khanat-opennel-code/code/ryzom/common/data_common/r2/r2_translator.lua

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if r2.Translator == nil
then
r2.Translator={}
end
local Translator = r2.Translator
Translator.PredatorEnemyFaction = "Player|guard|bandit|herbivore|karavan";
-- Namespace global
function printMsg(str)
messageBox(str)
debugInfo(colorTag(255,255,0)..str)
local ucStringMsg = ucstring()
ucStringMsg:fromUtf8(str)
displaySystemInfo(ucStringMsg, "BC")
messageBox(str)
end
function printError( str)
local msg = "Translation WRN:"
debugInfo(colorTag(255,0,0)..msg..str)
-- local ucStringMsg = ucstring()
-- ucStringMsg:fromUtf8(str)
-- displaySystemInfo(ucStringMsg, "BC")
--messageBox(str)
assert(nil)
end
r2.Translator.MultilineBc = {}
function Translator.updateEachSecond()
if table.getn( Translator.MultilineBc ) > 0 then
local msg=table.remove(Translator.MultilineBc, 1)
if msg then
local ucStringMsg = ucstring()
ucStringMsg:fromUtf8(msg)
displaySystemInfo(ucStringMsg, "BC")
end
end
end
function printMsgML(str)
local strs = r2.split(str, "\n")
for k,v in pairs(strs) do
table.insert(Translator.MultilineBc, v)
end
end
--local devMode = false
local devMode = config.R2EDExtendedDebug
local dataDevMode = false
function printWarning( str)
local msg = "Translation Error:"..str
debugInfo(colorTag(255,0,0)..msg)
-- msg will be displayed when client is back to edition
-- Just report the last error
if (r2.LastTranslationErrorMsg == nil) then
r2.LastTranslationErrorMsg = str
local ucStringMsg = ucstring("Translation Error")
-- ucStringMsg:fromUtf8(r2.LastTranslationErrorMsg)
displaySystemInfo(ucStringMsg, "BC")
messageBox(str)
end
if devMode then
assert(nil)
else
error(str) -- force to exit current translation
end
end
function BOMB_IF(condition, str)
if ( not condition) then
printWarning(str)
end
end
-- Namespace r2
function r2:getScenarioId()
local str = r2:getNamespace()
str = string.gsub(str, "r2_", "")
str = string.gsub(str, "_", "")
local sessionId = tonumber(str)
return sessionId
end
function r2:getActId(actIn)
assert(actIn)
local index = -1
local actId, act = next(r2.Scenario.Acts)
while actId do
index = index + 1
if (tostring(act.InstanceId) == tostring(actIn.InstanceId)) then return index end
actId, act = next(r2.Scenario.Acts, actId)
end
assert(nil)
return -1
end
-- Namespace Translator
function Translator.getRtGroup(context, instanceId)
assert(context.RtAct)
assert( context ~= nil and type(context)=="table")
assert( instanceId ~= nil and type(instanceId) == "string")
if context.RtGroups[instanceId]==nil
then
context.RtGroups[instanceId] = r2.newComponent("RtNpcGrp")
context.RtGroups[instanceId].Name = context.RtGroups[instanceId].Id
table.insert(context.RtAct.NpcGrps, context.RtGroups[instanceId])
end
return context.RtGroups[instanceId]
end
function Translator.getRtStatesNames(context, instanceId)
local rtNpcGrp = Translator.getRtGroup(context, instanceId)
local statesNames = context.GroupStatesName[rtNpcGrp.Name]
return statesNames
end
r2.doTranslateFeatures = function(scenario)
return Translator.doTranslateFeatures(scenario.InstanceId)
end
r2.translateFeature = function(context)
local component = context.Feature
if (component == nil) then return end
if component.translate ~= nil then
component:translate(context)
end
end
r2.translateFeatures = function(scenario)
local rtScenario = r2.doTranslateFeatures(scenario)
r2.requestUpdateRtScenario(rtScenario)
end
-- creat a context (mainly RtComponent)
Translator.createContext = function(scenario)
local context = {}
context.Scenario = scenario
context.RtScenario = r2.newComponent("RtScenario")
context.TextTranslateId={}
context.Feature=scenario -- obsloete to remove
context.GroupStatesName = {}
context.GroupTriggeredActions = {}
context.Events = {}
context.ActivityStates = {}
context.RtGrps={}
context.RtGroups={}
context.CounterNames={}
context.RtCounters = {}
--context.EasterEggUniqId = {} -- RtGrpId to uniqId
context.ActIdToRtAct = {}
context.InteractingSceneryObjects = {}
return context
end
-- return the equipment of a rtNpc by looking at the visual properties of an hlNpc
Translator.translateEquipment = function(hlNpc)
local instanceId = hlNpc.InstanceId
local equipment = ""
local instance = r2:getInstanceFromId(instanceId)
if instance:isKindOf("NpcCustom") then
equipment = equipment..r2.getVisualPropertiesFromInstanceId(instanceId);
end
if equipment == nil then
equipment = ""
end
local isFauna = hlNpc.IsFauna
if isFauna ~= nil and isFauna == 1 then
-- Npc with default name use default translation system name
local basename = hlNpc.Base
if basename then basename = r2.PaletteIdToTranslation[ basename ] end
if basename == nil or basename ~= hlNpc.Name then
equipment = equipment .. "FAUNA_BOT_USE_BOTNAME\n"
end
end
return equipment
end
-- get an rtNpc aiActivity from an hlNpc eg "civil" -> "normal"
Translator.getAiActivity = function(hlNpc)
assert(hlNpc and type(hlNpc) == "userdata")
local aiActivity = hlNpc.AiActivity
local profile = hlNpc.Profile
local str = "no_change"
if profile then return "" end
if profile ~= nil then
if profile == "bandit" then str = "bandit" end
if profile == "guard" then str = "guard" end
if profile == "civil" then str = "normal" end
elseif aiActivity ~= nil then
str = aiActivity
end
return str;
end
-- get rtNpc from hlNpc
Translator.translateNpc = function(hlNpc, context)
local function findInTable(instanceId)
for k, v in pairs(context.InteractingSceneryObjects) do
if v == instanceId then return true end
end
return false
end
assert(hlNpc and type(hlNpc) == "userdata")
local RtNpc = r2.newComponent("RtNpc")
RtNpc.Name = hlNpc.Name
RtNpc.SheetClient = hlNpc.SheetClient
RtNpc.Sheet = hlNpc.Sheet
if RtNpc.Sheet == nil then RtNpc.Sheet = "" end
if hlNpc:isBotObject() and context and context.InteractingSceneryObjects
and findInTable(hlNpc.InstanceId) then
RtNpc.IsStuck = 0
RtNpc.Sheet = "object_chest_wisdom_std_sel.creature"
else
RtNpc.IsStuck = hlNpc.IsStuck
end
RtNpc.Pt = r2.getWorldPos(hlNpc)
RtNpc.Angle = hlNpc.Angle
RtNpc.Equipment = Translator.translateEquipment(hlNpc)
local animProp = 0
if not hlNpc:getParentAct():isBaseAct() then
animProp = animProp + 1 -- TODO test if default feature
end
if hlNpc.IsBotObject ~= 1 then
animProp = animProp + 2 -- Living Creature
end
if hlNpc.IsBotObject ~= 1 and hlNpc.IsPlant ~= 1 then
animProp = animProp + 4 -- Controlable creature
end
if hlNpc.IsBotObject ~= 1 and hlNpc.IsNpc == 1 then
animProp = animProp + 8 -- Creature that talk
end
RtNpc.DmProperty = animProp
return RtNpc
end
-- Behavior: the behavior of the npc (or the leader of an group)
-- translate the activitySequences of an npc/group
Translator.translateActivities = function (context, hlComponent, behavior, rtNpcGrp, aiActivity)
assert(context)
assert(hlComponent)
assert(behavior)
assert(rtNpcGrp)
assert(aiActivity)
local initFun = Logic.initGroupActivitiesTranslation
local translateActivitySequence = Logic.translateActivitySequence
--all the states names of all the sequences of this group
local statesNames=""
local first = true
--for each group's activity
local activityIndex = 1
local firstState =""
--creation of the group's initial state
local leader = hlComponent
if hlComponent:isKindOf("NpcGrpFeature") then
if table.getn(hlComponent.Components) >= 0 then
leader = hlComponent.Components[0]
else
leader = nil
end
end
if table.getn(behavior.Activities) == 0 then
-- create initial and only state
local aiState = r2.newComponent("RtAiState")
statesNames = aiState.Id
r2.Utils.setState(context, behavior, aiState)
aiState.Name = hlComponent.InstanceId..".init"
aiState.AiActivity = aiActivity
table.insert(context.RtAct.AiStates, aiState)
table.insert(aiState.Children, rtNpcGrp.Id)
firstState = aiState.Id
else
local k, v = next(behavior.Activities, nil)
while k do
if (v.Class == "ActivitySequence") then
initFun(context, hlComponent, v, first, activityIndex, aiActivity, rtNpcGrp)
if first then
firstState = Logic.StatesByName
end
--translate the activity
translateActivitySequence(context, hlComponent, v, activityIndex, rtNpcGrp)
statesNames = statesNames..Logic.StatesByName.."\n"
activityIndex = activityIndex + 1
first = false
else
error("Error while translating '" .. hlComponent.Name .. "' its " .. tostring(nbActivity) .." ActiviySequence contains an element of type " .. v.Class)
end
k, v = next(behavior.Activities, k)
end
end
if leader and not leader:isBotObject() then
local category = leader.SubCategory
local aggro = leader.Aggro
if not category then
category = leader.Category
end
if category then
local event = r2.Translator.createEvent("start_of_state", firstState, rtNpcGrp.Id)
table.insert(context.RtAct.Events, event)
local action = r2.Translator.createAction("bot_init", rtNpcGrp.Id, category, aggro, leader.BotAttackable, leader.PlayerAttackable)
table.insert(context.RtAct.Actions, action)
table.insert(event.ActionsId, action.Id)
end
end
context.GroupStatesName[rtNpcGrp.Name] = statesNames
end
function Translator.initializeFactions(context, leader, rtGrp, aiStateName )
if leader and not leader:isBotObject() then
local category = leader.SubCategory
local aggro = leader.Aggro
if not category then
category = leader.Category
end
if category then
local event = r2.Translator.createEvent("start_of_state", aiStateName, rtGrp.Id)
table.insert(context.RtAct.Events, event)
local action = r2.Translator.createAction("faction_init", rtGrp.Id, category, aggro, leader.BotAttackable, leader.PlayerAttackable)
table.insert(context.RtAct.Actions, action)
table.insert(event.ActionsId, action.Id)
end
end
end
-- translate an eventHandler defined in the behavior of an npc / group
-- used to implement translateEventHandlers
Translator.translateEventHandler = function(context, hlNpc, eventHandler, rtNpcGrp)
local getName = function(object, optionalName)
if optionalName and object.optionalName then return "'"..object.optionalName.."'" end
if object.Name then return "'"..object.Name.."'" end
if object.InstanceId then return "("..object.InstanceId..")" end
return "??"
end
local event = nil
local firstCondition = nil
local lastCondition = nil
local target = nil
target = hlNpc
if not target then
printWarning("Error in component '" .. eventHandler.Name.."'")
end
if tostring(eventHandler.Event.Type) == "" then return nil end
if not target.getLogicEvent then
local eventName = eventHandler.Name
printWarning("The component '" .. target.Name .. "' seem to not be able to handle events '")
end
event, firstCondition, lastCondition = target.getLogicEvent(target, context, eventHandler)
if not event then
printWarning("Error in '".. target.Name.. "' the Event Handler '".. eventHandler:getName() .. "' don't seem to work because the event '"..eventHandler.Event.Type.."' don't seem to be implemented." )
end
local kCondition, condition = next(eventHandler.Conditions, nil)
while kCondition do
local conditionEntity = r2:getInstanceFromId(condition.Entity)
if condition.Condition.Type ~= "" and conditionEntity then
assert(conditionEntity)
local firstCondition2, lastCondition2 = conditionEntity:getLogicCondition(context, condition)
if not firstCondition2 or not lastCondition2 then
printWarning("Unknown Condition '".. condition.Condition.Type .. "' in EventHandler ".. eventHandler:getName().." in component " .. getName(target))
return nil
end
if not firstCondition then
firstCondition = firstCondition2
lastCondition = lastCondition2
else
table.insert(lastCondition.Children, firstCondition2)
lastCondition = lastCondition2
end
end
kCondition, condition = next(eventHandler.Conditions, kCondition)
end
local firstAction = nil
local lastAction = nil
if eventHandler.Actions.Size > 0 then
local multiAction = nil
if eventHandler.Actions.Size > 1 then
multiAction = Translator.createAction("multi_actions")
end
local kAction, action = next(eventHandler.Actions, nil)
while kAction do
local actionEntity = r2:getInstanceFromId(action.Entity)
if action.Action.Type ~= "" and actionEntity then
local firstAction2, lastAction2 = actionEntity:getLogicAction(context, action)
if not firstAction2 or not lastAction2 then
printWarning("Unknown Action '".. action.Action.Type .. "' in EventHandler ".. eventHandler:getName().." in component " .. getName(target))
end
if multiAction then
table.insert(multiAction.Children, firstAction2)
else
firstAction = firstAction2
end
end
kAction, action = next(eventHandler.Actions, kAction)
end
if eventHandler.Actions.Size > 1 then
firstAction = multiAction
end
end
-- if there is actions then the first executed npc_event_handler_action are the dynamic_if from [firstCondition, lastCondition]
if lastCondition then
table.insert(lastCondition.Children, firstAction)
firstAction = firstCondition
end
if event and firstAction then
local actInstanceId = eventHandler:getLogicActInstanceId()
if (tostring(actInstanceId) == "") then
debugInfo("Invalid Multi act action:"..eventHandler:getName())
return
end
local rtAct2 = context.ActIdToRtAct[actInstanceId]
local rtAct = context.RtAct
if rtAct2 ~= rtAct then
local baseAct = context.Scenario:getBaseAct()
local index = context.Scenario:getActIndex(actInstanceId)
if index == -1 then
printWarning("Invalid Scenario")
end
local rtNpcGrpBase = r2.Translator.getRtGroup(context, baseAct.InstanceId)
local action = Translator.createAction("test_act", rtNpcGrpBase.Id , index)
table.insert(action.Children, firstAction)
firstAction = action
end
-- insert a npc_event_handler
table.insert(rtAct.Events, event) -- TODO use eventHandler->
-- insert a npc_event_handler_action
table.insert(event.ActionsId, firstAction.Id)
table.insert(rtAct.Actions, firstAction)
end
end
-- translates eventHandlers of a npc/group (eventHandlers are defined in beahvior)
Translator.translateEventHandlers = function(context, hlNpc, eventHandlers, rtNpcGrp)
assert(rtNpcGrp)
assert(context)
if (eventHandlers ~= nil) then
local k, v = next (eventHandlers, nil)
while k do
local caller = nil
if devMode then
caller = function (...) local arg = {...} arg[1](arg[2], arg[3], arg[4], arg[5]) return true end
else
caller = pcall
end
if not caller(Translator.translateEventHandler, context, hlNpc, v, rtNpcGrp) then
local eventType = v.Event.Type
if eventType == nil then eventType = "" end
local componentName = hlNpc.Name
if componentName == nil then componentName = "" end
printWarning("Error in event handler '"..eventType.."' In component "..componentName)
end
k, v = next (eventHandlers, k)
end
end
end
-- translate a scenario
-- scenarioInstanceId the instanceId of the scenario that will be translated to rtData
-- returns rtScenario or nil
Translator.doTranslateFeatures = function(scenarioInstanceId)
local ok
local result
r2.LastTranslationErrorMsg = nil
ok, result = pcall(Translator.doTranslateFeaturesProtected, scenarioInstanceId)
if not ok then
printWarning(result)
end
return result
end
function Translator.initStartingActIndex(startingAct)
local startingAct = r2.Scenario.User.SelectedActInstanceId
local acts = r2.Scenario.Acts
local actId, act = next(acts, nil)
local actIndex = 0
while (actId ~= nil)
do
if startingAct and tostring(act.InstanceId) == startingAct then
r2.setStartingActIndex(actIndex )
else
r2.setStartingActIndex(1)
end
actIndex = actIndex + 1
actId, act = next(acts, actId)
end
end
Translator.doTranslateFeaturesProtected = function(scenarioInstanceId)
local scenario = r2:getInstanceFromId(scenarioInstanceId)
assert(scenario) -- something is broken elsewhere
assert( r2.Features ~= nil )
local acts = scenario.Acts
local context = Translator.createContext(scenario)
local cost = 0
local rtScenario = context.RtScenario
-----------------------------
--elements counting
local maxSecondaryActCost = 0
local baseActCost = 0
local first=true
--
-- Recursive method that call a specific function (ie createGhostComponent, pretranslate) on a component
-- and every components it contains. Each component level is treated, so that the function needs to be called
-- only once on the toplevel feature.
