".. rtGrp.Id .. "---\");\n"
.. "print(\"oldActivitySequenceVar:\",oldActivitySequenceVar);\n"
.. "print(\"currentActivitySequenceVar:\",currentActivitySequenceVar);\n"
.. "print(\"oldActivityStepVar:\",oldActivityStepVar);\n"
.. "print(\"v2:\",v2);\n"
.. "print(\"oldChatStepVar:\",oldChatStepVar);\n"
.. "print(\"v1:\",v1);\n"
.. "print(\"oldChatSequenceVar:\",oldChatSequenceVar);\n"
.. "print(\"v0:\",v0);\n"
.. "print(\"----------------\");\n"
);
table.insert(rtAct.Actions, action)
table.insert(rtAct.Events, event)
table.insert(event.ActionsId, action.Id)
end
do
local event = Actions.createEvent("variable_v2_changed", "", rtGrp.Id)
local action = Actions.createAction("code", "print(\"variable_v2_changed\");\n"
.. "print(\"--------".. rtGrp.Id .. "---\");\n"
.. "print(\"oldActivitySequenceVar:\",oldActivitySequenceVar);\n"
.. "print(\"currentActivitySequenceVar:\",currentActivitySequenceVar);\n"
.. "print(\"oldActivityStepVar:\",oldActivityStepVar);\n"
.. "print(\"v2:\",v2);\n"
.. "print(\"oldChatStepVar:\",oldChatStepVar);\n"
.. "print(\"v1:\",v1);\n"
.. "print(\"oldChatSequenceVar:\",oldChatSequenceVar);\n"
.. "print(\"v0:\",v0);\n"
.. "print(\"----------------\");\n"
);
table.insert(rtAct.Actions, action)
table.insert(rtAct.Events, event)
table.insert(event.ActionsId, action.Id)
end
end
end
if r2.getInstanceFromId == nil
then
r2.getInstanceFromId = function(instanceId)
local function look(node,instanceId)
if node.InstanceId ~=nil
then
-- debugInfo("looking in "..node.InstanceId)
else
-- debugInfo("no instance id!!")
end
--look if this node is the good one
if node.InstanceId == instanceId
then
--then return it
return node
else
--else, look in its children
local children = node.Children
if children == nil
then
return nil
else
local max = table.getn(children)
for i=1,max do
local tmp = look(children[i],instanceId)
if tmp ~=nil
then
return tmp
end
end
end
end
end
local tmp = look(r2.Scenario,instanceId)
if tmp~=nil
then
return tmp
end
tmp = look(r2.Scenario.Acts,instanceId)
if tmp~=nil
then
return tmp
end
tmp = look(r2.Scenario.Texts,instanceId)
if tmp~=nil
then
return tmp
end
return nil
end
end
r2.getAiCost = function(instance)
-- if the object is a ghost duplicate (when shift-dragging for exemple),
-- don't take the cost into acount
if instance.User.GhostDuplicate then return 0 end
local cost = 1
local components = instance.Components
if components and table.getn(components) ~= 0 then
local key, value = next(components, nil)
while key do
if value.getAiCost then
cost = cost + value:getAiCost()
end
key, value = next(components, key)
end
end
local ghosts = instance.Ghosts
if ghosts and table.getn(ghosts) ~= 0 then
local key, value = next(ghosts, nil)
while key do
if value.getAiCost then
cost = cost + value:getAiCost()
end
key, value = next(ghosts, key)
end
end
return cost
end
r2.getStaticObjectCost = function(instance)
-- if the object is a ghost duplicate (when shift-dragging for exemple),
-- don't take the cost into acount
if instance.User.GhostDuplicate then return 0 end
local cost = 0
local components = instance.Components
if components and table.getn(components) ~= 0 then
local key, value = next(components, nil)
while key do
if value.getStaticObjectCost then
cost = cost + value:getStaticObjectCost()
end
key, value = next(components, key)
end
end
return cost
end
--r2.displayFeatureHelp = function(title, help)
r2.displayFeatureHelp = function(className)
local title = "uiR2Ed"..className.."_HelpTitle"
local test = i18n.get(title)
if not test then
debugInfo("Entry not found in translation file")
assert(nil)
end
local help = "uiR2Ed"..className.."_HelpText"
test = i18n.hasTranslation(help)
if not test then
debugInfo("Entry not found in translation file")
assert(nil)
end
local checkBox = getUI("ui:interface:feature_help:content:custom_bbox_enabled")
assert(checkBox)
local chkBoxText = getUI("ui:interface:feature_help:content:text_custom")
