2010-05-17 12:30:28 +00:00
--
--
Logic = { }
Logic.Activities = { " Follow Route " , " Patrol " , " Repeat Road " , " Deploy " , " Wander " , " Rest In Zone " , " Feed In Zone " , " Hunt In Zone " , " Guard Zone " , " Stand Still " , " Stand On Start Point " , " Go To Start Point " }
Logic.TimeLimits = { " No Limit " , " Until " , " Few Sec " , " Few Min " , " Chat " , " Season " , " Day " , " Month " }
Logic.Seasons = { " Spring " , " Summer " , " Autumn " , " Winter " }
Logic.Days = { " Monday " , " Tuesday " , " Wednesday " , " Thursday " , " Friday " , " Saturday " , " Sunday " }
Logic.Months = { " January " , " February " , " March " , " April " , " May " , " June " , " July " , " August " , " September " , " October " , " November " , " December " }
Logic.ScriptActions = { " Sit Down " , " Stand Up " , " Go To Step " , " Set Activity " , " Stop Actions " , " Start Mission " }
Logic.EventModes = { " Once Only " , " Repeating " }
Logic.EventTypes = { " Time " , " Place " , " Entity or Group " , " State Machine " , " Counter " }
Logic.ConditionTypes = {
{ } ,
{ " Any player in zone " , " All players in zone " , " No players in zone " , " Some players in zone " } ,
{ " At Destination " , " Enters State " , " Leaves State " , " Activity Is " , " Die " , " Is Attacked " } ,
{ } ,
{ " v0_changed " , " v3_changed " , " Equals " , " Lesser " , " Greater " , " " } ,
}
Logic.ChatTypes = { " None " , " Repeating " , " Non Repeating " , " Continue " }
Logic.InteractionTypes = { " Give " , " Say " }
Logic.Name = " Activity "
Logic.Description = " A feature for describing activities sequences "
Logic.Components = { }
-- ACTION -------------------
Logic.Components . LogicEntityAction =
{
BaseClass = " BaseClass " ,
Name = " LogicEntityAction " ,
DisplayerProperties = " R2::CDisplayerLua " ,
DisplayerPropertiesParams = " logicEntityActionPropertySheetDisplayer " ,
Prop =
{
{ Name = " Name " , Type = " String " } ,
{ Name = " Event " , Type = " EventType " } ,
{ Name = " Actions " , Type = " Table " } , -- "ActionStep" list
{ Name = " Conditions " , Type = " Table " } , -- "ConditionStep" list
} ,
getName = function ( this )
local logicEntity = this.Parent . Parent.Parent
assert ( logicEntity )
if logicEntity : isGrouped ( ) then
logicEntity = logicEntity.ParentInstance
end
local coloredName = ( logicEntity.InstanceId == r2.events . filteredLogicEntityId )
local eventType = r2.events . keyWordsColor .. i18n.get ( " uiR2EdEventTxtPreEvent " ) : toUtf8 ( ) .. " "
if coloredName then
eventType = eventType .. r2.events . filterWordColor
else
eventType = eventType .. r2.events . entityWordColor
end
local name = " No name "
if logicEntity.getName then
name = logicEntity : getName ( )
elseif logicEntity.Name then
name = logicEntity.Name
end
eventType = eventType .. name .. " "
eventType = eventType .. r2.events . communWordsColor
eventType = eventType .. r2.getLogicAttribute ( logicEntity.Class , " Events " , this.Event . Type ) . text
if this.Event . Value ~= " " then
local instance = r2 : getInstanceFromId ( this.Event . Value )
assert ( instance )
eventType = eventType .. " " .. instance : getShortName ( )
end
if this.Event . ValueString and this.Event . ValueString ~= " " then
if string.gfind ( eventType , " %%1 " ) ( ) then
eventType = string.gsub ( eventType , " %%1 " , " ' " .. tostring ( this.Event . ValueString ) .. " ' " )
else
eventType = eventType .. " ' " .. tostring ( this.Event . ValueString ) .. " ' "
end
end