--
local function recursiveFunctionCall(f,components, param)
if (components == nil) then
return
end
local k, v = next(components, nil)
while k do
if v[f] then
v[f](v, param)
end
if v.Components then
recursiveFunctionCall(f, v.Components, param)
end
if v.SubComponents then
recursiveFunctionCall(f, v.SubComponents, param)
end
k, v = next(components, k)
end
end
local function recursiveTranslate(components, context)
if (components == nil) then
return
end
local k, v = next(components, nil)
while k do
context.Feature= v
r2.translateFeature(context)
if v.Components then
recursiveTranslate(v.Components, context)
end
if v.SubComponents then
recursiveTranslate(v.SubComponents, context)
end
k, v = next(components, k)
end
end
local function recursivePretranslate2(components, context)
if (components == nil) then
return
end
local k, v = next(components, nil)
while k do
context.Feature= v
if v.pretranslate2 then v.pretranslate2(v, context) end
if v.Components then
recursivePretranslate2(v.Components, context)
end
if v.SubComponents then
recursivePretranslate2(v.SubComponents, context)
end
k, v = next(components, k)
end
end
-- Management of items (Copy from Edition Data to Rt Data)
do
local plotItemId, plotItem = next(scenario.PlotItems, nil)
while plotItemId do
assert(type(plotItem.SheetId) == "number")
assert(type(plotItem.Name) == "string")
assert(type(plotItem.Desc) == "string")
assert(type(plotItem.Comment) == "string")
assert(string.len(plotItem.Name) < 256)
assert(string.len(plotItem.Desc) < 256)
assert(string.len(plotItem.Comment) < 256)
local rtPlotItem = r2.newComponent("RtPlotItem")
rtPlotItem.SheetId = plotItem.SheetId
rtPlotItem.Description = plotItem.Desc
rtPlotItem.Name = plotItem.Name
rtPlotItem.Comment = plotItem.Comment
table.insert(rtScenario.PlotItems, rtPlotItem)
plotItemId, plotItem = next(scenario.PlotItems, plotItemId)
end
end
-- ghost
do
local actId, act = next(acts, nil)
while (actId ~= nil) do
local features = act.Features
recursiveFunctionCall("createGhostComponents", features, act)
actId, act = next(acts, actId)
end
end
-- pre Translation
do
local actId, act = next(acts, nil)
while (actId ~= nil) do
local rtAct = r2.newComponent("RtAct")
if act.WeatherValue ~=nil and act.ManualWeather == 1 then
rtAct.WeatherValue = 1 + act.WeatherValue
else
rtAct.WeatherValue = 0
end
rtAct.ActDescription = ""
rtAct.PreActDescription = ""
if act.ShortDescription then
rtAct.ActDescription = act.ShortDescription
end
if act.PreActDescription then
rtAct.PreActDescription = act.PreActDescription
end
context.RtAct = rtAct
context.ActIdToRtAct[act.InstanceId] = rtAct
context.Act = act
context.RtAct = rtAct
local features = act.Features
act:pretranslate(context)
recursiveFunctionCall("pretranslate", features, context)
actId, act = next(acts, actId)
end
end
-----------------------------
--texts translation
context.Feature = scenario.Texts
r2.Features["TextManager"].Translator(context)
--for each act
local actId, act = next(acts, nil)
while (actId ~= nil) do
cost= 0
-- debugInfo("Act:: "..act.InstanceId)
local rtAct = context.ActIdToRtAct[act.InstanceId]
context.RtAct = rtAct
context.Act = act
table.insert(rtScenario.Acts, rtAct)
local activitiesIds = act:getActivitiesIds()
--creating states for all the activities of all the groups in this act
local k, v = next(activitiesIds, nil)
while k do
local sequence = r2:getInstanceFromId(v)
if sequence and sequence.Components
then
Logic.createActivityStates(context, sequence)
end
k, v = next(activitiesIds, k)
end
actId, act = next(acts, actId)
end
-- translate activities
do
local actId, act = next(acts, nil)
while (actId ~= nil) do
local rtAct = context.ActIdToRtAct[act.InstanceId]
context.RtAct = rtAct
context.Act = act
local features = act.Features
recursivePretranslate2(features, context)
actId, act = next(acts, actId)
end
end
local first = true
actId, act = next(acts, nil)
while (actId ~= nil) do
local rtAct = context.ActIdToRtAct[act.InstanceId]
context.RtAct = rtAct
context.Act = act
local features = act.Features
assert(features ~= nil or actId == "Keys")
recursiveTranslate(features, context)
context.Feature = act
act:translate(context);
-- scenario
if first then
first = false
context.Feature = scenario
scenario:translate(context);
end
actId, act = next(acts, actId)
end
-- Location Id
local locationId, location = next(scenario.Locations)
local locationIndex = 0
local locationMap = {}
locationMap[""] = 0
while locationId do
local rtLocation =r2.newComponent("RtLocation")
rtLocation.Island = location.IslandName
rtLocation.EntryPoint = location.EntryPoint
local enumToInt = {Automatic=0, Spring=1, Summer=2, Autumn=3, Winter=4}
rtLocation.Season = enumToInt[ location.Season ]
locationMap[location.InstanceId] = locationIndex
table.insert(rtScenario.Locations, rtLocation)
locationIndex = locationIndex + 1
locationId, location = next(scenario.Locations, locationId)
end
local startingAct = r2.Scenario.User.SelectedActInstanceId
-- Act Name, position
local actId, act = next(acts, nil)
local actIndex = 0
while (actId ~= nil)
do
local rtAct = context.ActIdToRtAct[act.InstanceId]
rtAct.Name = act.Name
rtAct.LocationId = locationMap[ act.LocationId ]
if startingAct and tostring(act.InstanceId) == startingAct then
r2.setStartingActIndex(actIndex )
else
r2.setStartingActIndex(1)
end
actIndex = actIndex + 1
actId, act = next(acts, actId)
end
-- Ring accss
if ( r2.getMustVerifyRingAccessWhileLoadingAnimation()) then
do
local ok, level, err = r2.RingAccess.verifyScenario()
r2.updateScenarioAck(ok, level, err.What)
end
local ok, err = r2.RingAccess.verifyRtScenario(rtScenario)
if not ok then
printWarning(err.What)
end
end
-- inspect(rtScenario)
return rtScenario
end
-- Returns a RtNpcEventHandlerAction if the action is allowed
--first parameter: action type
Translator.createAction = function(...)
local arg = {...}
local debug=config.R2EDExtendedDebug
local function header(toto)
if debug then
return "print(\"<"..toto..">\");\n"
end
return "//"..toto
end
local function footer(toto)
if debug then
return "print(\"</"..toto..">\");\n"
end
return ""
end
local action = r2.newComponent("RtNpcEventHandlerAction")
local actionType = arg[1]
action.Action = actionType
action.Name = actionType
if actionType == "test_act" then
assert(type(arg[2])=="string")
assert(type(arg[3])=="number")
local rtGrpId = arg[2] -- scenario
local actId = arg[3] -- actId
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
action.Action = "dynamic_if"
action.Parameters = prefix.."CurrentAct == "..tostring(actId)
return action
end
if actionType == "wander_destination_reached" then
assert(type(arg[2])=="string")
assert(type(arg[3])=="string")
assert(type(arg[4])=="number")
assert(type(arg[5])=="number")
local rtGrpId = arg[2]
local states = arg[3]
local nextStep = arg[4]
local time = arg[5]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
action.Action = "code"
action.Parameters =
"v2 = ".. nextStep..";\n" ..
"()setTimer("..1+ 10*time..", 0);\n"
return action
end
if actionType == "next_road" then
assert(type(arg[2])=="string")
assert(type(arg[3])=="string")
assert(type(arg[4])=="number")
assert(type(arg[5])=="string")
action.Action = "code"
local paramCount = tonumber(arg[5])
if paramCount == nil then
paramCount = "0"
end
paramCount = tostring(paramCount)
action.Parameters =
[[//next_road
if ( ParamRepeatCount == 0 || ParamGroup.RoadCountLimit < ParamRepeatCount - 1) {
if ( ParamRepeatCount != 0) { ParamGroup.RoadCountLimit = ParamGroup.RoadCountLimit + 1; }
()ParamGroup.postNextState("ParamState");
} else {
ParamGroup.RoadCountLimit = 0;
ParamGroup.v2 = ParamActivityIndex;
()ParamGroup.setTimer(1, 0);
}
]]
action.Parameters = string.gsub(action.Parameters, "ParamGroup", r2:getNamespace() .. tostring(arg[2]))
action.Parameters = string.gsub(action.Parameters, "ParamState", r2:getNamespace() .. tostring(arg[3]))
action.Parameters = string.gsub(action.Parameters, "ParamActivityIndex", tostring(arg[4]))
action.Parameters = string.gsub(action.Parameters, "ParamRepeatCount", paramCount)
return action
end
if actionType == "trigger_zone_min_player" then
assert(type(arg[2])=="string")
assert(type(arg[3])=="string")
assert(type(arg[4])=="number")
local rtGrpId = arg[2]
local states = arg[3]
local nbMinPlayer = arg[4]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
action.Action = "dynamic_if"
if nbMinPlayer == 0 then
action.Parameters = prefix.."Active == 1 && "..prefix.."NbPlayer == 0"
else
action.Parameters = prefix.."Active == 1 && "..prefix.."NbPlayer >= "..tostring(nbMinPlayer)
end
return action
end
if actionType == "on_player_arrived_impl" then
assert(arg[2])
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
action.Parameters = header(actionType)..
"if ( "..prefix.."Active == 1 )\n{\n"..
"\tif ( "..prefix.."Cyclic == 1 )\n"..
"\t{\n"..
"\t\t"..prefix.."Enter = 0 ;\n" ..
"\t\t()"..prefix.."setEvent(1);\n" ..
"\t}\n"..
"\telse if ( "..prefix.."Enter == 1 )\n"..
"\t{\n"..
"\t\t"..prefix.."Enter = 0;\n"..
"\t\t".."()"..prefix.."setEvent(1);\n" ..
"\t}\n" ..
"}\n"..
footer(actionType)
action.Action = "code"
return action
end
if actionType == "on_player_left_impl" then
assert(arg[2])
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
action.Parameters = header(actionType)..
"if ( "..prefix.."Active == 1 )\n{\n"..
"\tif ( "..prefix.."Cyclic == 1 )\n"..
"\t{\n"..
"\t\t"..prefix.."Leave = 0 ;\n" ..
"\t\t()"..prefix.."setEvent(2);\n" ..
"\t}\n"..
"\telse if ( "..prefix.."Leave == 1 )\n"..
"\t{\n"..
"\t\t"..prefix.."Leave = 0;\n"..
"\t\t".."()"..prefix.."setEvent(2);\n" ..
"\t}\n" ..
"}"
..footer(actionType)
action.Action = "code"
return action
end
if actionType == "trigger_zone_init" then
assert(arg[2])
assert(arg[3])
assert(arg[4])
local rtGrpId = arg[2]
local auto = arg[3]
local cyclic = arg[4]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
action.Parameters = header(actionType)..
"\t"..prefix.."Active = ".. auto .." ;\n" ..
"\t"..prefix.."Leave = ".. auto .." ;\n" ..
"\t"..prefix.."Enter = ".. auto .." ;\n" ..
"\t"..prefix.."Cyclic = "..tostring(cyclic).." ;\n" ..
"if ("..prefix.."Active == 1)\n"..
"{\n"..
"\t()"..prefix.."setEvent(4);\n" ..
"}\n"..
footer(actionType)
action.Action = "code"
return action
end
if actionType == "trigger_zone_activates" then
assert(arg[2])
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
action.Parameters = header(actionType)..
"if (" ..prefix.."Active == 1)\n"..
"{"..
"\t ()" ..prefix.."setEvent(4);\n"..
"}\n"..
"else\n"..
"{\n"..
"\t"..prefix.."Active = 1 ;\n" ..
"\t"..prefix.."Leave = 1 ;\n" ..
"\t"..prefix.."Enter = 1 ;\n" ..
"()"..prefix.."setEvent(4);\n" ..
"}\n"..
footer(actionType)
action.Action = "code"
return action
end
if actionType == "trigger_zone_deactivates" then
assert(arg[2])
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
action.Parameters = header(actionType)..
"\t"..prefix.."Active = 0 ;\n" ..
"\t"..prefix.."Leave = 0;\n" ..
"\t"..prefix.."Enter = 0;\n" ..
"()"..prefix.."setEvent(5);\n" ..
footer(actionType)
action.Action = "code"
return action
end
if actionType == "act_starts" then
assert(arg[2])
assert(arg[3])
assert( type(arg[4]) == "number")
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local rtGrpId2 = arg[3]
local prefix2=""
if rtGrpId2 and rtGrpId2 ~= "" then
prefix2 = r2:getNamespace() .. rtGrpId2.."."
end
action.Parameters = header(actionType)..
"()"..prefix.."setTimer(50,0);\n" .. -- act start in 1 second
prefix2.."CurrentAct = " .. tostring( arg[4] ) .. ";\n" ..
"if ( "..prefix2.."v0 == 0 )\n" ..
"{\n"..
"\t()"..prefix2.."setTimer(50,0);\n"..
"\t"..prefix2.."v0 = 0;\n"..
"\t()"..prefix2.."setTimer(150, 1);\n"..
"\t"..prefix2.."ScenarioPoints = 0;\n"..
"}\n"..
footer(actionType)
action.Action = "code"
return action
end
if actionType == "random_chest_activate" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local eggId =tostring( tonumber(arg[3]))
local actId =tostring( tonumber(arg[4]))
local x = tostring(tonumber(arg[5]))
local y = tostring(tonumber(arg[6]))
local z = tostring(tonumber(arg[7]))
local scenario = tostring( r2:getScenarioId())
local item1Weight = arg[8]
local item1Id = arg[9]
local item1Qty = arg[10]
local item1Str = ""
if item1Id and item1Id ~= "" then
item1Str = tostring(item1Id)..":"..tostring(item1Qty)
end
local item2Weight = arg[11]
local item2Id = arg[12]
local item2Qty = arg[13]
local item2Str = ""
if item2Id and item2Id ~= "" then
item2Str = tostring(item2Id)..":"..tostring(item2Qty)
end
local item3Weight = arg[14]
local item3Id = arg[15]
local item3Qty = arg[16]
local item3Str = ""
if item3Id and item3Id ~= "" then
item3Str = tostring(item3Id)..":"..tostring(item3Qty)
end
local name = arg[17]
local sum12 = tostring(item1Weight + item2Weight)
local sum123 = tostring(item1Weight + item2Weight + item3Weight)
action.Parameters = "//random_chest_activate\n"
.."(" ..prefix.."r)rndm(0,100);\n"
.."if (" ..prefix.. "r > 0 && "..prefix.."r <= "..tostring(item1Weight)..")\n"
.."{\n\t"
.."()"..prefix.."activateEasterEgg(" .. eggId .. ", " .. scenario .."," .. actId .. ", \"" .. item1Str.. "\", " .. x.. ", " .. y.. ", " .. z .. ", 0, \""..r2:getNamespace() .. rtGrpId.."\", \""..name.."\", \"\");\n"
.."}\n"
.."if (" ..prefix.. "r > "..item1Weight.." && "..prefix.."r <= "..sum12..")\n"
.."{\n\t"
.."()"..prefix.."activateEasterEgg(" .. eggId .. ", " .. scenario .."," .. actId .. ", \"" .. item2Str.. "\", " .. x.. ", " .. y.. ", " .. z .. ", 0, \""..r2:getNamespace() .. rtGrpId.."\", \""..name.."\", \"\");\n"
.."}\n"
.."if (" ..prefix.. "r > "..sum12.." && "..prefix.."r <= "..sum123..")\n"
.."{\n\t"
.."()"..prefix.."activateEasterEgg(" .. eggId .. ", " .. scenario .."," .. actId .. ", \"" .. item3Str.. "\", " .. x.. ", " .. y.. ", " .. z .. ", 0, \""..r2:getNamespace() .. rtGrpId.."\", \""..name.."\", \"\");\n"
.."}\n"
.."()"..prefix.."setEvent(4);\n"
action.Action = "code"
return action
end
if actionType == "easter_egg_activate" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local eggId =tostring( tonumber(arg[3]))
local actId =tostring( tonumber(arg[4]))
local items = tostring(arg[5])
local x = tostring(tonumber(arg[6]))
local y = tostring(tonumber(arg[7]))
local z = tostring(tonumber(arg[8]))
local heading = tostring(tonumber(arg[9]))
local name = tostring(arg[10])
if not name then name = "" end
local look = arg[11]
if not look then look = "" end
local scenario =tostring( r2:getScenarioId())
assert(eggId and scenario and items and x and y and z)
if not heading then heading = tostring(0) end
action.Parameters = "//"..actionType.."\n" ..
"()"..prefix.."activateEasterEgg(" .. eggId .. ", " .. scenario .."," .. actId .. ", \"" .. items.. "\", " .. x.. ", " .. y.. ", " .. z .. "," .. heading .. ", \""..r2:getNamespace() .. rtGrpId.."\", \"".. name .."\", \"".. look .."\");\n"..
"()"..prefix.."setEvent(4);\n"
action.Action = "code"
return action
end
if actionType == "easter_egg_deactivate" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local eggId =tostring( tonumber(arg[3]))
local actId =tostring( tonumber(arg[4]))
local scenario =tostring( r2:getScenarioId())
assert(eggId and scenario)
action.Parameters = "//"..actionType.."\n" ..
"()"..prefix.."deactivateEasterEgg(" .. eggId .. ", " .. scenario.. "," .. actId..");\n"..
"()"..prefix.."setEvent(5);\n"
action.Action = "code"
return action
end
if actionType == "dialog_starts" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
action.Parameters=
"//"..actionType.."\n" ..
""..prefix.."start=1;\n" ..
""..prefix.."v1=0;\n" .. -- intial time before start of dialog is kind of long because we don't want in a start of state that the targeted npc don't exist
"()"..prefix.."setTimer(10, ".. Logic.chatTimerId ..");\n" ..
"()"..prefix.."setEvent(1);" .. "\t//start of dialog\n"
action.Action = "code"
return action
end
if actionType == "dialog_continues" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
action.Parameters=
"//"..actionType.."\n" ..
"if ("..prefix.."break == 1) {\n" ..
"\t()"..prefix.."setTimer(1, ".. Logic.chatTimerId ..");\n" ..