assert(chkBoxText)
if className == "Npc" then
debugInfo("ClassName = " ..className)
checkBox.active = false
chkBoxText.active = false
else
checkBox.active = true
chkBoxText.active = true
local pushed = false
if r2.mustDisplayInfo(className) == 1 then pushed = true end
checkBox.pushed = pushed
end
local uiInfo = getUI("ui:interface:feature_help")
--local scrW, scrH = getWindowSize()
--uiInfo.x = 0
--uiInfo.y = scrH
--uiInfo.h = scrH / 2
--uiInfo.pop_min_h= scrH / 2
--uiInfo.pop_max_h= scrH / 2
uiInfo.active = true
uiInfo:invalidateCoords()
uiInfo:updateCoords()
uiInfo.title = title
uiInfo.Env.uc_title = title
local uiText = getUI("ui:interface:feature_help:content:enclosing:help_text_enclosed:help_text")
assert(uiText)
uiText.uc_hardtext_format = ucstring(i18n.get(help))
uiInfo:invalidateCoords()
uiInfo:updateCoords()
--local textH = uiText.h_real
--local localH = textH + 90
--if localH > scrH then
-- localH = scrH
--end
--uiInfo.h = localH
--uiInfo.pop_min_h= localH
--uiInfo.pop_max_h= localH
uiInfo:invalidateCoords()
uiInfo:updateCoords()
uiInfo:center()
setTopWindow(uiInfo)
end
function r2.setFeatureDisplayHelp()
local checkBox = getUI("ui:interface:feature_help:content:custom_bbox_enabled")
assert(checkBox)
local isChecked = checkBox.pushed
debugInfo("checked: " ..tostring(isChecked))
local ui = getUI("ui:interface:feature_help")
local name = ui.Env.uc_title
local len = string.len(name) - 10 - 6
local className = string.sub(name, -10-len, 6+len) --removing uiR2Ed and _HelpTitle
--formName = formName .."Form"
assert(className)
--debugInfo("Form name: " ..formName)
if isChecked == false then
r2.setDisplayInfo(className, 1)
else r2.setDisplayInfo(className, 0) end
end
function r2.getDisplayButtonHeader(func, buttonText)
local header =
string.format(
[[
<ctrl style="text_button_16" id="help" posref="TL TL" color="255 255 255 255" col_over="255 255 255 255" col_pushed="255 255 255 255"
onclick_l="lua" params_l="%s" hardtext="%s"/>
]], func, buttonText)
return header
end
function r2.updateLogicEvents(this, invalidEvents)
assert(invalidEvents)
assert(this)
local actions = this.Behavior.Actions
assert(actions)
local function updateLogicEvent(k, action)
local event = action.Event
assert(event)
if invalidEvents[event.Type] then
local instanceId = tostring(event.InstanceId)
r2.requestSetNode(instanceId, "Type", tostring(invalidEvents[event.Type]))
end
end
forEach(actions, updateLogicEvent)
end
function r2.updateLogicActions(this, invalidActions, entityClass)
assert(invalidActions)
assert(this)
assert(entityClass)
local instance = r2:getInstanceFromId(this.Entity)
if not instance or not instance:isKindOf(entityClass) then
return
end
local action = this.Action
assert(action)
if invalidActions[action.Type] then
r2.requestSetNode(action.InstanceId, "Type", invalidActions[action.Type])
end
end
function r2.onRingAccessUpdated(access)
r2:buildPaletteUI()
r2.acts:initActsEditor()
updateBanditCampEnum()
-- also available by r2.getRingAccess()
end
function r2:checkAiQuota(size)
if not size then size = 1 end
local leftQuota, leftAIQuota, leftStaticQuota = r2:getLeftQuota()
if leftAIQuota < size then
displaySystemInfo(i18n.get("uiR2EDMakeRoomAi"), "BC")
return false
end
return true
end
function r2:checkStaticQuota(size)
if not size then size = 1 end
local leftQuota, leftAIQuota, leftStaticQuota = r2:getLeftQuota()
if leftStaticQuota < size then
displaySystemInfo(i18n.get("uiR2EDMakeRoomStaticObject"), "BC")
return false
end
return true
end
function r2.DisplayNpcHeader()
local npc = r2:getSelectedInstance()
if not npc then
return ""
end
if npc:isGrouped() then
local header =
[[
<view type="text" id="t" multi_line="true" sizeref="w" w="-36" x="4" y="-2" posref="TL TL" global_color="true" fontsize="12" shadow="true" hardtext="uiR2EdNpcHeader"/>
]]
return header
else
return ""
end
end
function r2.mustDisplayProp(prop)
end