eventType = eventType .. " , "
-- conditions
local conditionsList = " "
for i = 0 , this.Conditions . Size - 1 do
local conditionInst = this.Conditions [ i ]
if conditionInst.Entity ~= " " and conditionInst.Condition . Type ~= " " then
conditionsList = conditionsList .. " \n " .. r2.events . keyWordsColor
.. string.upper ( i18n.get ( " uiR2EdEventTxtPreCondition " ) : toUtf8 ( ) ) .. " "
.. r2.events . communWordsColor
local conditionLogicEntity = r2 : getInstanceFromId ( tostring ( conditionInst.Entity ) )
assert ( conditionLogicEntity )
coloredName = ( conditionLogicEntity.InstanceId == r2.events . filteredLogicEntityId )
if coloredName then
conditionsList = conditionsList .. r2.events . filterWordColor
else
conditionsList = conditionsList .. r2.events . entityWordColor
end
conditionsList = conditionsList .. conditionLogicEntity.Name .. " "
conditionsList = conditionsList .. r2.events . communWordsColor
conditionsList = conditionsList .. r2.getLogicAttribute ( conditionLogicEntity.Class , " Conditions " , conditionInst.Condition . Type ) . text
if conditionInst.Condition . Value ~= " " then
local instance = r2 : getInstanceFromId ( conditionInst.Condition . Value )
assert ( instance )
conditionsList = conditionsList .. " ' " .. instance : getShortName ( ) .. " ' "
end
conditionsList = conditionsList .. " , "
end
end
-- actions
local actionsList = " "
for i = 0 , this.Actions . Size - 1 do
local actionInst = this.Actions [ i ]
if actionInst.Entity ~= " " and actionInst.Action . Type ~= " " then
actionsList = actionsList .. " \n " .. r2.events . keyWordsColor
.. string.upper ( i18n.get ( " uiR2EdEventTxtPreActions " ) : toUtf8 ( ) ) .. " "
.. r2.events . communWordsColor
local actionLogicEntity = r2 : getInstanceFromId ( tostring ( actionInst.Entity ) )
assert ( actionLogicEntity )
coloredName = ( actionLogicEntity.InstanceId == r2.events . filteredLogicEntityId )
if coloredName then
actionsList = actionsList .. r2.events . filterWordColor
else
actionsList = actionsList .. r2.events . entityWordColor
end
local name = " No name "
if actionLogicEntity.getName then
name = actionLogicEntity : getName ( )
elseif actionLogicEntity.Name then
name = actionLogicEntity.Name
end
actionsList = actionsList .. name .. " "
actionsList = actionsList .. r2.events . communWordsColor
actionsList = actionsList .. r2.getLogicAttribute ( actionLogicEntity.Class , " ApplicableActions " , actionInst.Action . Type ) . text
if actionInst.Action . Value ~= " " then
local instance = r2 : getInstanceFromId ( actionInst.Action . Value )
assert ( instance )
actionsList = actionsList .. " ' " .. instance : getShortName ( ) .. " ' "
end
if actionInst.Action . ValueString and actionInst.Action . ValueString ~= " " then
if string.gfind ( actionsList , " %%1 " ) ( ) then
actionsList = string.gsub ( actionsList , " %%1 " , " ' " .. tostring ( actionInst.Action . ValueString ) .. " ' " )
else
actionsList = actionsList .. " ' " .. tostring ( actionInst.Action . ValueString ) .. " ' "
end
end
if i ~= this.Actions . Size - 1 then
actionsList = actionsList .. " , "
else
actionsList = actionsList .. " . "
end
end
end
if actionsList == " " then
actionsList = " \n ... "
end
return eventType .. conditionsList .. actionsList --.. "\n"
end ,
getLogicEntityParent = function ( this )
local logicEntity = this.Parent . Parent.Parent
if logicEntity : isGrouped ( ) then logicEntity = logicEntity.Parent . Parent end
return logicEntity
end ,
-- The act of the event