"}\n"
action.Action = "code"
return action
end
if actionType == "chat_starts" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
assert(type(arg[3]) == "number")
local index = tonumber(arg[3])
action.Parameters=
"//"..actionType.."\n" ..
""..prefix.."start=1;\n" ..
""..prefix.."v1=".. tostring(index+1)..";\n" ..
"()"..prefix.."setTimer(1, ".. Logic.chatTimerId ..");\n"
action.Action = "code"
return action
end
if actionType == "dialog_stops" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
action.Parameters=
"//"..actionType.."\n" ..
""..prefix.."start=0;\n" ..
"()"..prefix.."setEvent(2);" .. "\t//end of dialog\n"
action.Action = "code"
return action
end
if actionType == "dialog_deactivate" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() ..rtGrpId.."."
end
action.Parameters = prefix.."start = 0;\n"
..prefix.."Active = 0;\n"
action.Action = "code"
return action
end
if actionType == "dialog_init" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local mustRepeat = tonumber(arg[3])
local autoStart = tonumber(arg[4])
assert(mustRepeat)
action.Parameters=
"//"..actionType.."\n" ..
""..prefix.."repeat=".. mustRepeat..";\n"..
""..prefix.."AutoStart=".. autoStart..";\n"
--.."()"..prefix.."setEvent(5); // spawned\n"
action.Action = "code"
return action
end
if actionType == "chat_step_first" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local initialWait = tonumber(arg[3])
assert(initialWait)
action.Parameters =
"//"..actionType.."\n" ..
prefix .. Logic.chatStepVar .. " = 1;\n" ..
"()"..prefix.."setTimer("..tostring(initialWait*10+1) ..", ".. Logic.chatTimerId ..");\n" ..
"()"..prefix.."setEvent(3);" .. "\t//start of chat\n"
action.Action = "code"
return action
end
if actionType == "chat_step_last" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId .. "."
end
local nbParam = arg[3]
assert(nbParam and type(nbParam) == "number")
action.Parameters =
"//"..actionType.."\n" ..
prefix..Logic.chatStepVar .. "="..tostring(1+nbParam)..";\n" .. --set because of setEvent
"()"..prefix.."setEvent(4);\n" ..
"if ("..prefix.."repeat == 1) {\n" ..
"\t"..prefix.."start=1;\n" ..
"\t"..prefix..Logic.chatStepVar .. "=0;\n" ..
"\t()"..prefix.."setTimer(4, ".. Logic.chatTimerId ..");\n"..
"\t()"..prefix.."setEvent(2);" .. "\t//end of dialog\n" ..
"\t()"..prefix.."setEvent(1);" .. "\t//start of dialog\n" ..
"} else {\n" ..
"\t"..prefix.."start=0;\n" ..
"\t()"..prefix.."setEvent(2);" .. "\t//end of dialog\n" ..
"}\n"
action.Action = "code"
return action
end
if actionType == "chat_step" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local param = arg[3]
assert(type(param) == "table")
--local m_action = action
--m_action.Action = "multi_actions"
local say =""
local emote=""
local facing=""
local startChat = "()"..prefix.."setTimer(2, 0);\n \n" -- timer 0.4 in on seconde
-- create facing action
if param.Facing ~= "" and param.Facing ~= nil and param.Who ~=nil
then
facing = "//facing\n" ..
"(@group1)"..r2:getNamespace()..param.WhoGrp..".context();\n"
.. "(@group2)"..r2:getNamespace()..param.FacingGrp..".context();\n"
.. "()"..r2:getNamespace()..rtGrpId..".facing(@group1,\""..param.Who.."\", @group2, \"".. param.Facing.."\");\n \n"
startChat = "()"..prefix.."setTimer(10, 0);\n \n" -- timer 0.4 in on seconde
end
local mustBreak = prefix.."break = "..tostring(param.Break)..";\n"
if param.Break == 0 then
mustBreak = mustBreak..
"()"..prefix.."setTimer(" .. tostring(4+10*tonumber(param.Time)).. ", ".. Logic.chatTimerId ..");\n\n"
else
mustBreak = mustBreak .."\n"
end
do
-- local action = r2.newComponent("RtNpcEventHandlerAction")
action.Action = "code"
action.Parameters =
"//"..actionType.." - ChatStep ".. tostring(param.Index).." \n" ..
prefix.."step = " .. tostring(param.Index) ..";\n \n"..
say..facing..emote..
"//set next chat step\n" ..
mustBreak ..
prefix .. Logic.chatStepVar .. " = " .. param.Index .. " + 1;\n \n" ..
startChat..
"()"..prefix.."setTimer(25, 2);\n \n".. -- timer 0.9 in on seconde
"//End of dialog\n"..
"()"..prefix.."setEvent(4);\n \n"
-- table.insert(m_action.Children, action)
end
return action
end
if actionType == "chat_step_end" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local param = arg[3]
assert(type(param) == "table")
local baseActRtGrpId = arg[4]
assert(type(baseActRtGrpId) == "string")
if (table.getn(param.Emotes) == 0) then return nil end
local code =
"// lauch emote at end of chat step\n \n" ..
"if ("..prefix.."start == 1)\n" ..
"{\n"..
"\tswitch ( ".. prefix.."step )\n"..
"\t{\n"
local i = 0
local n = table.getn(param.Emotes)
while i ~= n do
i = i +1
if param.WhoNoEntitys[i] == "_System" or param.WhoNoEntitys[i] == "_DM" then
local say = ""
who = "System"
local msg = param.Says[i]
if not msg then msg = "" end
if param.WhoNoEntitys[i] == "_DM" then
say = "\t\t\t" .. "()".. r2:getNamespace() .. baseActRtGrpId .. ".dssMessage( "..tostring(r2:getScenarioId()) .. ", "
.."\"DM\", \"".. who.. "\", \"" .. msg .. "\");\n \n"
else
--avoid to display "system :" when a system msg is broadcasted
who = ""
say = "\t\t\t" .. "()".. r2:getNamespace() .. baseActRtGrpId .. ".dssMessage( "..tostring(r2:getScenarioId()) .. ", "
.."\"SYS\", \"".. who.. "\", \"" .. msg .. "\");\n \n"
end
code = code ..
"\t\t".. "case "..param.Indexs[i].." :\n" ..
"\t\t".. "{\n" ..
say ..
"\t\t".. "}\n \n"
elseif rtGrpId and param.Whos[i] and param.Whos[i] ~= "" and param.Grps[i] and param.Grps[i] ~= "" then
local say = ""
if param.Says[i] ~= nil and param.Says[i] ~= "" then
say = "\t\t\t" .. "()".. r2:getNamespace() .. rtGrpId .. ".npcSay(@group,\"" .. param.Whos[i] .. "\", \"DSS_" .. tostring(r2:getScenarioId()) .. " " .. param.Says[i] .. "\");\n \n"
end
local emote = ""
if param.Emotes[i] ~= "" and param.Emotes[i] ~= nil then
local behaviorValue = r2.getEmoteBehaviorFromEmoteId(param.Emotes[i])
emote = "\t\t\t" .. "()"..r2:getNamespace()..rtGrpId..".emote(@group,\""..param.Whos[i].."\", \""..behaviorValue.."\");\n"
end
code = code ..
"\t\t".. "case "..param.Indexs[i].." :\n" ..
"\t\t".. "{\n" ..
"\t\t\t" .. "(@group)".. r2:getNamespace() .. param.Grps[i] .. ".context();\n \n" ..
say ..
emote ..
"\t\t".. "}\n \n"
end
end
code = code .. "\t}\n}"
action.Action = "code"
action.Parameters = code
return action
end
--BROADCAST
if actionType == "broadcast_msg" then
local baseActRtGrpId = arg[2]
assert(baseActRtGrpId)
assert(type(baseActRtGrpId) == "string")
local msg = arg[3]
assert(msg)
assert(type(msg) == "string")
local who = ""
action.Parameters = "()".. r2:getNamespace() .. baseActRtGrpId .. ".dssMessage( "..tostring(r2:getScenarioId()) .. ", "
.."\"SYS\", \"".. who.. "\", \"" .. msg .. "\");\n"
action.Action = "code"
return action
end
--QUEST ACTIONS
if actionType == "validate_quest_step" then
local questRtGrpId = arg[2]
local prefix = ""
if questRtGrpId and questRtGrpId ~= "" then
prefix = r2:getNamespace() .. questRtGrpId.."."
end
local taskRtIds = arg[3]
local nbTasks = table.getn(taskRtIds)
action.Parameters =
[[
if (]] ..prefix.. [[v2 != 0)
{
switch(]] ..prefix.. [[v2)
{
]]
--the case (1) never happens : when the quest begins and when the first task is completed, the step index
--is incremented before the action "validate_quest_step"
--
local i
for i = 2, nbTasks do
action.Parameters = action.Parameters..
[[
case ]] ..tostring(i).. [[ :
{
if (]]..taskRtIds[i - 1]..[[Active == 1)
{
]]..taskRtIds[i - 1]..[[Active = 0;
()]]..taskRtIds[i - 1]..[[setEvent(5);
}
()]] ..taskRtIds[i].. [[setEvent(7);
]] ..taskRtIds[i].. [[Active = 1;
()]] ..taskRtIds[i].. [[setEvent(4);
}
]]
end
--last task
action.Parameters = action.Parameters..
[[
//default is only used by the last step of the quest
case ]]..tostring(nbTasks + 1) ..[[ :
{
if (]]..taskRtIds[nbTasks]..[[Active == 1)
{
]]..taskRtIds[nbTasks]..[[Active = 0;
()]]..taskRtIds[nbTasks]..[[setEvent(5);
}
//if the quest is repeatable
if (]] ..prefix.. [[v1 == 1)
{
//resetting the index to 1 for first quest step
]] ..prefix.. [[v2 = 1;
//()]] ..taskRtIds[1].. [[setEvent(7);
]] ..taskRtIds[1].. [[Active = 1;
()]] ..taskRtIds[1].. [[setEvent(4);
}
else
{
]] ..prefix.. [[v2 = 0;
}
()]] ..prefix.. [[setEvent(8);
}
} //!switch
} //!if
]]
action.Action = "code"
return action
end
if actionType == "increment_quest_step_index" then
local currentNamespace = r2:getNamespace()
local questRtGrpId = arg[2]
local prefix = ""
if questRtGrpId and questRtGrpId ~= "" then
prefix = r2:getNamespace() .. questRtGrpId.."."
end
local currentTaskIndex = arg[3]
action.Parameters = "if ("..prefix.."v2 == " ..tostring(currentTaskIndex)..")\n"
.."{\n"
.."\t "..prefix.."v2 = " ..prefix.."v2 + 1;\n"
.."\t ()" ..prefix.."setEvent(9);\n"
.."}"
action.Action = "code"
return action
end
if actionType == "request_item" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local grpName = r2:getNamespace() .. rtGrpId
local items = tostring(arg[3])
assert(items)
local phrase = tostring(arg[4])
assert(phrase)
if phrase == "" then phrase = "Ok" end
action.Parameters =
"// request_item\n"
.. "(@groupToNotify)".. grpName ..".context();\n"
.."()receiveMissionItems(\"".. items.."\", \"".. phrase .."\", @groupToNotify);\n"
action.Action = "code"
return action
end
if actionType == "give_item" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local grpName = r2:getNamespace() .. rtGrpId
local items = tostring(arg[3])
assert(items)
local phrase = tostring(arg[4])
assert(phrase)
if phrase == "" then phrase = "Ok" end
action.Parameters =
"// give_item\n"
.. "(@groupToNotify)".. grpName ..".context();\n"
.."()giveMissionItems(\"".. items.."\", \"".. phrase .."\", @groupToNotify);\n"
action.Action = "code"
return action
end
if actionType == "give_reward" then
local rtGiverGrpId = arg[2]
local rtGiverName = arg[3]
local rtGiverGrpName = r2:getNamespace()..rtGiverGrpId
local texts = arg[4]
local rewardText = texts["rewardText"]
local rareRewardText = texts["rareRewardText"]
local inventoryFullText = texts["inventoryFullText"]
local notEnoughPointsText = texts["notEnoughPointsText"]
local textsArgs = "\""..rewardText.."\", "
.."\""..rareRewardText.. "\", "
.."\""..inventoryFullText.. "\", "
.."\""..notEnoughPointsText.."\""
action.Parameters = "//Give reward (giver : '".. rtGiverName.."')\n"
.."(@groupToNotify)".. rtGiverGrpName..".context();\n"
.."()giveReward("..textsArgs..", @groupToNotify);\n"
action.Action = "code"
return action
end
if actionType == "teleport_near" then
local rtGiverGrpId = arg[2]
local rtGiverGrpName = r2:getNamespace()..rtGiverGrpId
local uniqId = arg[3]
local x = arg[4]
local y = arg[5]
local z = arg[6]
action.Parameters = "//teleport Near\n"
.."(@groupToNotify)".. rtGiverGrpName..".context();\n"
.."()teleportNear("..tostring(x)..", "..tostring(y).. ", ".. tostring(z)..", @groupToNotify);\n"
action.Action = "code"
return action
end
if actionType == "talk_to" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local grpName = r2:getNamespace() .. rtGrpId
local phrase = tostring(arg[3])
assert(phrase)
if phrase == "" then phrase = "Ok" end
action.Parameters =
"// talk_to\n"
.. "(@groupToNotify)".. grpName ..".context();\n"
.."()talkTo(\"".. phrase .."\", @groupToNotify);\n"
action.Action = "code"
return action
end
if actionType == "set_value" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local variable = tostring(arg[3])
assert(variable)
--local variableLen = string.len(variable)
--assert(variableLen < 8)
--variable = string.lower(variable)
local i = 0;
assert( type(arg[4]) == 'number' or type(arg[4]) == 'string')
local value = arg[4]
action.Parameters = prefix .. variable .. " = " .. value..";\n"
action.Action = "code"
return action
end
--called each time some scenario points
if actionType == "add_scenario_points" then
--scenario rtId
local rtBaseActId = arg[2]
local points = arg[3]
local prefix = ""
if rtBaseActId and rtBaseActId ~= "" then
prefix = r2:getNamespace()..rtBaseActId.."."
end
action.Parameters = prefix.."ScenarioPoints = "..prefix.."ScenarioPoints + " ..tostring(points)..";\n"
action.Action = "code"
return action
end
--called every 30 seconds or so to avoid sending network msg each time some points are added
if actionType == "set_scenario_points" then
local rtScenarioId = tostring( r2:getScenarioId())
local rtBaseActId = arg[2]
local prefix = ""
if rtBaseActId and rtBaseActId ~= "" then
prefix = r2:getNamespace()..rtBaseActId.."."
end
action.Parameters = "()setScenarioPoints("..rtScenarioId.. ", " ..prefix.."ScenarioPoints);\n"
.."()"..prefix.."setTimer(300,1);\n"
action.Action = "code"
return action
end
if actionType == "start_scenario_timing" then
local rtScenarioId = tostring( r2:getScenarioId())
action.Parameters = "()startScenarioTiming("..rtScenarioId..");\n"
action.Action = "code"
return action
end
if actionType == "stop_scenario_timing" then
local rtScenarioId = tostring( r2:getScenarioId())
action.Parameters = "()endScenarioTiming("..rtScenarioId..");\n"
action.Action = "code"
return action
end
if actionType == "if_value_equal" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local variable = tostring(arg[3])
assert(variable)
local variableLen = string.len(variable)
--variable = string.lower(variable)
local i = 0;
assert( type(arg[4]) == 'number')
local value = arg[4]
action.Parameters = prefix..variable .. " == " .. value
if (arg[5] ~= nil ) then
assert( type(arg[5]) == 'table')
local value = arg[4]
action.Parameters = prefix..variable .. " == " .. value
table.insert(action.Children, arg[5])
end
action.Action = "dynamic_if"
return action
end
-- "validate_task" is used when the player completed part of a mission but didn't come back to the mission giver
if actionType == "validate_task" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
action.Parameters = "//validateTask \n"
.."if (" ..prefix.."Active == 1 && " ..prefix.."v2 == 1 )\n"
.."{"
.."\n\t" ..prefix.."v2 = 2;\n\t"
.."()" ..prefix.."setEvent(8);\n"
.."}"
action.Action = "code"
return action
end
-- "complete_mission" is used when the player comes back to the mission giver after having validated the mission.
if actionType == "complete_mission" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
action.Parameters = "//complete_mission \n"
.."if (" ..prefix.."Active == 1)\n"
.."{"
.."\n\t" ..prefix.."v2 = 2;\n\t"
.."()" ..prefix.."setEvent(9);\n"
.."}"
action.Action = "code"
return action
end
if string.find(actionType, "timer_") ~= nil
then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local timer = tonumber(arg[3])
assert(0 <= timer and timer <= 3)
if actionType == "timer_trigger" then
action.Parameters = "()"..prefix.."setTimer(4, "..timer..");\n"
elseif actionType == "timer_disable" then
action.Parameters = "()"..prefix.."timerDisable("..timer..");\n"
..prefix.. "Active = 0;"
elseif actionType == "timer_suspend" then
action.Parameters = "()"..prefix.."timerSuspend("..timer..");\n"
elseif actionType == "timer_resume" then
action.Parameters = "()"..prefix.."timerResume("..timer..");\n"
elseif actionType == "timer_enable" then
printWarning("timerEnable is not implemented in AIS!")
action.Parameters = "()"..prefix.."timerEnable("..timer..");\n" -- !!!NOT IMPLEMENTED IN AIS!!!
elseif actionType == "timer_is_enable" then
action.Parameters = "("..prefix.."is_enable"..")"..prefix.."timerIsEnabled("..timer..");\n"
elseif actionType == "timer_is_suspended" then
action.Parameters = "("..prefix.."is_suspended"..")"..prefix.."timerIsSuspended("..timer..");\n"
elseif actionType == "timer_add" or actionType == "timer_sub" then
local wait = tonumber(arg[4])
assert(wait and 0<= wait)
wait = wait*10 + 4
if actionType == "timer_sub" then
action.Parameters = "()"..prefix.."timerAdd("..timer..", " .. -wait .. ");\n"
else
action.Parameters = "()"..prefix.."timerAdd("..timer..", " .. wait .. ");\n"
end
elseif actionType == "timer_set" then
local wait = tonumber(arg[4])
assert(wait and 0<= wait)
wait = wait*10 + 4
action.Parameters = "()"..prefix.."setTimer("..wait..", " .. timer .. ");\n"
..prefix.."Active = 1;\n"
elseif actionType == "timer_set_daytime" then
local hours = tonumber(arg[4])
local minutes = tonumber(arg[5])
assert(hours and 0<= hours and hours <= 23)
assert(minutes and 0<= minutes and minutes <= 60)
action.Parameters = "()"..prefix.."timerSetRyzomDaytime("..timer..", " .. hours .. ", "..minutes..");\n"
else
debugInfo(colorTag(255,0,0).."Unhandeld action '" ..actionType .."'")
assert(nil)
end
action.Action = "code"
return action
end
-------------------------------------
-- Counter feature
-------------------------------------
if string.find(actionType, "counter_") ~= nil
then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
--
-- Action "Init": initializes the counter by storing the initial counter value in v1
-- and the triggerValue in v2.
--
if actionType == "counter_init" then
local value = arg[3]
local triggerValue = arg[4]
action.Parameters = prefix.. "v0 = 1;\n"
..prefix.."v1 = "..value..";\n"
..prefix.."v2 = "..triggerValue..";\n"
end
--
-- Action "increment": checks wether the counter is active or not (var v0 used as a boolean),
-- then increment the counter and enventually checks if the triggerValue (stored in v2) has
-- been reached to trigger a userEvent.
--
if actionType == "counter_inc" then
action.Name = "counter_inc"
action.Parameters = "if (" ..prefix.. "v0 == 1)\n"
.. "{\n\tif (" ..prefix.. "v1 >= 0)\n"
.. "\t{\n"
.. "\t\t" .. prefix.. "v1 = " ..prefix.. "v1 + 1;\n"
.. "\t\tif (" ..prefix.. "v1 == " ..prefix.."v2)\n"
.. "\t\t{\n"
.. "\t\t\t" .. prefix.. "e=3;\n"
.. "\t\t\t ()" ..prefix.. "setEvent(0);\n"
.. "\t\t}\n"
.."\t}\n}"
--.. "()"..prefix..'debug("v0=");'.."\n"
--.. "()"..prefix..'debug('..prefix..'v0'..');'.."\n"
--.. "()"..prefix..'debug("v1=");'.."\n"
--.. "()"..prefix..'debug('..prefix..'v1'..');'.."\n"
--.. "()"..prefix..'debug("v2=");'.."\n"
--.. "()"..prefix..'debug('..prefix..'v2'..');'.."\n"
end
--
-- Action "decrement": works the same as increment (checks if the counter can be decremented)
--
if actionType == "counter_dec" then
action.Name = "counter_dec"
action.Parameters = "if (" ..prefix.. "v0 == 1)\n"
.. "{\n\tif (" ..prefix.. "v1 > 0)\n"
.. "\t{\n"
.. "\t\t" .. prefix.. "v1 = " ..prefix.. "v1 - 1;\n"
.. "\t\tif (" ..prefix.. "v1 == " ..prefix.. "v2)\n"
.. "\t\t{ \n"
.. "\t\t\t" .. prefix.. "e=3;\n"
.. "\t\t\t()" ..prefix.. "setEvent(0);\n"
.. "\t\t}\n"
.."\t}\n}\n"
.. "()"..prefix..'debug("v0=");'.."\n"
.. "()"..prefix..'debug('..prefix..'v0'..');'.."\n"
.. "()"..prefix..'debug("v1=");'.."\n"
.. "()"..prefix..'debug('..prefix..'v1'..');'.."\n"
.. "()"..prefix..'debug("v2=");'.."\n"
.. "()"..prefix..'debug('..prefix..'v2'..');'.."\n"
end
if actionType == "counter_enable" then
action.Name = "counter_enable"
action.Parameters = prefix.."v0 = 1;\n"
end
if actionType == "counter_disable" then
action.Name = "counter_disable"
action.Parameters = prefix.."v0 = 0;\n"
end
if actionType == "counter_trigger" then
end
action.Action = "code"
if actionType == "counter_is_enable" then
action.Name = "counter_is_enable"
action.Action = "dynamic_if"
action.Parameters = prefix.. "v0 == 1\n"
end
return action
end
-------------------------------------
-- GiveItem Feature
-------------------------------------
if string.find(actionType, "giveItem_") ~= nil
then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
if actionType == "giveItem_init" then
local qty = arg[3]
--local triggerValue = arg[4]
action.Parameters = prefix.. "v0 = 1;\n"
..prefix.."v1 = "..qty..";\n"
--..prefix.."v2 = "..triggerValue..";\n"
end
if actionType == "giveItem_enable" then
action.Name = "giveItem_enable"
action.Parameters = prefix.."v0 = 1;\n"
end
if actionType == "giveItem_disable" then
action.Name = "giveItem_disable"
action.Parameters = prefix.."v0 = 0;\n"
end
action.Action = "code"
if actionType == "giveItem_is_enable" then
action.Name = "giveItem_is_enable"
action.Action = "dynamic_if"
action.Parameters = prefix.. "v0 == 1\n"
end
return action
end
-------------------------------------
-- RequestItem Feature
-------------------------------------
if string.find(actionType, "requestItem_") ~= nil
then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
if actionType == "requestItem_init" then
local qty = arg[3]
--local triggerValue = arg[4]
action.Parameters = prefix.. "v0 = 1;\n"
..prefix.."v1 = "..qty..";\n"
--..prefix.."v2 = "..triggerValue..";\n"
end
if actionType == "requestItem_enable" then
action.Name = "requestItem_enable"
action.Parameters = prefix.."v0 = 1;\n"
end
if actionType == "requestItem_disable" then
action.Name = "requestItem_disable"
action.Parameters = prefix.."v0 = 0;\n"
end
action.Action = "code"
if actionType == "requestItem_is_enable" then
action.Name = "requestItem_is_enable"
action.Action = "dynamic_if"
action.Parameters = prefix.. "v0 == 1\n"
end
return action
end
if actionType == "bot_init" then
function indent(s)
s = "\t" .. string.gsub(s, "\n", "\n\t")
return s
end
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
assert(type(arg[3]) == "string")
assert(type(arg[4]) == "number")
assert(type(arg[5]) == "number")
assert(type(arg[6]) == "number")
local category = tostring(arg[3])
local aggroDist = tonumber(arg[4])
local botAttackable = tonumber(arg[5])
local playerAttackable = tonumber(arg[6])
local action = r2.Translator.createAction("faction_init", rtGrpId, category, aggroDist, botAttackable, playerAttackable)
local code = action.Parameters
code = indent(code)
action.Parameters = "if ("..prefix.."factInit != 1)\n{\n"..code..prefix.."factInit = 1;\n}\n"
return action
end
if actionType == "faction_init" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
assert(type(arg[3]) == "string")
assert(type(arg[4]) == "number")
assert(type(arg[5]) == "number")
assert(type(arg[6]) == "number")
local category = tostring(arg[3])
local aggroDist = tonumber(arg[4])
local botAttackable = tonumber(arg[5])
local playerAttackable = tonumber(arg[6])
local code =""
code = code.."()"..prefix.."setActivity(\"faction\");\n"
if category == "Civil" then
if botAttackable == 1 then
code = code.."()"..prefix.."setFactionProp(\"faction\", \"guard\");\n" -- don't assist
else
code = code.."()"..prefix.."setFactionProp(\"faction\", \"civil\");\n" -- don't assist
end
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
elseif category == "Guard" then
if botAttackable == 0 then
code = code.."()"..prefix.."setFactionProp(\"faction\", \"civil\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"Player\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"faction\", \"guard\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"Player|guard\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"bandit|carnivore|kitin\");\n"
end
elseif category =="Karavan" then
if botAttackable == 0 then
code = code.."()"..prefix.."setFactionProp(\"faction\", \"civil\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"Player\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"faction\", \"karavan\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"Player|karavan\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"bandit|carnivore|kitin|plant|kitinWorker\");\n"
end
elseif category =="Kami" then
if botAttackable == 0 then
code = code.."()"..prefix.."setFactionProp(\"faction\", \"civil\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"Player\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"faction\", \"kami\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"Player|kami\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"bandit|kitin|kitinWorker\");\n"
end
elseif category == "Bandit" then
if botAttackable == 0 then
code = code.."()setFactionProp(\"faction\", \"civil\");\n"
if playerAttackable == 1 then
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"Player\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
end
else
code = code.."()"..prefix.."setFactionProp(\"faction\", \"bandit\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"bandit\");\n"
if playerAttackable == 1 then
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"Player|guard|karavan|kami\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"guard|karavan|kami\");\n"
end
end
elseif category == "Carnivore" then
if botAttackable == 0 then
code = code.."()"..prefix.."setFactionProp(\"faction\", \"civil\");\n"
if playerAttackable == 1 then
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"Player\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
end
else
code = code.."()"..prefix.."setFactionProp(\"faction\", \"carnivore\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
if playerAttackable == 1 then
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"Player|guard|bandit|herbivore|karavan\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"guard|bandit|herbivore|karavan\");\n"
end
end
elseif category == "Herbivore" then
if botAttackable == 0 then
code = code.."()"..prefix.."setFactionProp(\"faction\", \"civil\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"faction\", \"herbivore\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
end
elseif category == "Plant" then
if botAttackable == 0 then
code = code.."()"..prefix.."setFactionProp(\"faction\", \"civil\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"faction\", \"plant\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"plant\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
end
elseif category == "Degen" then
if botAttackable == 0 then
code = code.."()"..prefix.."setFactionProp(\"faction\", \"civil\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"faction\", \"degen\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"degen\");\n"
if playerAttackable == 1 then
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"Player|guard|bandit|plant|herbivore|carnivore|kitin|kitinWorker|kami|karavan\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"guard|bandit|plant|herbivore|carnivore|kitin|kitinWorker|kami|karavan\");\n"
end
end
elseif category =="WorkerKitin" then
if botAttackable == 0 then
code = code.."()"..prefix.."setFactionProp(\"faction\", \"civil\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"faction\", \"kitinWorker\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"kitin|kitinWorker\");\n"
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
end
elseif category =="SoldierKitin" then
if botAttackable == 0 then
code = code.."()"..prefix.."setFactionProp(\"faction\", \"civil\");\n"
if playerAttackable == 1 then
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"Player\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
end
else
code = code.."()"..prefix.."setFactionProp(\"faction\", \"kitin\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"kitin|kitinWorker\");\n"
if playerAttackable == 1 then
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"Player|guard|bandit|karavan|kami\");\n"
else
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"guard|bandit|karavan|kami\");\n"
end
end
else
code = code.."()"..prefix.."setFactionProp(\"faction\", \"civil\");\n" -- don't assist
code = code.."()"..prefix.."setFactionProp(\"ennemyFaction\", \"\");\n"
code = code.."()"..prefix.."setFactionProp(\"friendFaction\", \"\");\n"
end
code = code .. "()"..prefix.."setAggro("..tostring(aggroDist)..", 20);\n"
action.Parameters = code
action.Action = "code"
return action
end
--set player_attackable
if actionType == "set_player_attackable" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() ..rtGrpId.."."
end
assert(type(arg[3]) == "number")
local playerAttackable = arg[3]
action.Parameters = "()"..prefix.."setPlayerAttackable("..playerAttackable..");"
action.Action = "code"
return action
end
--set bot_attackable
if actionType == "set_bot_attackable" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() ..rtGrpId.."."
end
assert(type(arg[3]) == "number")
local botAttackable = arg[3]
action.Parameters = "()"..prefix.."setBotAttackable("..botAttackable..");"
action.Action = "code"
return action
end
--make a npc run
if actionType == "set_running_speed" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() ..rtGrpId.. "."
end
action.Parameters = "()"..prefix.."addPersistentProfileParameter(\"running\");"
action.Action = "code"
return action
end
--make a npc walk
if actionType == "set_walking_speed" then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() ..rtGrpId.. "."
end
action.Parameters = "()"..prefix.."removePersistentProfileParameter(\"running\");"
action.Action = "code"
return action
end
if actionType == "generic_event_trigger"
then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local eventId = tonumber(arg[3])
assert(eventId and 0 <= eventId and eventId <= 9)
action.Parameters = prefix.."e="..eventId..";\n" ..
"()"..prefix.."setEvent(0);\n"
action.Action = "code"
return action
end
if actionType == "user_event_trigger"
then
local rtGrpId = arg[2]
local prefix = ""
if rtGrpId and rtGrpId ~= "" then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local eventId = tonumber(arg[3])
assert(eventId and 0 <= eventId and eventId <= 9)
action.Parameters = "()"..prefix.."setEvent(".. eventId..");\n"
action.Action = "code"
return action
end
-- generci_event
--
if actionType == "dssStartAct" then
local actId = tonumber(arg[2])
assert(actId)
local sessionId = r2:getScenarioId()
assert(sessionId)
action.Action = "code"
action.Parameters = "()dssStartAct(" .. sessionId .. ", " .. actId .. ");\n"
return action, action
end
--trigger_event action
if string.find(actionType, "trigger_event_%d") ~= nil
then
action.Parameters = arg[2]
return action
end
--spawn/despawn action
if (actionType == "null_action")
then
return action
end
if actionType == "spawn" then
local rtNpcGrpId = arg[2]
action.Action = "code"
local prefix = ""
if rtNpcGrpId then
prefix = r2:getNamespace() .. rtNpcGrpId.."."
end
action.Parameters = "()"..prefix.. actionType.."();"
return action
end
if actionType == "despawn" then
local rtNpcGrpId = arg[2]
action.Action = "code"
local prefix = ""
if rtNpcGrpId then
prefix = r2:getNamespace() .. rtNpcGrpId.."."
end
action.Parameters = "()"..prefix.. actionType.."(0);"
return action
end
if (actionType == "sit_down") or (actionType == "stand_up") then
local rtGrpId = arg[2]
action.Action = "code"
local prefix = ""
if rtGrpId then
prefix = r2:getNamespace() .. rtGrpId.."."
end
local sitting = 0
if actionType=="sit_down" then
sitting = 1
end
if sitting == 1 then
action.Parameters =
"()"..prefix.."sitDown();\n" ..
"()"..prefix.."setTimer(40,1);\n" -- wait 4 second
.. prefix.."isSitting = ".. tostring( sitting) .. ";"
else
action.Parameters =
"()"..prefix.."standUp();\n" ..
"()"..prefix.."setTimer(40,1);\n" -- wait 4 second
.. prefix.."isSitting = ".. tostring( sitting) .. ";"
end
end
--multi actions
if actionType == "multi_actions" then
local actions = arg[2]
if actions ~= nil then
local max = table.getn(actions)
for i=1, max do
assert(actions[i])
table.insert(action.Children, actions[i])
end
end
return action
end
--say action
if actionType == "say"
then
action.Parameters = "say: "..arg[2]
return action
end
if actionType == "switch_actions"
then
action.Parameters = arg[2]
return action
end
--npc_say action
if actionType == "npc_say"
then
action.Parameters = ""
local str = arg[2]
if str == nil then str = "\n" end
if (string.find(str, "\n") == nil) then
str = str .. "\n"
end
if (table.getn(arg)==3)
then
assert(arg[3])
assert( tostring(arg[3]) )
action.Parameters = tostring(arg[3]).."\n"
end
action.Parameters = action.Parameters..str
return action
end
--emot action
if actionType == "emot"
then
local max = table.getn(arg)
debugInfo(colorTag(255,0,0,255).."action emot")
local parameters =""
for i=2, max do
parameters = parameters .. arg[i]
parameters = parameters .. "\n"
end
action.Parameters = parameters
return action
end
--if action
--arg2: expression
--arg3: action if expression is true
--arg4(optional): action if expression false
if (actionType == "condition_if")or(actionType == "condition_if_else") or (actionType == "dynamic_if")
then
local max = table.getn(arg)
if max == 4 then
-- action.Action="dynamic_if_else"
action.Action="dynamic_if"
table.insert(action.Children, arg[3])
table.insert(action.Children, arg[4])
elseif max ==3 then
action.Action="dynamic_if"
table.insert(action.Children, arg[3])
elseif max ==2 then
action.Action="dynamic_if"
else
return nil
end
action.Parameters = arg[2]
return action
end
-- waraning
if actionType == "code"
then
action.Parameters = arg[2]
return action
end
--random action
if actionType == "random_select"
then
local max = table.getn(arg)
for i=2, max do
table.insert(action.Children, arg[i])
end
return action
end
--set timer action
if string.find(actionType, "set_timer_t") ~= nil
then
local max = table.getn(arg)
parameters=""
for i=2, max do
parameters = parameters .. arg[i]
end
action.Parameters = parameters
return action
end
--modify variable action
if actionType == "modify_variable" or actionType == "begin_state"
then
action.Parameters = arg[2]
return action
end
if actionType == "punctual_state"
then
action.Parameters = arg[2]
return action
end
if (actionType == "stand_up")or(actionType == "sit_down")or(actionType == "punctual_state_end")
then
return action
end
printWarning("Unhandled action " .. actionType)
return nil
end
--first param : event type
--second param: StatesByName
--third param : GroupsByName
--then, parameters
Translator.createEvent = function(...)