getLogicAct = function ( this )
local currentAct = r2 : getCurrentAct ( )
local baseAct = r2.Scenario : getBaseAct ( )
local isBaseAct = false
local presentActs = { }
local isCurrentAct = false
local counter = 0
local entity = this : getLogicEntityParent ( )
if entity and entity.getParentAct then
local act = entity : getParentAct ( )
if act then
if act == currentAct then
isCurrentAct = true
elseif act == baseAct then
isBaseAct = true
else
presentActs [ act.InstanceId ] = act.InstanceId
counter = counter + 1
end
end
end
local function verifyAct ( container )
local key , value = next ( container , nil )
while key do
if value.Action and value.Action . Type == " Start Act " then
else
local entityId = value.Entity
local entity = r2 : getInstanceFromId ( entityId )
if entity and entity.getParentAct then
local act = entity : getParentAct ( )
if act then
if act == currentAct then
isCurrentAct = true
elseif act == baseAct then
isBaseAct = true
else
presentActs [ act.InstanceId ] = act.InstanceId
counter = counter + 1
end
end
end
end
key , value = next ( container , key )
end
end
verifyAct ( this.Actions )
verifyAct ( this.Conditions )
if counter >= 2 or ( counter == 1 and isCurrentAct ) then
return nil
elseif counter == 1 and not isCurrentAct and isBaseAct then
local act = nil
for k , actId in pairs ( presentActs ) do
act = r2 : getInstanceFromId ( actId )
break
end
--inspect(act)
return act
else
--inspect(currentAct)
return currentAct
end
end ,
----------
-- called upon translation
getLogicActForTranslate = function ( this )
local currentAct = this : getLogicEntityParent ( ) : getParentAct ( )
local baseAct = r2.Scenario : getBaseAct ( )
local entity = this.Event . Entity
if entity and entity.getParentAct then
local act = entity : getParentAct ( )
if currentAct == nil then
currentAct = act
elseif act ~= currentAct then
if currentAct == baseAct then
currentAct = act
elseif act == baseAct then
-- do nothing
else
return nil
end
end
end
local function verifyAct ( container )
local key , value = next ( container , nil )
while key do
if value.Action and value.Action . Type == " Start Act " then
else
local entityId = value.Entity
local entity = r2 : getInstanceFromId ( entityId )
if entity and entity.getParentAct then
local act = entity : getParentAct ( )
if act then
if currentAct == nil then
currentAct = act
elseif act ~= currentAct then
if currentAct == baseAct then
currentAct = act
elseif act == baseAct then
-- do nothing
else return false
end
end
end
end
end
key , value = next ( container , key )
end
return true
end
if not verifyAct ( this.Actions ) then return false end
if not verifyAct ( this.Conditions ) then return false end
return currentAct
end ,
--
getLogicActInstanceId = function ( this )
--local ok, act = pcall(Logic.Components.LogicEntityAction.getLogicAct, this)
local ok , act = pcall ( Logic.Components . LogicEntityAction.getLogicActForTranslate , this )
if not ok or not act then
return r2.RefId ( " " )
end
return act.InstanceId
end ,
}
Logic.Components . EventType =
{
BaseClass = " BaseClass " ,
Name = " EventType " ,
DisplayerProperties = " R2::CDisplayerLua " ,
DisplayerPropertiesParams = " eventTypePropertySheetDisplayer " ,
Prop =
{
{ Name = " Type " , Type = " String " } ,
{ Name = " Value " , Type = " RefId " } , -- if type is end of activity/chat step/sequence, instance id
{ Name = " ValueString " , Type = " String " , DefaultValue = " " , DefaultInBase = 1 } , -- if type is emit user event, sub timer...