local arg = {...}
local event = r2.newComponent("RtNpcEventHandler")
local eventType = arg[1]
event.Event = eventType
event.StatesByName = arg[2]
event.GroupsByName = arg[3]
assert(arg[1])
assert(arg[2])
assert(arg[3])
if eventType == nil then
debugInfo("Error invalid eventType")
assert(nil)
return nil
end
if string.find(eventType, "timer_t%d_triggered") ~=nil or string.find(eventType, "user_event_%d")
then
return event
end
if (eventType == "end_of_state") or (eventType == "start_of_state")
or (eventType == "group_under_attack") or (eventType == "destination_reached_all")
or (eventType == "bot_killed") or (eventType == "group_eliminated") or (eventType == "group_under_attack")
or (eventType == "destination_reached") or (eventType == "variable_changed")
or (eventType == "group_despawned") or (eventType == "group_spawned") or (eventType == "bot_target_killed")
or (eventType == "player_target_npc")
or string.find(eventType, "variable_v%d_changed") ~= nil
then
return event
end
if (eventType == "on_player_arrived") then
event.Event = "player_arrived_trigger_zone"
event.IsTriggerZone = 1
return event
end
if (eventType == "on_player_left") then
event.Event = "player_left_trigger_zone"
event.IsTriggerZone = 1
return event
end
printWarning("Error invalid event ".. eventType)
return nil
end
-- it adds a new simple activity in zone within the given context
Translator.createSimpleActivityInZone = function(context, zoneName, groupsByName, mode, static, aiScriptDebug)
local action
local event
local code
-- init when the group arrives in the zone
code = '()setMode("' .. mode .. '");\n'
if static then
code = code .. '()stopMoving();\n';
end
if aiScriptDebug then
code = 'log("destination_reached_all: zone=' .. zoneName .. ', group=' .. groupsByName .. '");\n' .. code
end
event = Translator.createEvent("destination_reached_all", zoneName, groupsByName)
table.insert(context.RtAct.Events, event)
action = Translator.createAction("code", code)
table.insert(context.RtAct.Actions, action)
table.insert(event.ActionsId, action.Id)
-- restore things when the group quits the zone
code = '()setMode("Normal");'
if aiScriptDebug then
code = 'log("end_of_state: zone=' .. zoneName .. ', group=' .. groupsByName .. '");\n' .. code
end
event = Translator.createEvent("end_of_state", zoneName, groupsByName)
table.insert(context.RtAct.Events, event)
action = Translator.createAction("code", code)
table.insert(context.RtAct.Actions, action)
table.insert(event.ActionsId, action.Id)
end
-- it adds a new activity in zone within the given context
Translator.createActivityInZone = function(context, zoneName, groupsByName, mode, timerId, wanderTime, activityTime, aiScriptDebug)
assert(wanderTime > 0)
assert(activityTime > 0)
local action
local event
local code
local timerEventName = "timer_t" .. timerId .. "_triggered"
-- init start of state
code = 'nextState = 0;\n'
if aiScriptDebug then
code = 'log("start_of_state: zone=' .. zoneName .. ', group=' .. groupsByName .. '");\n' .. code
end
event = Translator.createEvent("start_of_state", zoneName, groupsByName)
table.insert(context.RtAct.Events, event)
action = Translator.createAction("code", code)
table.insert(context.RtAct.Actions, action)
table.insert(event.ActionsId, action.Id)
-- init when the group arrives in the zone
code =
'if (nextState == 0)\n' ..
'{\n'
if aiScriptDebug then
code = code ..
' log("destination_reached_all: zone=' .. zoneName .. ', group=' .. groupsByName .. '");\n'
end
code = code ..
' nextState = 1;\n' ..
' ()setTimer(1, ' .. timerId .. ');\n' ..
'}\n'
event = Translator.createEvent("destination_reached_all", zoneName, groupsByName)
table.insert(context.RtAct.Events, event)
action = Translator.createAction("code", code)
table.insert(context.RtAct.Actions, action)
table.insert(event.ActionsId, action.Id)
-- activity states
code =
'if (nextState == 1) {\n' ..
' nextState = 2;\n' ..
' ()stopMoving();\n' ..
' ()setMode("' .. mode .. '");\n' ..
' ()setTimer(' .. activityTime .. ', ' .. timerId .. ');\n' ..
'} else if (nextState == 2) {\n' ..
' nextState = 1;\n' ..
' ()setMode("Normal");\n' ..
' ()wander();\n' ..
' ()setTimer(' .. wanderTime .. ', ' .. timerId .. ');\n' ..
'} else {\n' ..
' log("unknown state=", nextState, ", zone=' .. zoneName .. ', group=' .. groupsByName .. '");\n' ..
' ()break();\n' ..
'}\n'
if aiScriptDebug then
code = 'log("' .. timerEventName .. ': state=", nextState, ", zone=' .. zoneName .. ', group=' .. groupsByName .. '");\n' .. code
end
event = Translator.createEvent(timerEventName, zoneName, groupsByName)
table.insert(context.RtAct.Events, event)
action = Translator.createAction("code", code)
table.insert(context.RtAct.Actions, action)
table.insert(event.ActionsId, action.Id)
-- restore things when the group quits the zone
code =
'()timerDisable(' .. timerId .. ');\n' ..
'()setMode("Normal");\n'
if aiScriptDebug then
code = 'log("end_of_state: zone=' .. zoneName .. ', group=' .. groupsByName .. '");\n' .. code
end
event = Translator.createEvent("end_of_state", zoneName, groupsByName)
table.insert(context.RtAct.Events, event)
action = Translator.createAction("code", code)
table.insert(context.RtAct.Actions, action)
table.insert(event.ActionsId, action.Id)
end
-- it adds a new hunt activity in zone within the given context
Translator.createHuntActivityInZone = function(context, zoneName, groupsByName, timerId, wanderTime, alertTime, eatTime, aiScriptDebug)
assert(wanderTime > 0)
assert(alertTime > 0)
assert(eatTime > 0)
local action
local event
local code
local timerEventName = "timer_t" .. timerId .. "_triggered"
-- init start of state
code = 'nextState = 0;\n'
if aiScriptDebug then
code = 'log("start_of_state: zone=' .. zoneName .. ', group=' .. groupsByName .. '");\n' .. code
end
event = Translator.createEvent("start_of_state", zoneName, groupsByName)
table.insert(context.RtAct.Events, event)
action = Translator.createAction("code", code)
table.insert(context.RtAct.Actions, action)
table.insert(event.ActionsId, action.Id)
-- init when the group arrives in the zone
code =
'if (nextState == 0)\n' ..
'{\n'
if aiScriptDebug then
code = code ..
' log("destination_reached_all: zone=' .. zoneName .. ', group=' .. groupsByName .. '");\n'
end
code = code ..
' nextState = 1;\n' ..
--- ' ()setFactionProp("ennemyFaction", "' .. Translator.PredatorEnemyFaction .. '");\n' ..
' ()setTimer(1, ' .. timerId .. ');\n' ..
'}\n'
event = Translator.createEvent("destination_reached_all", zoneName, groupsByName)
table.insert(context.RtAct.Events, event)
action = Translator.createAction("code", code)
table.insert(context.RtAct.Actions, action)
table.insert(event.ActionsId, action.Id)
-- activity states
code =
'if (nextState == 1) {\n' ..
' nextState = 2;\n' ..
' ()stopMoving();\n' ..
' ()setMode("Alert");\n' ..
' ()setTimer(' .. alertTime .. ', ' .. timerId .. ');\n' ..
'} else if (nextState == 2) {\n' ..
' nextState = 1;\n' ..
' ()setMode("Normal");\n' ..
' ()wander();\n' ..
' ()setTimer(' .. wanderTime .. ', ' .. timerId .. ');\n' ..
'} else if (nextState == 3) {\n' ..
' nextState = 1;\n' ..
-- ' ()setFactionProp("ennemyFaction", "'.. Translator.PredatorEnemyFaction .. '");\n' ..
' ()setMode("Normal");\n' ..
' ()wander();\n' ..
' ()setTimer(' .. wanderTime .. ', ' .. timerId .. ');\n' ..
'} else {\n' ..
' log("unknown state=", nextState, ", zone=' .. zoneName .. ', group=' .. groupsByName .. '");\n' ..
' ()break();\n' ..
'}\n'
if aiScriptDebug then
code = 'log("' .. timerEventName .. ': state=", nextState, ", zone=' .. zoneName .. ', group=' .. groupsByName .. '");\n' .. code
end
event = Translator.createEvent(timerEventName, zoneName, groupsByName)
table.insert(context.RtAct.Events, event)
action = Translator.createAction("code", code)
table.insert(context.RtAct.Actions, action)
table.insert(event.ActionsId, action.Id)
-- eat the corpse when the target is killed
code =
'nextState = 3;\n' ..
--. '()setFactionProp("ennemyFaction", "");\n' ..
'()stopMoving();\n' ..
'()setMode("Eat");\n' ..
'()setTimer(' .. eatTime .. ', ' .. timerId .. ');\n'
if aiScriptDebug then
code = 'log("bot_target_killed: zone=' .. zoneName .. ', group=' .. groupsByName .. '");\n' .. code
end
event = Translator.createEvent("bot_target_killed", zoneName, groupsByName)
table.insert(context.RtAct.Events, event)
action = Translator.createAction("code", code)
table.insert(context.RtAct.Actions, action)
table.insert(event.ActionsId, action.Id)
-- restore things when the group quits the zone
code =
'()timerDisable(' .. timerId .. ');\n' ..
'()setMode("Normal");\n'
-- .. '()setFactionProp("ennemyFaction", "Player");\n'
if aiScriptDebug then
code = 'log("end_of_state: zone=' .. zoneName .. ', group=' .. groupsByName .. '");\n' .. code
end
event = Translator.createEvent("end_of_state", zoneName, groupsByName)
table.insert(context.RtAct.Events, event)
action = Translator.createAction("code", code)
table.insert(context.RtAct.Actions, action)
table.insert(event.ActionsId, action.Id)
end
-- set GroupParameters of a rt Group by readin a hl Np
-- eg set BotAttackable, aggro_range ..
Translator.setGroupParameters = function(hlNpc, rtNpcGrp)
assert(hlNpc and type(hlNpc) == "userdata")
rtNpcGrp.GrpParameters = "ring\n" .. rtNpcGrp.GrpParameters
rtNpcGrp.AiProfilParams = ""
local botAttackable = hlNpc.BotAttackable
if botAttackable == 1
then
rtNpcGrp.GrpParameters = rtNpcGrp.GrpParameters.."bot_attackable".. "\n"
end
local playerAttackable = hlNpc.PlayerAttackable
if playerAttackable == 1
then
rtNpcGrp.GrpParameters = rtNpcGrp.GrpParameters.."player_attackable".. "\n"
end
local aggroRange = hlNpc.Aggro
if aggroRange ~= nil and aggroRange >= 0
then
if (aggroRange > 120) then aggroRange = 120 end
rtNpcGrp.GrpParameters = rtNpcGrp.GrpParameters.."aggro range: "..aggroRange.."\n"
end
-- if hlNpc.UseFame and hlNpc.UseFame == 1 and hlNpc.Fame then
-- rtNpcGrp.AiProfilParams = rtNpcGrp.AiProfilParams
-- .. "faction:" .. hlNpc.Fame .. "\n"
-- .. "fame_for_guard_attack:-300000\n"
-- end
local speed = hlNpc.Speed
if speed ~= nil and type(speed) == "number" and speed == 1 then
rtNpcGrp.AiProfilParams = rtNpcGrp.AiProfilParams .. "running\n"
end
local autoSpawn = hlNpc.AutoSpawn
if autoSpawn ~= nil and autoSpawn == 0 then
rtNpcGrp.AutoSpawn = 0
end
local noRespawn = hlNpc.NoRespawn
if noRespawn ~= nil and noRespawn == 1 then
rtNpcGrp.GrpParameters = rtNpcGrp.GrpParameters.. "respawn time:-1\n"
end
local isFauna = hlNpc.IsFauna
if isFauna ~= nil and isFauna == 1 then
rtNpcGrp.GrpParameters = rtNpcGrp.GrpParameters.. "denied_astar_flags:WaterAndNoGo\n"
end
end
-- TODO doc
---- EventHandlers
-- Components
--- Condition
Translator.getComponentGenericEvent =function(rtNpcGrp, id)
assert(rtNpcGrp)
assert(id)
local prefix = ""
if rtNpcGrp.Id and rtNpcGrp.Id ~= "" then
prefix = r2:getNamespace() .. rtNpcGrp.Id.."."
end
local eventHandler = Translator.createEvent("user_event_0", "", rtNpcGrp.Id)
local condition = prefix.. "e == " .. tostring(id)
local firstCondition = Translator.createAction("dynamic_if", condition)
return eventHandler, firstCondition, firstCondition
end
Translator.getComponentUserEvent =function(rtNpcGrp, id)
assert(rtNpcGrp)
assert(rtNpcGrp.Id)
assert(id)
local eventHandler = Translator.createEvent("user_event_".. id, "", rtNpcGrp.Id)
-- local condition = "1 == 1"
-- local firstCondition = Translator.createAction("dynamic_if", condition)
return eventHandler, nil, nil
--, firstCondition, firstCondition
end
-- NPC
-- Selecter
Translator.getNpcLogicCondition = function(entity, context, condition )
assert( condition.Class == "ConditionStep")
local rtNpcGrp = Translator.getRtGroup(context, condition.Entity)
assert(rtNpcGrp)
local funs ={}
funs["is in activity sequence"] =Translator.getNpcLogicConditionIsInActivitySequence
funs["is in activity step"] = Translator.getNpcLogicConditionIsInActivityStep
funs["is in chat sequence"] = Translator.getNpcLogicConditionIsInChatSequence
funs["is in chat step"] = Translator.getNpcLogicConditionIsInChatStep
funs["is dead"] = Translator.getNpcLogicConditionIsDead
funs["is alive"] = Translator.getNpcLogicConditionIsAlive
local fun = funs[ condition.Condition.Type ]
if fun then
return fun(entity, context, condition, rtNpcGrp)
end
local firstAction, lastAction = nil,nil
return firstAction, lastAction
end
Translator.getNpcLogicAction = function(entity, context, action)
assert( action.Class == "ActionStep")
local rtNpcGrp = Translator.getRtGroup(context, action.Entity)
assert(rtNpcGrp)
local funs ={}
funs["Deactivate"] =Translator.getNpcLogicActionDeactivate
funs["Activate"] =Translator.getNpcLogicActionActivate
funs["Kill"] = Translator.getNpcLogicActionKill
funs["begin activity sequence"] = Translator.getNpcLogicActionBeginActivitySequence
funs["begin chat sequence"] = Translator.getNpcLogicActionBeginChatSequence
funs["Stand Up"] = Translator.getNpcLogicActionStandUp
funs["Sit Down"] = Translator.getNpcLogicActionSitDown
funs["Fight with player"] = Translator.getNpcLogicActionFightPlayer
funs["Fight with Npcs"] = Translator.getNpcLogicActionFightNpcs
funs["Dont fight with player"] = Translator.getNpcLogicActionDontFightPlayer
funs["Dont fight with Npcs"] = Translator.getNpcLogicActionDontFightNpcs
funs["Run"] = Translator.getNpcLogicActionRun
funs["Dont run"] = Translator.getNpcLogicActionDontRun
funs["emits user event"] = Translator.getNpcLogicActionEmitsUserEvent
local fun = funs[ action.Action.Type ]
if fun then
return fun(entity, context, action, rtNpcGrp)
end
local firstAction, lastAction = nil,nil
return firstAction, lastAction
end
Translator.getNpcLogicEvent = function(entity, context, event)
assert( event.Class == "LogicEntityAction")
local rtNpcGrp = Translator.getRtGroup(context, entity.InstanceId)
assert(rtNpcGrp)
local funs ={}
funs["activation"] = Translator.getNpcLogicEventActivation
funs["desactivation"] = Translator.getNpcLogicEventDesactivation
funs["death"] = Translator.getNpcLogicEventDeath
funs["end of activity step"] = Translator.getNpcLogicEventEndOfActivityStep
funs["begin of activity step"] = Translator.getNpcLogicEventBeginOfActivityStep
funs["end of activity sequence"] = Translator.getNpcLogicEventEndOfActivitySequence
funs["begin of activity sequence"] = Translator.getNpcLogicEventBeginOfActivitySequence
funs["end of chat step"] = Translator.getNpcLogicEventEndOfChatStep
funs["end of chat sequence"] = Translator.getNpcLogicEventEndOfChatSequence
funs["user event emitted"] = Translator.getNpcLogicEventUserEventEmitted
-- There is also group specific functions
local eventHandler, firsCondition, lastCondition = nil, nil, nil
local value = event.Event.Type
local fun = funs[value ]
if fun then
return fun(entity, context, event, rtNpcGrp)
end
if value == "member death" then
local eventHandler = Translator.createEvent("bot_killed", "", rtNpcGrp.Id)
return eventHandler, nil, nil
elseif value == "group death" then
local eventHandler = Translator.createEvent("group_eliminated", "", rtNpcGrp.Id)
return eventHandler, nil, nil
elseif value == "targeted by player" then
local eventHandler = Translator.createEvent("player_target_npc", "", rtNpcGrp.Id)
return eventHandler, nil, nil
end
return eventHandler, firsCondition, lastCondition
end
--- Event
Translator.getGenericLogicEventDesactivation = function (rtNpcGrp)
local eventHandler, firsCondition, lastCondition = nil, nil, nil
eventHandler = Translator.createEvent("group_despawned", "", rtNpcGrp.Id)
return eventHandler, firsCondition, lastCondition
end
Translator.getNpcLogicEventDesactivation = function (hlComponent, context, event, rtNpcGrp)
return Translator.getGenericLogicEventDesactivation(rtNpcGrp)
end
Translator.getNpcLogicEventUserEventEmitted = function (hlComponent, context, event, rtNpcGrp)
local eventHandler, firsCondition, lastCondition = nil, nil, nil
value = event.Event.ValueString
if value then value = tonumber(value) end
if not value then return end
return Translator.getComponentGenericEvent(rtNpcGrp, value)
end
Translator.getNpcLogicEventActivation = function (hlComponent, context, event, rtNpcGrp)
local eventHandler, firsCondition, lastCondition = nil, nil, nil
eventHandler = Translator.createEvent("group_spawned", "", rtNpcGrp.Id)
return eventHandler, firsCondition, lastCondition
end
Translator.getGenericLogicEventDeath= function(rtNpcGrp)
local eventHandler, firsCondition, lastCondition = nil, nil, nil
eventHandler = Translator.createEvent("bot_killed", "", rtNpcGrp.Id)
return eventHandler, firsCondition, lastCondition
end
Translator.getNpcLogicEventDeath= function(hlComponent, context, event, rtNpcGrp)
return Translator.getGenericLogicEventDeath(rtNpcGrp)
end
Translator.getGenericLogicEventEndOfActivitySequence = function(hlComponent, value, rtNpcGrp)
local sequenceInstanceId = tostring(value)
local sequence = r2:getInstanceFromId(sequenceInstanceId)
assert(sequence)
local n = table.getn(sequence.Components)
if n > 0 then
local firstStep = sequence.Components[ n-1 ].InstanceId
eventHandler = Translator.createEvent("timer_t0_triggered", "", rtNpcGrp.Id)
local value = tostring(firstStep)
local tab=Logic.findActivityStepIdByInstanceId(sequence.Parent.Parent.Parent, value)
local id, id2 = tab[1], tab[2]
if (id == -1 or id2 == -1) then
printWarning("error in translation: the event '"..event.Name .. "' in component '" .. hlComponent.Name ..
"': the selected activity step can not be found");
return nil, nil, nil
end
local prefix = ""
local condition1 = prefix .. "oldActivityStepVar2 == ".. tostring(id + 1) -- in theory it must be (id-1) +1
local condition2 = prefix .. "currentActivitySequenceVar == ".. tostring(id2-1)
local firstCondition = Translator.createAction("dynamic_if", condition1)
local lastCondition = Translator.createAction("dynamic_if", condition2)
table.insert(firstCondition.Children, lastCondition)
return eventHandler, firstCondition, lastCondition
else
local eventHandler, firsCondition, lastCondition = nil, nil, nil
eventHandler = Translator.createEvent("timer_t0_triggered", "", rtNpcGrp.Id)
local prefix = ""
local tab=Logic.findActivitySequenceIdByInstanceId(sequence.Parent.Parent.Parent, value)
local id = tab[1]
local condition = prefix .. "currentActivitySequenceVar == ".. tostring(id-1)
local firstCondition = Translator.createAction("dynamic_if", condition)
return eventHandler, firstCondition, firstCondition
end
end
Translator.getGenericLogicEventStartOfActivitySequence = function(value, rtNpcGrp)
local sequenceInstanceId = tostring(value)
local sequence = r2:getInstanceFromId(sequenceInstanceId)
assert(sequence)
local n = table.getn(sequence.Components)
if n > 0 then
local firstStep = sequence.Components[0].InstanceId
local eventHandler, firsCondition, lastCondition = nil, nil, nil
eventHandler = Translator.createEvent("timer_t0_triggered", "", rtNpcGrp.Id)
local value = tostring(firstStep)
local tab=Logic.findActivityStepIdByInstanceId(sequence.Parent.Parent.Parent, value)
local id, id2 = tab[1], tab[2]
if (id == -1 or id2 == -1) then
printWarning("error in translation: the event '"..event.Name .. "' in component '" .. hlComponent.Name ..
"': the selected activity step can not be found");
return nil, nil, nil
end
local prefix = ""
local condition1 = prefix .. "oldActivityStepVar2 == ".. tostring(id ) -- in theory it must be (id-1) +1
local condition2 = prefix .. "currentActivitySequenceVar == ".. tostring(id2-1)
local firstCondition = Translator.createAction("dynamic_if", condition1)
local lastCondition = Translator.createAction("dynamic_if", condition2)
table.insert(firstCondition.Children, lastCondition)
return eventHandler, firstCondition, lastCondition
else
local eventHandler, firsCondition, lastCondition = nil, nil, nil
eventHandler = Translator.createEvent("timer_t0_triggered", "", rtNpcGrp.Id)
local prefix = ""
local tab=Logic.findActivitySequenceIdByInstanceId(sequence.Parent.Parent.Parent, value)
local id = tab[1]
local condition = prefix .. "currentActivitySequenceVar == ".. tostring(id-1)
local firstCondition = Translator.createAction("dynamic_if", condition)
return eventHandler, firstCondition, firstCondition
end
end
Translator.getNpcLogicEventBeginOfActivitySequence = function(hlComponent, context, event, rtNpcGrp)
local value = tostring(event.Event.Value)
return Translator.getGenericLogicEventStartOfActivitySequence(value, rtNpcGrp)
end
Translator.getNpcLogicEventEndOfActivitySequence = function(hlComponent, context, event, rtNpcGrp)
local value = tostring(event.Event.Value)
return Translator.getGenericLogicEventEndOfActivitySequence(hlComponent, value, rtNpcGrp)
end
Translator.getNpcLogicEventEndOfActivityStepImpl = function(value, rtNpcGrp)
local eventHandler, firsCondition, lastCondition = nil, nil, nil
eventHandler = Translator.createEvent("timer_t0_triggered", "", rtNpcGrp.Id)
local step = r2:getInstanceFromId(value)
assert(step)
local sequence = step.Parent.Parent
assert(sequence)
local hlComponent = sequence.Parent.Parent.Parent
assert(hlComponent)
local tab=Logic.findActivityStepIdByInstanceId(hlComponent, value)
local id, id2 = tab[1], tab[2]
if (id == -1 or id2 == -1) then
printWarning("error in translation: the event '"..event.Name .. "' in component '" .. hlComponent.Name ..
"': the selected activity step can not be found");
return nil, nil, nil
end
local prefix = ""
local condition1 = prefix .. "oldActivityStepVar2 == ".. tostring(id+1) -- in theory it must be (id-1) +1
local condition2 = prefix .. "currentActivitySequenceVar == ".. tostring(id2-1)
local firstCondition = Translator.createAction("dynamic_if", condition1)
local lastCondition = Translator.createAction("dynamic_if", condition2)
table.insert(firstCondition.Children, lastCondition)
return eventHandler, firstCondition, lastCondition
end
Translator.getNpcLogicEventEndOfActivityStep = function(hlComponent, context, event, rtNpcGrp)
local value = tostring(event.Event.Value)
return Translator.getNpcLogicEventEndOfActivityStepImpl( value, rtNpcGrp)
end
Translator.getNpcLogicEventBeginOfActivityStepImpl = function(value, rtNpcGrp)
local eventHandler, firsCondition, lastCondition = nil, nil, nil
assert(rtNpcGrp)
local step = r2:getInstanceFromId(value)
assert(step)
local sequence = step.Parent.Parent
assert(sequence)
local hlComponent = sequence.Parent.Parent.Parent
assert(hlComponent)
eventHandler = Translator.createEvent("timer_t0_triggered", "", rtNpcGrp.Id)
local tab=Logic.findActivityStepIdByInstanceId(hlComponent, value)
local id, id2 = tab[1], tab[2]
if (id == -1 or id2 == -1) then
printWarning("error in translation: the event '"..event.Name .. "' in component '" .. hlComponent.Name ..
"': the selected activity step can not be found");
return nil, nil, nil
end
local prefix = ""
local condition1 = prefix .. "oldActivityStepVar2 == ".. tostring(id ) -- in theory it must be (id-1) +1
local condition2 = prefix .. "currentActivitySequenceVar == ".. tostring(id2-1)
local firstCondition = Translator.createAction("dynamic_if", condition1)
local lastCondition = Translator.createAction("dynamic_if", condition2)
table.insert(firstCondition.Children, lastCondition)
return eventHandler, firstCondition, lastCondition
end
Translator.getNpcLogicEventBeginOfActivityStep = function(hlComponent, context, event, rtNpcGrp)
local value = tostring(event.Event.Value)
return Translator.getNpcLogicEventBeginOfActivityStepImpl( value, rtNpcGrp)
end
Translator.getNpcLogicEventEndOfChatStepImpl = function(hlComponent, context, event, rtNpcGrp)
local eventHandler, firsCondition, lastCondition = nil, nil, nil
eventHandler = Translator.createEvent("timer_t1_triggered", "", rtNpcGrp.Id)
local value = tostring(event.Event.Value)
local tab=Logic.findChatStepIdByInstanceId(hlComponent, value)
local id, id2 = tab[1], tab[2]
if (id ==-1 or id2 == -1) then
printWarning("error in translation: the event '"..event.Name .. "' in component '" .. hlComponent.Name ..
"': the selected chat step can not be found");
return nil, nil, nil
end
local prefix = ""
local condition1 = prefix.."oldChatStepVar == ".. tostring(id-1)
local condition2 = prefix.."v0 == ".. tostring(id2-1)
local firstCondition = Translator.createAction("dynamic_if", condition1)
local lastCondition = Translator.createAction("dynamic_if", condition2)
table.insert(firstCondition.Children, lastCondition)
return eventHandler, firstCondition, lastCondition
end
Translator.getNpcLogicEventEndOfChatStep = function(hlComponent, context, event, rtNpcGrp)
local value = tostring(event.Event.Value)
return Translator.getNpcLogicEventEndOfChatStepImpl(hlComponent, value, rtNpcGrp)
end
--- Conditions
Translator.getGenericLogicConditionIsInActivitySequence = function(entity, conditionValue, rtNpcGrp)
local prefix = ""
if rtNpcGrp then prefix = r2.getNamespace() ..rtNpcGrp.Id.."." end
local theValue = conditionValue
local tab=Logic.findActivitySequenceIdByInstanceId(entity, theValue)
local id, id2 = tab[1], tab[2]
assert(id ~= -1)
local condition1 = prefix.."oldActivitySequenceVar == ".. tostring(id-1)
local firstCondition = Translator.createAction("dynamic_if", condition1)
local lastCondition = firstCondition
return firstCondition, lastCondition
end
Translator.getNpcLogicConditionIsInActivitySequence = function(entity, context, condition, rtNpcGrp)
local theValue = condition.Condition.Value
return Translator.getGenericLogicConditionIsInActivitySequence(entity, theValue, rtNpcGrp)
end
Translator.getGenericLogicConditionIsInActivityStep = function(entity, conditionValue, rtNpcGrp)
assert(entity and type(entity) == "userdata")
assert(conditionValue and type(conditionValue) == "string")
assert(rtNpcGrp and type(rtNpcGrp) == "table")
local prefix = ""
if rtNpcGrp then prefix = r2.getNamespace() ..rtNpcGrp.Id.."." end
local theValue = conditionValue
local tab=Logic.findActivityStepIdByInstanceId(entity, theValue)
local id, id2 = tab[1], tab[2]
assert(id ~= -1 and id2 ~= -2);
local condition1 = prefix.."oldActivityStepVar2 == ".. tostring(id)
local condition2 = prefix.."currentActivitySequenceVar == ".. tostring(id2-1)
local firstCondition = Translator.createAction("dynamic_if", condition1)
local lastCondition = Translator.createAction("dynamic_if", condition2)
table.insert(firstCondition.Children, lastCondition)
return firstCondition, lastCondition
end
Translator.getNpcLogicConditionIsInActivityStep = function(entity, context, condition, rtNpcGrp)
assert(entity and type(entity) == "userdata")
assert(context and type(context) == "table")
assert(condition and type(condition) == "userdata" and condition.Class == "ConditionStep")
assert(rtNpcGrp and type(rtNpcGrp) == "table")
local conditionValue = condition.Condition.Value
return Translator.getGenericLogicConditionIsInActivityStep(entity, conditionValue, rtNpcGrp)
end
Translator.getNpcLogicConditionIsDeadOrAlive = function(entity, context, condition, rtNpcGrp, isAlive)
assert(entity and type(entity) == "userdata")
assert(context and type(context) == "table")
assert(condition and type(condition) == "userdata" and condition.Class == "ConditionStep")
assert(rtNpcGrp and type(rtNpcGrp) == "table")
local prefix = ""
if rtNpcGrp then prefix = r2.getNamespace() ..rtNpcGrp.Id.."." end
local lastCondition = Translator.createAction("dynamic_if", prefix.."alive == "..tonumber(isAlive) )
local firstCondition = Translator.createAction("multi_actions",
{
Translator.createAction("code","("..prefix.."alive)"..prefix.."isAlived();" ),
lastCondition
})
return firstCondition, lastCondition
end
Translator.getNpcLogicConditionIsDead = function(entity, context, condition, rtNpcGrp)
return Translator.getNpcLogicConditionIsDeadOrAlive(entity, context, condition, rtNpcGrp, 0)
end
Translator.getNpcLogicConditionIsAlive = function(entity, context, condition, rtNpcGrp)
return Translator.getNpcLogicConditionIsDeadOrAlive(entity, context, condition, rtNpcGrp, 1)
end
-- Action
Translator.getNpcLogicActionDeactivate = function(entity, context, action, rtNpcGrp)
if (not entity or not rtNpcGrp) then
return nil
end
local prefix = ""
if rtNpcGrp then prefix = r2.getNamespace() ..rtNpcGrp.Id.."." end
local retAction = Translator.createAction("code", "()"..prefix.."despawn(0);", "")
assert(retAction)
retAction.Name = "desactivate"
return retAction, retAction
end
Translator.getNpcLogicActionActivate = function(entity, context, action, rtNpcGrp)
if (not entity or not rtNpcGrp) then
return nil
end
local prefix = ""
if rtNpcGrp then prefix = r2.getNamespace() ..rtNpcGrp.Id.."." end
--()setAutoSpawn(1);
local retAction = Translator.createAction("code", "()"..prefix.."spawn();", "")
assert(retAction)
retAction.Name = "activate"
return retAction, retAction
end
Translator.getNpcLogicActionKill = function(entity, context, action, rtNpcGrp)
local prefix = ""
if rtNpcGrp then prefix = r2.getNamespace() ..rtNpcGrp.Id.."." end
local retAction = Translator.createAction("code", "()"..prefix.."setHPScale(0);")
assert(retAction)
retAction.Name = "kill"
return retAction, retAction
end
Translator.getGenericLogicActionBeginActivitySequence = function(sequenceInstanceId, rtNpcGrp)
local activityStates = Logic.ActivitiesStates[sequenceInstanceId]
assert(activityStates)
local activityStatesId = activityStates[sequenceInstanceId][1].Id
local retAction = Translator.createAction("code", "()"..r2:getNamespace() .. rtNpcGrp.Id .. "." .. "postNextState(\""..r2:getNamespace()..activityStatesId.."\");", rtNpcGrp.Id)
return retAction, retAction
end
Translator.getNpcLogicActionBeginActivitySequence = function(entity, context, action, rtNpcGrp)
local sequenceInstanceId = action.Action.Value
return Translator.getGenericLogicActionBeginActivitySequence(sequenceInstanceId, rtNpcGrp)
end
Translator.getNpcLogicActionSitDown = function(entity, context, action, rtNpcGrp)
local retAction = Translator.createAction("sit_down", rtNpcGrp.Id)
assert(retAction)
retAction.Name = "sitDown"
return retAction, retAction
end
Translator.getNpcLogicActionStandUp = function(entity, context, action, rtNpcGrp)
local retAction =Translator.createAction("stand_up", rtNpcGrp.Id)
retAction.Name = "standUp"
return retAction, retAction
end
Translator.getNpcLogicActionFightPlayer = function(entity, context, action, rtNpcGrp)
local leader = entity
if entity:isKindOf("NpcGrpFeature") then
if table.getn(entity.Components) >= 0 then
leader = entity.Components[0]
else
leader = nil
end
end
assert(leader)
local category = leader.SubCategory
local aggro = leader.Aggro
if not category then
category = leader.Category
end
local action1 = Translator.createAction("set_player_attackable", rtNpcGrp.Id, 1)
local action2 = r2.Translator.createAction("faction_init", rtNpcGrp.Id, category, aggro, leader.BotAttackable, 1)
local retAction = r2.Translator.createAction("multi_actions", {action1, action2})
retAction.Name = "Fight with player"
return retAction ,retAction
end
Translator.getNpcLogicActionDontFightPlayer = function(entity, context, action, rtNpcGrp)
local leader = entity
if entity:isKindOf("NpcGrpFeature") then
if table.getn(entity.Components) >= 0 then
leader = entity.Components[0]
else
leader = nil
end
end
assert(leader)
local category = leader.SubCategory
local aggro = leader.Aggro
if not category then
category = leader.Category
end
local action1 = Translator.createAction("set_player_attackable", rtNpcGrp.Id, 0)
local action2 = r2.Translator.createAction("faction_init", rtNpcGrp.Id, category, aggro, leader.BotAttackable, 0)
local retAction = r2.Translator.createAction("multi_actions", {action1, action2})
retAction.Name = "Dont fight with player"
return retAction ,retAction
end
Translator.getNpcLogicActionFightNpcs = function(entity, context, action, rtNpcGrp)
local leader = entity
if entity:isKindOf("NpcGrpFeature") then
if table.getn(entity.Components) >= 0 then
leader = entity.Components[0]
else
leader = nil
end
end
assert(leader)
local category = leader.SubCategory
local aggro = leader.Aggro
if not category then
category = leader.Category
end
local action1 = Translator.createAction("set_bot_attackable", rtNpcGrp.Id, 1)
local action2 = Translator.createAction("faction_init", rtNpcGrp.Id, category, aggro, 1, leader.PlayerAttackable)
local retAction = r2.Translator.createAction("multi_actions", {action1, action2})
retAction.Name = "Fight with Npcs"
--inspect(action2)
return retAction ,retAction
end
Translator.getNpcLogicActionDontFightNpcs = function(entity, context, action, rtNpcGrp)
local leader = entity
if entity:isKindOf("NpcGrpFeature") then
if table.getn(entity.Components) >= 0 then
leader = entity.Components[0]
else
leader = nil
end
end