}
}
local classActionStepVersion = 2
Logic.Components . ActionStep = {
BaseClass = " BaseClass " ,
Name = " ActionStep " ,
Version = classActionStepVersion ,
DisplayerProperties = " R2::CDisplayerLua " ,
DisplayerPropertiesParams = " actionStepPropertySheetDisplayer " ,
Prop =
{
{ Name = " Entity " , Type = " RefId " } , -- entity target id
{ Name = " Action " , Type = " ActionType " } -- sequence id
} ,
updateVersion = function ( this , scenarioValue , currentValue )
local patchValue = scenarioValue
if patchValue < 1 then
local invalidActions = { }
invalidActions [ " desactivate " ] = " deactivate "
invalidActions [ " Desactivate " ] = " deactivate "
r2.updateLogicActions ( this , invalidActions , " BanditCamp " )
patchValue = 1
end
if patchValue < 2 then
local action = this.Action
if action.Type == " Add 10 Seconds " then
r2.requestSetNode ( action.InstanceId , " Type " , " add seconds " )
r2.requestInsertNode ( action.InstanceId , " " , - 1 , " ValueString " , " 10 " )
end
if action.Type == " Sub 10 seconds " then
r2.requestSetNode ( action.InstanceId , " Type " , " sub seconds " )
r2.requestInsertNode ( action.InstanceId , " " , - 1 , " ValueString " , " 10 " )
end
if action.Type == " Add 1 minute " then
r2.requestSetNode ( action.InstanceId , " Type " , " add seconds " )
r2.requestInsertNode ( action.InstanceId , " " , - 1 , " ValueString " , " 60 " )
end
if action.Type == " Sub 1 minute " then
r2.requestSetNode ( action.InstanceId , " Type " , " sub seconds " )
r2.requestInsertNode ( action.InstanceId , " " , - 1 , " ValueString " , " 60 " )
end
patchValue = 2
end
if patchValue == currentValue then return true end
return false
end ,
}
Logic.Components . ActionType =
{
BaseClass = " BaseClass " ,
Name = " ActionType " ,
DisplayerProperties = " R2::CDisplayerLua " ,
DisplayerPropertiesParams = " actionTypePropertySheetDisplayer " ,
Prop =
{
{ Name = " Type " , Type = " String " } ,
{ Name = " Value " , Type = " RefId " } , -- if type is begin of activity/chat sequence, instance id
{ Name = " ValueString " , Type = " String " , DefaultValue = " " , DefaultInBase = 1 } , -- if type is emit user event, sub timer...
}
}
Logic.Components . ConditionStep =
{
BaseClass = " BaseClass " ,
Name = " ConditionStep " ,
DisplayerProperties = " R2::CDisplayerLua " ,
DisplayerPropertiesParams = " conditionStepPropertySheetDisplayer " ,
Prop =
{
{ Name = " Entity " , Type = " RefId " } , -- entity id
{ Name = " Condition " , Type = " ConditionType " }
}
}
Logic.Components . ConditionType =
{
BaseClass = " BaseClass " ,
Name = " ConditionType " ,
DisplayerProperties = " R2::CDisplayerLua " ,
DisplayerPropertiesParams = " conditionTypePropertySheetDisplayer " ,
Prop =
{
{ Name = " Type " , Type = " String " } ,
{ Name = " Value " , Type = " RefId " } , -- if type is being in activity/chat step/sequence, instance id
}
}
-- REACTION -----------------
Logic.Components . LogicEntityReaction =
{
BaseClass = " BaseClass " ,
Name = " LogicEntityReaction " ,
DisplayerProperties = " R2::CDisplayerLua " ,
DisplayerPropertiesParams = " logicEntityReactionPropertySheetDisplayer " ,
Prop =
{
{ Name = " Name " , Type = " String " } ,
{ Name = " LogicEntityAction " , Type = " String " } , -- id of associated LogicEntityAction
{ Name = " ActionStep " , Type = " String " } , -- id of associated ActionStep
}
}
Logic.Components . ChatAction =
{
BaseClass = " BaseClass " ,
Name = " ChatAction " ,
DisplayerProperties = " R2::CDisplayerLua " ,
DisplayerPropertiesParams = " chatActionPropertySheetDisplayer " ,
Prop =
{
{ Name = " Who " , Type = " RefId " } ,
{ Name = " WhoNoEntity " , Type = " String " } ,
{ Name = " Says " , Type = " String " } ,
{ Name = " Emote " , Type = " String " } ,
{ Name = " Facing " , Type = " RefId " } ,
-- {Name ="FacingNoEntity", Type ="String"},