assert(leader)
local category = leader.SubCategory
local aggro = leader.Aggro
if not category then
category = leader.Category
end
local action1 = Translator.createAction("set_bot_attackable", rtNpcGrp.Id, 0)
local action2 = r2.Translator.createAction("faction_init", rtNpcGrp.Id, category, aggro, 0, leader.PlayerAttackable)
local retAction = r2.Translator.createAction("multi_actions", {action1, action2})
retAction.Name = "Dont fight with Npcs"
return retAction ,retAction
end
Translator.getNpcLogicActionRun = function(entity, context, action, rtNpcGrp)
local action1 = Translator.createAction("set_running_speed", rtNpcGrp.Id)
action1.Name = "Run"
return action1, action1
end
Translator.getNpcLogicActionDontRun = function(entity, context, action, rtNpcGrp)
local action1 = Translator.createAction("set_walking_speed", rtNpcGrp.Id)
action1.Name = "Dont run"
return action1, action1
end
Translator.getNpcLogicActionEmitsUserEvent = function(entity, context, action, rtNpcGrp)
if not action.Action.ValueString then return end
local value = tostring(action.Action.ValueString)
local action1 = Translator.createAction("generic_event_trigger", rtNpcGrp.Id, value)
action1.Name = "Trigger User Event"
return action1, action1
end
-- TODO to up
-- Register an RtNpcGrp to a specific instanceId
Translator.registerManager = function(context, comp)
local rtNpcGrp = r2.newComponent("RtNpcGrp")
table.insert(context.RtAct.NpcGrps, rtNpcGrp)
context.RtGroups[tostring(comp.InstanceId)] = rtNpcGrp
rtNpcGrp.Name = rtNpcGrp.Id
end
function Translator.createAiGroup(entity, context)
local rtNpcGrp = Translator.getRtGroup(context, entity.InstanceId)
rtNpcGrp.GrpParameters = "ring\n".. rtNpcGrp.GrpParameters
rtNpcGrp.AutoSpawn = 0
local aiState = r2.newComponent("RtAiState")
aiState.AiActivity = "normal"
table.insert(context.RtAct.AiStates, aiState)
table.insert(aiState.Children, rtNpcGrp.Id)
context.GroupStatesName[rtNpcGrp.Id] = aiState.Id
return rtNpcGrp, aiState
end
function Translator.translateAiGroup(entity, context)
local rtNpcGrp = Translator.getRtGroup(context, entity.InstanceId)
if entity.Behavior.Actions then
Translator.translateEventHandlers( context, entity, entity.Behavior.Actions, rtNpcGrp)
end
end
function Translator.translateAiGroupEvent(eventName, entity, context, rtAction)
assert(rtAction)
--inspect(context)
local rtNpcGrp = Translator.getRtGroup(context, entity.InstanceId)
local states = Translator.getRtStatesNames(context, entity.InstanceId)
-- local rtAct = context.RtAct
local act = entity:getParentAct()
local rtAct2 = context.ActIdToRtAct[act.InstanceId]
local entityAct = context.Act
local entityIndex = context.Scenario:getActIndex(act.InstanceId)
local componentIndex = context.Scenario:getActIndex(context.Act.InstanceId)
-- entity on act2, component on act1 (they can not interact)
if entityIndex ~= componentIndex and entityIndex ~= 0 and componentIndex ~= 0 then
return
end
local rtAct = context.RtAct
if rtAct2 ~= rtAct then
local baseAct = context.Scenario:getBaseAct()
local index = context.Scenario:getActIndex(context.Act.InstanceId)
if index == -1 then
printWarning("Invalid Scenario")
end
-- Permanent content is known by everyone
if index ~= 0 then
local rtNpcGrpBase = r2.Translator.getRtGroup(context, baseAct.InstanceId)
local action = Translator.createAction("test_act", rtNpcGrpBase.Id , index)
table.insert(action.Children, rtAction)
rtAction = action
end
end
local rtEvent = Translator.createEvent(eventName, states, rtNpcGrp.Id)
table.insert(rtEvent.ActionsId, rtAction.Id)
table.insert(rtAct2.Events, rtEvent)
table.insert(rtAct2.Actions, rtAction)
end
function Translator.translateAiGroupInitialState(entity, context, rtAction)
return Translator.translateAiGroupEvent("start_of_state", entity, context, rtAction)
end
function Translator.translateAiGroupPlayerTargetNpc(entity, context, rtAction)
return Translator.translateAiGroupEvent("player_target_npc", entity, context, rtAction)
end
--Group
Translator.getNpcGroupLogicGroupDeath= function(this, context, eventrtNpcGrp, rtNpcGrp)
local eventHandler, firsCondition, lastCondition = nil, nil, nil
eventHandler = Translator.createEvent("group_eliminated", "", rtNpcGrp.Id)
return eventHandler, firsCondition, lastCondition
end
function Translator.translateDialog(entity, context)
local rtNpcGrp = Translator.getRtGroup(context, entity.InstanceId)
local beforeWait = 0
if (table.getn(entity.Components) > 0) then
local i = 0
while i < table.getn(entity.Components) and not entity.Components[i]:isKindOf("ChatStep") do
i = i + 1
end
if i < table.getn(entity.Components) and entity.Components[i]:isKindOf("ChatStep") then
beforeWait = entity.Components[i].Time
end
end
local rtEventStart = Translator.createEvent("timer_t1_triggered", "", rtNpcGrp.Id) -- Start Of Chat Step
local rtDialogOk = Translator.createAction("switch_actions", Logic.chatStepVar)
local rtAction = nil
local rtAction2 = nil
rtAction = Translator.createAction("chat_step_first", rtNpcGrp.Id, beforeWait)
table.insert(rtDialogOk.Children, rtAction)
local chatStepIndex = 0
local componentIndex, component = next(entity.Components)
local endParam = { Grps={}, Whos={}, Emotes={}, Indexs={}, Says={}, WhoNoEntitys={}}
while componentIndex do
if component and component:isKindOf("ChatStep") then
chatStepIndex = chatStepIndex + 1
local param = {}
local who = r2:getInstanceFromId(component.Actions[0].Who)
local facing = r2:getInstanceFromId(component.Actions[0].Facing)
local whoGrp = nil
local whoName = nil
local facingGrp = nil
local facingName = nil
if who then
whoGrp = Translator.getRtGroup(context, who.InstanceId)
whoGrp = whoGrp.Id
whoName = who.Name
end
if facing then
facingGrp = Translator.getRtGroup(context, facing.InstanceId)
facingGrp = facingGrp.Id
facingName = facing.Name
end
param.WhoGrp = whoGrp
param.Who = whoName
param.FacingGrp = facingGrp
param.Facing = facingName
if not param.Facing then param.Facing = "" end
param.Says = r2.Features.TextManager.getRtId(context, component.Actions[0].Says)
if not param.Says then param.Says = "" end
param.Emote = component.Actions[0].Emote
if not param.Emote then param.Emote = "" end
param.Index = chatStepIndex
param.WhoNoEntity = component.Actions[0].WhoNoEntity
if not param.WhoNoEntity then param.WhoNoEntity = "" end
param.Break = 0
if component.BreakAtEnd then
param.Break = component.BreakAtEnd
end
componentIndex, component = next(entity.Components, componentIndex)
if component then
param.Time = component.Time
else
param.Time = 3
end
rtAction = Translator.createAction("chat_step", rtNpcGrp.Id, param)
table.insert(rtDialogOk.Children, rtAction)
table.insert(endParam.Indexs, param.Index)
table.insert(endParam.Grps, param.WhoGrp)
table.insert(endParam.Whos, param.Who)
table.insert(endParam.Emotes, param.Emote)
table.insert(endParam.Says, param.Says)
table.insert(endParam.WhoNoEntitys, param.WhoNoEntity)
else -- !if isKindOf("ChatStep")
componentIndex, component = next(entity.Components, componentIndex)
end
end
rtAction = Translator.createAction("chat_step_last", rtNpcGrp.Id, chatStepIndex+1)
table.insert(rtDialogOk.Children, rtAction)
local rtDialogStart = Translator.createAction("dynamic_if", "start == 1" , rtDialogOk )
table.insert(rtEventStart.ActionsId, rtDialogStart.Id)
table.insert(context.RtAct.Events, rtEventStart)
table.insert(context.RtAct.Actions, rtDialogStart)
local baseAct = context.Scenario:getBaseAct()
local rtNpcGrpBase = r2.Translator.getRtGroup(context, baseAct.InstanceId)
local rtActionEnd = Translator.createAction("chat_step_end", rtNpcGrp.Id, endParam, rtNpcGrpBase.Id)
if (rtActionEnd) then
local rtEvenEnd = Translator.createEvent("timer_t0_triggered", "", rtNpcGrp.Id) -- Endo Of Chat Step
table.insert(rtEvenEnd.ActionsId, rtActionEnd.Id)
table.insert(context.RtAct.Events, rtEvenEnd)
table.insert(context.RtAct.Actions, rtActionEnd)
end
do
local rtInitialState= Translator.createAction("dialog_init", rtNpcGrp.Id , entity.Repeating, entity.AutoStart )
Translator.translateAiGroupInitialState(entity, context, rtInitialState)
end
if (entity.AutoStart == 1) then
local rtInitialState = r2.Translator.createAction("dynamic_if", r2:getNamespace()..rtNpcGrp.Id..".Active == 1",
Translator.createAction("dialog_starts", rtNpcGrp.Id )
)
Translator.translateAiGroupInitialState(entity, context, rtInitialState)
end
Translator.translateAiGroup(entity, context)
end
Translator.getNpcGroupLogicGroupAMemberDeath = Translator.getNpcLogicEventDeath
-- user Event 0
-- start = 1
--
-- TODO: d<>m<EFBFBD>ler les events (tmp: on utilise les events 7 et 8 pour respectivement activate et deactivate)
--
function Translator.getDialogLogicAction(entity, context, action)
assert( action.Class == "ActionStep")
local firstAction, lastAction = nil, nil
assert( action.Class == "ActionStep")
local component = r2:getInstanceFromId(action.Entity)
assert(component)
local rtNpcGrp = Translator.getRtGroup(context, component.InstanceId)
assert(rtNpcGrp)
if action.Action.Type == 'activate' then
local action1 = r2.Translator.createAction("set_value", rtNpcGrp.Id, "Active", 1)
local action2 = r2.Translator.createAction("user_event_trigger", rtNpcGrp.Id, 7)
local action3 = r2.Translator.createAction("dynamic_if", r2:getNamespace()..rtNpcGrp.Id..".AutoStart == 1",
Translator.createAction("dialog_starts", rtNpcGrp.Id)
)
local actionActivate = r2.Translator.createAction("multi_actions", {action1, action2, action3})
local retAction = r2.Translator.createAction("dynamic_if", r2:getNamespace()..rtNpcGrp.Id..".Active == 0", actionActivate)
return retAction, retAction
elseif action.Action.Type == 'deactivate' then
--local action1 = r2.Translator.createAction("set_value", rtNpcGrp.Id, "Active", 0)
local action1 = r2.Translator.createAction("dialog_deactivate", rtNpcGrp.Id)
local action2 = r2.Translator.createAction("user_event_trigger", rtNpcGrp.Id, 8)
--local action3 = r2.Translator.createAction("dialog_stops", rtNpcGrp.Id)
local retAction = r2.Translator.createAction("if_value_equal", rtNpcGrp.Id, "Active", 1,
r2.Translator.createAction("multi_actions", {action1, action2}))
return retAction, retAction
elseif action.Action.Type == 'starts dialog' then
local retAction = r2.Translator.createAction("dynamic_if", r2:getNamespace()..rtNpcGrp.Id..".Active == 1",
Translator.createAction("dialog_starts", rtNpcGrp.Id)
)
return retAction, retAction
elseif action.Action.Type == 'continues dialog' then
local retAction = r2.Translator.createAction("dynamic_if", r2:getNamespace()..rtNpcGrp.Id..".Active == 1",
Translator.createAction("dialog_continues", rtNpcGrp.Id)
)
return retAction, retAction
elseif action.Action.Type == 'starts chat' then
local index = Translator.getChatPositionFromDialog(component, action.Action.Value)
if index == -1 then return nil end
local retAction = r2.Translator.createAction("dynamic_if", r2:getNamespace()..rtNpcGrp.Id..".Active == 1",
Translator.createAction("chat_starts", rtNpcGrp.Id, index)
)
return retAction, retAction
elseif action.Action.Type == 'stops dialog' then
--add condition if Active == 1 ?
local retAction = Translator.createAction("dialog_stops", rtNpcGrp.Id)
return retAction, retAction
end
printWarning('Action not implemented yet :'.. action.Action.Type)
assert(nil)
return nil, nil
end
function Translator.getChatPositionFromDialog(dialog, chatInstanceId)
assert(dialog)
assert(dialog.Class == 'ChatSequence' or dialog.Class == "ProximityDialog")
assert(chatInstanceId ~= nil and chatInstanceId ~= "")
local index = -1
local componentIndex, component = next(dialog.Components)
while componentIndex do
if component.Class == 'ChatStep' then
index = index + 1
if tostring(component.InstanceId) == tostring(chatInstanceId) then
return index
end
end
componentIndex, component = next(dialog.Components, componentIndex)
end
return -1
end
--
-- TODO: d<>m<EFBFBD>ler les events (tmp: on utilise les events 7 et 8 pour respectivement activate et deactivate)
--
function Translator.getDialogLogicEvent(entity, context, event)
assert(entity)
assert( event.Class == "LogicEntityAction")
local component = entity -- r2:getInstanceFromId(event.Entity)
assert(component)
local rtNpcGrp = Translator.getRtGroup(context, component.InstanceId)
assert(rtNpcGrp)
local states = Translator.getRtStatesNames(context, entity.InstanceId)
local eventType = tostring(event.Event.Type)
if eventType == 'activation' then
return r2.Translator.getComponentUserEvent(rtNpcGrp, 7)
elseif eventType == 'deactivation' then
return r2.Translator.getComponentUserEvent(rtNpcGrp, 8)
elseif eventType == 'end of chat' then
local action = Translator.createEvent("timer_t2_triggered", states, rtNpcGrp.Id)
local index = Translator.getChatPositionFromDialog(component, event.Event.Value)
if index == -1 then return nil end
local firstCondition = Translator.createAction("if_value_equal", rtNpcGrp.Id, "v1", index + 2, firstCondition)
return action, firstCondition, firstCondition
elseif eventType == 'end of dialog' then
return Translator.getComponentUserEvent(rtNpcGrp, 2)
elseif eventType == 'start of chat' then
local action = Translator.createEvent("user_event_4", states, rtNpcGrp.Id)
local index = Translator.getChatPositionFromDialog(component, event.Event.Value)
if index == -1 then return nil end
local firstCondition = Translator.createAction("if_value_equal", rtNpcGrp.Id, "v1", index+2, firstCondition)
return action, firstCondition, firstCondition
elseif eventType == 'start of dialog' then
return Translator.getComponentUserEvent(rtNpcGrp, 1)
end
printWarning('Event not implemented yet :'.. event.Event.Type)
assert(nil)
end
Translator.getDialogLogicCondition = function(entity, context, condition )
assert( condition.Class == "ConditionStep")
local rtNpcGrp = Translator.getRtGroup(context, condition.Entity)
assert(rtNpcGrp)
local funs ={}
if condition.Condition.Type == "is in dialog" then
local firstCondition = Translator.createAction("if_value_equal", rtNpcGrp.Id, "start", 1)
return firstCondition, firstCondition
end
if condition.Condition.Type == "is not in dialog" then
local firstCondition = Translator.createAction("if_value_equal", rtNpcGrp.Id, "start", 0)
return firstCondition, firstCondition
end
if condition.Condition.Type == "is in chat" then
local index = Translator.getChatPositionFromDialog(entity, condition.Condition.Value)
assert(index ~= -1)
local lastCondition = Translator.createAction("if_value_equal", rtNpcGrp.Id, "v1", index+2)
local firstCondition = Translator.createAction("if_value_equal", rtNpcGrp.Id, "start", 1, lastCondition)
return firstCondition, lastCondition
end
printWarning('Condition not implemented yet :'.. condition.Condition.Type)
return nil, nil
end
function Translator.translateDefaultFeature(entity, context, translateActivity)
local components = entity.Components
--luaObject(context.Feature)
local key,comp = next(components,nil)
while(key ~= nil)
do
-- Npc case (npc alone not object)
if (comp.isKindOf and comp:isKindOf("Npc")) then
local hlNpc = comp
context.Feature = hlNpc
-- create and set rtNpc
local rtNpc = r2.Translator.translateNpc(hlNpc, context)
table.insert(context.RtAct.Npcs, rtNpc)
-- create or get rtGrp
-- set rtGrp.GroupParameter by reading hlNpc (Aggro, Player attackable..)