}
}
Logic.Components . ChatStep = {
BaseClass = " BaseClass " ,
Name = " ChatStep " ,
DisplayerProperties = " R2::CDisplayerLua " ,
DisplayerPropertiesParams = " chatStepPropertySheetDisplayer " ,
Prop =
{
{ Name = " Actions " , Type = " Table " } ,
{ Name = " Time " , Type = " Number " } ,
{ Name = " Name " , Type = " String " }
} ,
getName = function ( this )
-- after time
local minNb , secNb = r2.dialogs : calculMinSec ( this.Time )
local time = " "
if minNb ~= 0 then
time = tostring ( minNb ) .. i18n.get ( " uiR2EdShortMinutes " ) : toUtf8 ( )
end
time = time .. " " .. tostring ( secNb ) .. i18n.get ( " uiR2EdShortSeconds " ) : toUtf8 ( )
local afterTime = " ( " .. i18n.get ( " uiR2EdAfter " ) : toUtf8 ( ) .. " " .. time .. " ) "
-- says
local whoToWho = " "
local action = this.Actions [ 0 ]
local who = action.Who
if who == " " then who = action.WhoNoEntity end
if who and who ~= " " then
if r2 : getInstanceFromId ( who ) then
who = r2 : getInstanceFromId ( who ) . Name
else
who = r2.dialogs . whoToWhoTranslation [ who ]
end
whoToWho = who .. " "
local facing = action.Facing
if facing ~= " " then
whoToWho = whoToWho .. i18n.get ( " uiR2EdSaysTo " ) : toUtf8 ( ) .. " " .. r2 : getInstanceFromId ( facing ) . Name .. " "
end
local emote = action.Emote
if emote ~= " " and r2.dialogs . fromEmoteIdToName [ emote ] ~= nil then
whoToWho = whoToWho .. " ( " .. r2.dialogs . fromEmoteIdToName [ emote ] .. " ) : "
end
end
return afterTime .. whoToWho
end ,
getShortName = function ( this )
-- says
local saysWhat = " "
local action = this.Actions [ 0 ]
local who = action.Who
if who ~= " " or WhoNoEntity ~= " " then
who = r2 : getInstanceFromId ( who )
if who then
saysWhat = who.Name
elseif action.WhoNoEntity == " _System " then
saysWhat = i18n.get ( " uiR2EdSystem " ) : toUtf8 ( )
elseif action.WhoNoEntity == " _DM " then
saysWhat = i18n.get ( " uiR2EdDonjonMaster " ) : toUtf8 ( )
end
saysWhat = saysWhat .. " " .. i18n.get ( " uiR2EdSays " ) : toUtf8 ( ) .. " "
local says = action.Says
if says ~= " " then
local inst = r2 : getInstanceFromId ( says )
if inst then
says = inst.Text
local uc_says = ucstring ( )
uc_says : fromUtf8 ( says )
uc_says = uc_says : substr ( 0 , 4 )
says = uc_says : toUtf8 ( )
end
end
saysWhat = saysWhat .. says .. " ... "
end
return saysWhat
end ,
--------------------------------------------------------------------------------------------
-- from 'BaseClass'
getParentTreeNode = function ( this )
end ,
}
local classChatSequenceVersion = 1
Logic.Components . ChatSequence = {
PropertySheetHeader = r2.getDisplayButtonHeader ( " r2.dialogs:openEditor() " , " uiR2EdEditDialogButton " ) ,
BaseClass = " LogicEntity " ,
Name = " ChatSequence " ,
InEventUI = true ,
Menu = " ui:interface:r2ed_feature_menu " ,
Version = classChatSequenceVersion ,
DisplayerProperties = " R2::CDisplayerLua " ,
DisplayerPropertiesParams = " chatSequencePropertySheetDisplayer " ,
DisplayerUI = " R2::CDisplayerLua " ,
DisplayerUIParams = " defaultUIDisplayer " ,
DisplayerVisual = " R2::CDisplayerVisualEntity " ,
Parameters = { } ,
ApplicableActions = {
" activate " , " deactivate " , " starts dialog " , " stops dialog " , " starts chat " , " continues dialog "
} ,
Events = {
" start of dialog " , " end of dialog " ,
" start of chat " , " end of chat " ,
" activation " , " deactivation "
} ,
Conditions = {
" is not in dialog " , " is in dialog " , " is in chat "
} ,
TextContexts = { } ,
TextParameters = { } ,
LiveParameters = { } ,
Prop =
{
{ Name = " Type " , Type = " String " , DefaultValue = " None " , Visible = false } ,
{ Name = " Repeating " , Type = " Number " , DefaultValue = " 0 " , Visible = false } ,
{ Name = " Components " , Type = " Table " } ,
{ Name = " SubComponents " , Type = " Table " } ,
{ Name = " Name " , Type = " String " , MaxNumChar = " 32 " } ,
{ Name = " AutoStart " , Type = " Number " , WidgetStyle = " Boolean " , DefaultValue = " 1 " , Visible = function ( this ) return this : mustDisplayAutostart ( ) end } ,
{ Name = " Active " , Type = " Number " , WidgetStyle = " Boolean " , DefaultValue = " 1 " } ,
} ,
mustDisplayAutostart = function ( this )
if this.Class == " ProximityDialog " then
return false
end
return true
end ,
-- it's a feature
getParentTreeNode = function ( this )
return this : getFeatureParentTreeNode ( )
end ,
onPostCreate = function ( this )
--this:createGhostComponents()
if this.User . DisplayProp and this.User . DisplayProp == 1 then
r2 : setSelectedInstanceId ( this.InstanceId )
r2 : showProperties ( this )
this.User . DisplayProp = nil
end
end ,
create = function ( )
--if r2:getLeftQuota() <= 0 then -- ??
-- r2:makeRoomMsg()
-- return
--end
local function posOk ( x , y , z )
if r2.mustDisplayInfo ( " ChatSequence " ) == 1 then
r2.displayFeatureHelp ( " ChatSequence " )
end
debugInfo ( string.format ( " Validate creation of 'Dialog' at pos (%d, %d, %d) " , x , y , z ) )
r2.dialogs : newSequenceInst ( x , y , z )
end
local function posCancel ( )
debugInfo ( " Cancel choice 'Dialog' position " )
end
local creature = r2.Translator . getDebugCreature ( " object_component_dialog.creature " )
r2 : choosePos ( creature , posOk , posCancel , " createDialog " )
end ,
---- get Name ------
getName = function ( this )
local name = this.Name
if name == " " then
local index = r2.logicComponents : searchElementIndex ( this )
if index >= 0 then
name = i18n.get ( " uiR2EDDialog " ) : toUtf8 ( ) .. index
end
end
return name
end ,
---- get Name ------
getShortName = function ( this )
return this : getName ( )
end ,
---------------------------------------------------------------------------------------------------------
editDialogs = function ( this )
r2.dialogs : openEditor ( )
end ,
getAvailableCommands = function ( this , dest )
r2.Classes . LogicEntity.getAvailableCommands ( this , dest )
table.insert ( dest , this : buildCommand ( this.editDialogs , " edit_dialogs " , " uiR2EDEditDialogs " , " r2ed_edit_dialog.tga " , true ) )
this : getAvailableDisplayModeCommands ( dest )
end ,
initEventValuesMenu = function ( this , menu , categoryEvent )
for ev = 0 , menu : getNumLine ( ) - 1 do
local eventType = tostring ( menu : getLineId ( ev ) )
if r2.events . eventTypeWithValue [ eventType ] == " Number " then
menu : addSubMenu ( ev )
local subMenu = menu : getSubMenu ( ev )
local func = " "
for i = 0 , 9 do
local uc_name = ucstring ( )
uc_name : fromUtf8 ( tostring ( i ) )
func = " r2.events:setEventValue('',' " .. categoryEvent .. " ',' " .. tostring ( i ) .. " ') "
subMenu : addLine ( uc_name , " lua " , func , tostring ( i ) )
end
elseif r2.events . eventTypeWithValue [ eventType ] == " ChatStep " then
menu : addSubMenu ( ev )
local subMenu = menu : getSubMenu ( ev )
for c = 0 , this.Components . Size - 1 do
local chat = this.Components [ c ]
local uc_name = ucstring ( )
uc_name : fromUtf8 ( chat : getShortName ( ) )
subMenu : addLine ( uc_name , " lua " ,
" r2.events:setEventValue(' " .. chat.InstanceId .. " ',' " .. categoryEvent .. " ') " , chat.InstanceId )
end
if this.Components . Size == 0 then
subMenu : addLine ( i18n.get ( " uiR2EdNoSelelection " ) , " " , " " , " " )
end
end
end
end ,
getLogicAction = function ( this , context , action )
return r2.Translator . getDialogLogicAction ( this , context , action )
end ,
getLogicEvent = function ( this , context , event )
return r2.Translator . getDialogLogicEvent ( this , context , event )
end ,
getLogicCondition = function ( this , context , condition )
return r2.Translator . getDialogLogicCondition ( this , context , condition )
end ,
pretranslate = function ( this , context )