local rtNpcGrp = r2.Translator.getRtGroup(context,hlNpc.InstanceId)
r2.Translator.setGroupParameters (hlNpc, rtNpcGrp)
table.insert(rtNpcGrp.Children, rtNpc.Id)
-- set activity
-- when translating a usercomponentholder (container which has aiActivities), we must translate the AiActivities
if translateActivity and translateActivity == true
then
local aiActivity = r2.Translator.getAiActivity(hlNpc)
r2.Translator.translateActivities(context, hlNpc, hlNpc:getBehavior(), rtNpcGrp, aiActivity)
end
-- set eventHandlers
r2.Translator.translateEventHandlers(context, hlNpc, hlNpc:getBehavior().Actions, rtNpcGrp)
end
key,comp = next(components,key)
end
end
function Translator.pretranslateDefaultFeature(this, context)
local components = this.Components
local key, comp = next(components, nil)
while (key ~= nil) do
if (comp.isKindOf and comp:isKindOf("Npc")) then
local rtNpcGrp = r2.Translator.getRtGroup(context,comp.InstanceId)
end
key, comp = next(components, key)
end
end
function Translator.pretranslateDefaultFeature2(this, context)
local components = this.Components
local key, comp = next(components, nil)
while (key ~= nil) do
if (comp.isKindOf and comp:isKindOf("Npc")) then
local rtNpcGrp = r2.Translator.getRtGroup(context,comp.InstanceId)
-- set activity
local hlNpc = comp
context.Feature = hlNpc
local aiActivity = r2.Translator.getAiActivity(hlNpc)
r2.Translator.translateActivities(context, hlNpc, hlNpc:getBehavior(), rtNpcGrp, aiActivity)
end
key, comp = next(components, key)
end
end
function Translator.getDefaultFeatureActivitiesIds(this)
local activitiesIds = {}
local function getActivitiesIdsFrom(entity)
local components = entity.Components
local key,comp = next(components,nil)
while(key ~= nil)
do
-- Npc case (npc alone not object)
if (comp.isKindOf and comp:isKindOf("Npc")) then
local behavior = comp:getBehavior()
local k, v = next(behavior.Activities, nil)
while k do
table.insert(activitiesIds, v.InstanceId)
k, v = next(behavior.Activities, k)
end
else
if comp.Components then
getActivitiesIdsFrom(comp)
end
end
key,comp = next(components, key)
end
end
getActivitiesIdsFrom(this)
return activitiesIds
end
--function Translator.getTopParentTreeNode(instance)
-- local tmpInstance = instance
-- if tmpInstance.ParentInstance.Class ~= "LogicEntity" and tmpInstance.ParentInstance.Class ~= "DefaultFeature"
-- and tmpInstance.ParentInstance.Class ~= "Act" then
-- return tmpInstance:getFeatureParentTreeNode()--tmpInstance:getParentTreeNode()
-- else
-- return tmpInstance:getFeatureParentTreeNode()
-- end
--end
function Translator.getDebugBase(base)
if dataDevMode then
return "palette.entities.botobjects.milestone"
else
return base
end
end
function Translator.getDebugCreature(creature)
if dataDevMode then
return "object_milestone.creature"
else
return creature
end
end
-- feature generic activate & deactivate
function Translator.getFeatureActivationLogicAction(rtNpcGrp, action)
if (action.Action.Type == "activate") then
local action1 = r2.Translator.createAction("set_value", rtNpcGrp.Id, "Active", 1)
local action2 = r2.Translator.createAction("user_event_trigger", rtNpcGrp.Id, 4)
local retAction = r2.Translator.createAction("multi_actions", {action1, action2})
assert(retAction)
return retAction, retAction
elseif (action.Action.Type == "deactivate") then
local action1 = r2.Translator.createAction("set_value", rtNpcGrp.Id, "Active", 0)
local action2 = r2.Translator.createAction("user_event_trigger", rtNpcGrp.Id, 5)
local retAction = r2.Translator.createAction("multi_actions", {action1, action2})
assert(retAction)
return retAction, retAction
end
return nil, nil
end
function Translator.getFeatureActivationLogicEvent(rtNpcGrp, event)
local eventType = event.Event.Type
if eventType == "activation" then
return r2.Translator.getComponentUserEvent(rtNpcGrp, 4)
elseif eventType == "deactivation" then
return r2.Translator.getComponentUserEvent(rtNpcGrp, 5)
end
return nil, nil, nil
end
function Translator.getFeatureActivationCondition(condition, rtNpcGrp)
if condition.Condition.Type == "is active" then
local action1 = r2.Translator.createAction("if_value_equal", rtNpcGrp.Id, "Active", 1);
return action1, action1
elseif condition.Condition.Type == "is inactive" then
local action1 = r2.Translator.createAction("if_value_equal", rtNpcGrp.Id, "Active", 0);
return action1, action1
end
return nil, nil
end
function Translator.translateFeatureActivation(instance, context)
local rtNpcGrp = r2.Translator.getRtGroup(context, instance.InstanceId)
assert(rtNpcGrp)
if instance.Active and instance.Active == 1 then
local action1 = r2.Translator.createAction("set_value", rtNpcGrp.Id, "Active", 1)
local action2 = r2.Translator.createAction("user_event_trigger", rtNpcGrp.Id, 4)
local retAction = r2.Translator.createAction("multi_actions", {action1, action2})
r2.Translator.translateAiGroupEvent("start_of_state" , instance, context, retAction)
else
local retAction = r2.Translator.createAction("set_value", rtNpcGrp.Id, "Active", 0)
r2.Translator.translateAiGroupEvent("start_of_state" , instance, context, retAction)
end
end
function Translator.addActivationToTranslations(logicTranslations)
if logicTranslations.ApplicableActions == nil then logicTranslations.ApplicableActions = {} end
--logicTranslations.ApplicableActions.activate = {menu=i18n.get("uiR2EdActivate"):toUtf8(), text="activates"}
--logicTranslations.ApplicableActions.deactivate = {menu=i18n.get("uiR2EdDesactivate"):toUtf8(), text="deactivates"}
--logicTranslations.ApplicableActions.trigger = {menu=i18n.get("uiR2EdTrigger"):toUtf8(), text="triggers"}
if logicTranslations.Events == nil then logicTranslations.Events = {} end
--logicTranslations.Events.activation = {menu=i18n.get("uiR2EdActivation"):toUtf8(), text=r2:lowerTranslate("uiR2EdActivation")}
--logicTranslations.Events.deactivation = {menu=i18n.get("uiR2EdDesactivation"):toUtf8(), text=r2:lowerTranslate("uiR2EdDesactivation")}
--logicTranslations.Events.trigger = {menu=i18n.get("uiR2EdTrigger"):toUtf8(), text=r2:lowerTranslate("uiR2EdTrigger")}
if logicTranslations.Conditions == nil then logicTranslations.Conditions = {} end
--logicTranslations.Conditions["is active"] = {menu=i18n.get("uiR2EdIsActive"):toUtf8(), text=r2:lowerTranslate("uiR2EdIsActive")}
--logicTranslations.Conditions["is inactive"] = {menu=i18n.get("uiR2EdIsInactive"):toUtf8(), text=r2:lowerTranslate("uiR2EdIsInactive")}
return logicTranslations
end
function Translator.CreateUserComponent(featureName)
if not featureName or featureName == "" then
debugInfo("Translator: calling createUserComponent on nil or empty featureName")
return
end
local function posOk(x, y, z)
debugInfo(string.format("Validate creation of '"..featureName.."' at pos (%d, %d, %d)", x, y, z))
local component = r2.Features[featureName].createUserComponent( x, y)
component.Texts = nil
r2.requestInsertNode(r2:getCurrentAct().InstanceId, "Features", -1, "", component)
end
local function posCancel()
debugInfo("Cancel choice '"..featureName.."' position")
end
r2:choosePos("object_component_user_event.creature", posOk, posCancel, "")
end
function Translator.CheckPickedEntity(component, prop)
local k, v = next(prop, nil)
while k do
local property = v
if property.Type and property.Type == "RefId" then
local this = r2:getInstanceFromId(component.InstanceId)
local targetId = this[property.Name]
if targetId ~= r2.RefId("") then
debugInfo("targetId:" ..targetId)
local filterFunc = "return " ..property.PickFunction .."('"..targetId.."')"
debugInfo("filterfunc: " ..filterFunc)
local ok = loadstring(filterFunc)()
if ok == false then
debugInfo("name: " ..property.Name)
r2.requestSetNode(this.InstanceId, property.Name, r2.RefId(""))
end
end
end
k, v = next(prop, k)
end
end
function Translator.checkActForPicking(componentId, entityId)
local component = r2:getInstanceFromId(componentId)
assert(component)
--debugInfo("CheckActForPicking: EntityId =" ..entityId)
--inspect(component)
local entity = r2:getInstanceFromId(entityId)
assert(entity)
return entity:getParentAct().InstanceId == r2.Scenario.Acts[0].InstanceId
or entity:getParentAct().InstanceId == component:getParentAct().InstanceId
end
function Translator.getEventFromType(instance, context, eventType)
if not context or not instance or not instance.getLogicEvent then return nil end
local fakeEvent = {}
fakeEvent.Class = "LogicEntityAction"
fakeEvent.Event = {}
fakeEvent.Event.Type = eventType
return instance:getLogicEvent(context, fakeEvent)
end
----------------------------------------
--- TASK MODULE ------------------------
----------------------------------------
Translator.Tasks = {}
--Start of state (init) = event 7
function Translator.Tasks.startOfStateLogic(component, context, rtGrp)
do
local action = r2.Translator.createAction("user_event_trigger", rtGrp.Id, 7)
r2.Translator.translateAiGroupEvent("start_of_state" , component, context, action)
end
do
local repeatable = component.Repeatable
if not repeatable then repeatable = 0 end
local rtAction1 = r2.Translator.createAction("set_value", rtGrp.Id, "Active", component.Active)
local rtAction2 = r2.Translator.createAction("set_value", rtGrp.Id, "v1", repeatable)
local rtAction3 = r2.Translator.createAction("set_value", rtGrp.Id, "v2", 0)
local rtAction3 = r2.Translator.createAction("set_value", rtGrp.Id, "v3", 0) -- Success
local rtAction = r2.Translator.createAction("multi_actions", { rtAction1, rtAction2, rtAction3, } )
r2.Translator.translateAiGroupEvent("user_event_7", component, context, rtAction)
end
end
--Activation = event 4
function Translator.Tasks.activationLogic(component, context, rtGrp)
do
local repeatable = component.Repeatable
if not repeatable then repeatable = 0 end
local rtAction1 = r2.Translator.createAction("set_value", rtGrp.Id, "Active", 1)
local rtAction2 = r2.Translator.createAction("set_value", rtGrp.Id, "v1", repeatable)
local rtAction3 = r2.Translator.createAction("set_value", rtGrp.Id, "v2", 0) -- Success
local rtAction = r2.Translator.createAction("multi_actions", { rtAction1, rtAction2, rtAction3, } )
r2.Translator.translateAiGroupEvent("user_event_4", component, context, rtAction)
end
end
--Deactivation = event 5
function Translator.Tasks.deactivationLogic(component, context, rtGrp)
do
local rtAction = r2.Translator.createAction("multi_actions", {
r2.Translator.createAction("set_value", rtGrp.Id, "Active", 0 ),
r2.Translator.createAction("set_value", rtGrp.Id, "v2", 0 ),
})
r2.Translator.translateAiGroupEvent("user_event_5", component, context, rtAction)
end
end
--When using talkTo, giveItem or requestItem actions, event 3 is emitted when the player took the missin (contextual validation)
function Translator.Tasks.setStatusLogic(component, context, rtGrp)
do
local action = r2.Translator.createAction("set_value", rtGrp.Id, "v2", 1 )
r2.Translator.translateAiGroupEvent("user_event_3", component, context, action)
end
end
--Success = event 9
--No broadcast means the broadcast action is done elsewhere in the translate (not on success)
function Translator.Tasks.successNoBroadcastLogic(component, context, rtGrp)
do
--if repeatable
local action1 = r2.Translator.createAction("if_value_equal", rtGrp.Id, "v1", 1,
r2.Translator.createAction("multi_actions", {
r2.Translator.createAction("set_value", rtGrp.Id, "Active", 1 ),
r2.Translator.createAction("set_value", rtGrp.Id, "v2", 0 ),
r2.Translator.createAction("set_value", rtGrp.Id, "v3", 1 ),
})
);
--if not repeatable
local action2 = r2.Translator.createAction("if_value_equal", rtGrp.Id, "v1", 0,
r2.Translator.createAction("multi_actions", {
r2.Translator.createAction("set_value", rtGrp.Id, "Active", 0 ) ,
r2.Translator.createAction("set_value", rtGrp.Id, "v2", 2 ),
r2.Translator.createAction("set_value", rtGrp.Id, "v3", 1 ),
r2.Translator.createAction("user_event_trigger", rtGrp.Id, 5),
})
);
local actions = r2.Translator.createAction("multi_actions", {action1, action2})
local action = r2.Translator.createAction("if_value_equal", rtGrp.Id, "v2", 2,
r2.Translator.createAction("condition_if", r2:getNamespace()..rtGrp.Id..".Active == 1", actions))
r2.Translator.translateAiGroupEvent("user_event_9", component, context, action)
end
end
--Success with broadcast : for components using event 8 as an intermediate step.
function Translator.Tasks.successBroadcastLogic(component, context, rtGrp)
local validationNeeded = component.ValidationNeeded
local action2 = r2.Translator.createAction("if_value_equal", rtGrp.Id, "v1", 1, --if Repeatable
r2.Translator.createAction("multi_actions", {
r2.Translator.createAction("set_value", rtGrp.Id, "Active", 1 ),
r2.Translator.createAction("set_value", rtGrp.Id, "v2", 0 ),
r2.Translator.createAction("set_value", rtGrp.Id, "v3", 1 ),
})
);
local action3 = r2.Translator.createAction("if_value_equal", rtGrp.Id, "v1", 0, -- if not Repeatable
r2.Translator.createAction("multi_actions", {
r2.Translator.createAction("set_value", rtGrp.Id, "Active", 0 ) ,
r2.Translator.createAction("set_value", rtGrp.Id, "v2", 2 ),
r2.Translator.createAction("set_value", rtGrp.Id, "v3", 1 ),
r2.Translator.createAction("user_event_trigger", rtGrp.Id, 5)
})
);
local actions = {}
if validationNeeded == 1 then
actions = {action2, action3}
else
local baseAct = r2.Scenario:getBaseAct()
local baseActRtGrp = r2.Translator.getRtGroup(context, baseAct.InstanceId)
local actionBroadcast = r2.Translator.createAction("broadcast_msg",baseActRtGrp.Id, component:textAdapter(component.BroadcastText) )
actions = {action2, action3, actionBroadcast}
end
local multiActions = r2.Translator.createAction("multi_actions", actions)
local action = r2.Translator.createAction("if_value_equal", rtGrp.Id, "v2", 2,
r2.Translator.createAction("if_value_equal", rtGrp.Id, "Active", 1, multiActions))
r2.Translator.translateAiGroupEvent("user_event_9", component, context, action)
end
--When validation is needed, emit success event when targeting mission giver
function Translator.Tasks.validationByMissionGiver(component, giver, context, rtGrp)
local rtGiverGrp = r2.Translator.getRtGroup(context, giver.InstanceId)
assert(rtGiverGrp)
do
local actionEvent = r2.Translator.createAction("user_event_trigger", rtGrp.Id, 9)
local action1 = r2.Translator.createAction("npc_say", component:textAdapter(component.MissionSucceedText), rtGiverGrp.Id ..":"..giver.Name)
local action = r2.Translator.createAction("if_value_equal", rtGrp.Id, "v2", 2,
r2.Translator.createAction("condition_if", r2:getNamespace()..rtGrp.Id..".Active == 1",
r2.Translator.createAction("multi_actions", {actionEvent, action1})))
r2.Translator.translateAiGroupEvent("player_target_npc", giver, context, action)
end
end
-- when receiving event 8, just broadcast a msg indicating that the mission is successful but that the player has
-- to go back to the giver to complete it.
function Translator.Tasks.broadcastOnEvent8(component, context)
local baseAct = r2.Scenario:getBaseAct()
local baseActRtGrp = r2.Translator.getRtGroup(context, baseAct.InstanceId)
local actionBroadcast = r2.Translator.createAction("broadcast_msg",baseActRtGrp.Id, component:textAdapter(component.BroadcastText) )
r2.Translator.translateAiGroupEvent("user_event_8", component, context, actionBroadcast)
end
function Translator.Tasks.giverLogic(component, giver, context, rtGrp)
local rtGiverGrp = r2.Translator.getRtGroup(context, giver.InstanceId)
assert(rtGiverGrp)
local actionWaitValidation = r2.Translator.createAction("if_value_equal", rtGrp.Id, "Active", 1, -- Active
r2.Translator.createAction("if_value_equal", rtGrp.Id, "v2", 1, -- giver has been spoken to
r2.Translator.createAction("multi_actions", {
r2.Translator.createAction("npc_say", component:textAdapter(component.WaitValidationText), rtGiverGrp.Id ..":"..giver.Name),
r2.Translator.createAction("user_event_trigger", rtGrp.Id, 2)
})))
--say mission text + contextual text (talk to)
local multiActions = r2.Translator.createAction("multi_actions", {
r2.Translator.createAction("npc_say", component:textAdapter(component.MissionText), rtGiverGrp.Id ..":"..giver.Name),
r2.Translator.createAction("talk_to", rtGrp.Id, component:textAdapter(component.ContextualText)),
})
local actionTalkTo = r2.Translator.createAction("if_value_equal", rtGrp.Id, "Active", 1, -- Active
r2.Translator.createAction("if_value_equal", rtGrp.Id, "v2", 0, multiActions))
local rtAction = r2.Translator.createAction("multi_actions", {actionWaitValidation, actionTalkTo})
r2.Translator.translateAiGroupEvent("player_target_npc", giver, context, rtAction)
end