r2.Translator . createAiGroup ( this , context )
end ,
translate = function ( this , context )
r2.Translator . translateFeatureActivation ( this , context )
r2.Translator . translateDialog ( this , context )
end ,
updateVersion = function ( this , scenarioValue , currentValue )
local patchValue = scenarioValue
if patchValue < 1 then
local subComponents = { }
r2.requestInsertNode ( this.InstanceId , " " , - 1 , " SubComponents " , subComponents )
r2.requestInsertNode ( this.InstanceId , " " , - 1 , " AutoStart " , this.Active )
r2.requestSetNode ( this.InstanceId , " Active " , 1 )
r2.requestSetNode ( this.InstanceId , " Base " , r2.Translator . getDebugBase ( " palette.entities.botobjects.dialog " ) )
patchValue = 1
end
if patchValue == currentValue then return true end
return false
end ,
initLogicEntitiesInstancesMenu = function ( this , subMenu , calledFunction )
local entitiesTable = r2.Scenario : getAllInstancesByType ( this.Name )
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for key , entity in pairs ( entitiesTable ) do
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local uc_name = ucstring ( )
uc_name : fromUtf8 ( entity.Name )
subMenu : addLine ( uc_name , " lua " , calledFunction .. " (' " .. entity.InstanceId .. " ') " , entity.InstanceId )
end
if table.getn ( entitiesTable ) == 0 then
subMenu : addLine ( i18n.get ( " uiR2EdNoSelelection " ) , " " , " " , " " )
end
end
}
local ActivityStepVersion = 1
Logic.Components . ActivityStep = {
BaseClass = " BaseClass " ,
Name = " ActivityStep " ,
Version = ActivityStepVersion ,
BuildPropertySheet = true ,
Menu = " ui:interface:r2ed_feature_menu " ,
BuildPropertySheet = false ,
DisplayerVisualParams =
{
Look = r2.PrimRender . GroupLook ,
ArrayName = " Components "
} ,
DisplayerProperties = " R2::CDisplayerLua " ,
DisplayerPropertiesParams = " activityStepPropertySheetDisplayer " ,
Prop =
{
{ Name = " Activity " , Type = " String " } ,
{ Name = " ActivityZoneId " , Type = " RefId " , Category = " ActivityStep " } ,
{ Name = " TimeLimit " , Type = " String " , Category = " ActivityStep " } ,
{ Name = " TimeLimitValue " , Type = " String " , Category = " ActivityStep " , Category = " ActivityStep " } ,
{ Name = " RoadCountLimit " , Type = " String " , Category = " ActivityStep " , Category = " ActivityStep " , DefaultInBase = 1 , DefaultValue = " 0 " } ,
{ Name = " Chat " , Type = " RefId " } ,
{ Name = " Type " , Type = " String " , DefaultValue = " None " } , --TEMP TEMP TEMP
{ Name = " EventsIds " , Type = " Table " } ,
{ Name = " Name " , Type = " String " , MaxNumChar = " 32 " }
} ,
-- get sequencable parent for this activity step
getSequencableParent = function ( this )
local currParent = this.Parent
while currParent do
if currParent.InstanceId and currParent : isSequencable ( ) then
return currParent
end
currParent = currParent.Parent
end
return nil
end ,
getVerbLookupString = function ( this )
local seqParent = this : getSequencableParent ( )
if seqParent then
return seqParent : getActivityVerbLookupName ( this.Activity )
else
return this.Activity
end
end ,
-- do lookup from the verb lookup string used to know the display name, and button texture
doLookupFromVerb = function ( this , lookupTable )
local lookupString = this : getVerbLookupString ( )
-- activity type
local value = lookupTable [ lookupString ]
if not value then
debugInfo ( colorTag ( 255 , 0 , 0 ) .. " The activity ' " .. lookupString .. " ' is not properly registred " )
return nil
end
return value
end ,
-- get texture for the button displayed in the mini activity view
getMiniButtonTexture = function ( this )
local result = this : doLookupFromVerb ( r2.miniActivities . activityTextures )
if result then return result end
return " brick_default.tga "
end ,
-- get the verb for this activity (rest, feed, patrol etc...)
getVerb = function ( this )
local result = this : doLookupFromVerb ( r2.activities . activityTypeTranslation )
if result then result = result.trans end
if result then return result end
return ucstring ( " Activity not registered : " .. lookupString )
end ,
-- element name
getName = function ( this )
local activityType = this : getVerb ( ) .. " "
if this.ActivityZoneId ~= " " then
local place = r2 : getInstanceFromId ( tostring ( this.ActivityZoneId ) )
if place ~= nil then
activityType = activityType .. place.Name .. " "
end
end
-- activity time
local activityTime = " "
if this.TimeLimit == " Few Sec " then
local hourNb , minNb , secNb = r2.logicComponents : calculHourMinSec ( tonumber ( this.TimeLimitValue ) )
local timeLimitText = i18n.get ( " uiR2EdFor " ) : toUtf8 ( ) .. " "
if hourNb ~= 0 then timeLimitText = timeLimitText .. hourNb .. i18n.get ( " uiR2EdShortHours " ) : toUtf8 ( ) .. " " end
if minNb ~= 0 then timeLimitText = timeLimitText .. minNb .. i18n.get ( " uiR2EdShortMinutes " ) : toUtf8 ( ) .. " " end
timeLimitText = timeLimitText .. secNb .. i18n.get ( " uiR2EdShortSeconds " ) : toUtf8 ( )
activityTime = timeLimitText
elseif r2.activities . timeLimitsTranslation [ this.TimeLimit ] ~= nil then
activityTime = string.lower ( r2.activities . timeLimitsTranslation [ this.TimeLimit ] )
end
return activityType .. activityTime
end ,
-- element name
getShortName = function ( this )
-- activity type
local activityType = this : getVerb ( )
if this.ActivityZoneId ~= " " then
local place = r2 : getInstanceFromId ( tostring ( this.ActivityZoneId ) )
if place ~= nil then
activityType = activityType .. " " .. place.Name
end
end
return activityType
end ,
updateVersion = function ( this , scenarioValue , currentValue )
local patchValue = scenarioValue
if patchValue < 1 then
local activity = this.Activity
if ( activity and activity == " Inactive " ) then
r2.requestSetNode ( this.InstanceId , " Activity " , " Stand Still " )
end
local name = this.Name
patchValue = 1
end
if patchValue == currentValue then return true end
return false
end
}
Logic.Components . ActivitySequence = {
BaseClass = " BaseClass " ,
Name = " ActivitySequence " ,
BuildPropertySheet = true ,
Menu = " ui:interface:r2ed_feature_menu " ,
--DisplayerUI = "R2::CDisplayerLua",
--DisplayerUIParams = "defaultUIDisplayer",
BuildPropertySheet = false ,
DisplayerVisual = " R2::CDisplayerVisualActivitySequence " ,
DisplayerProperties = " R2::CDisplayerLua " ,
DisplayerPropertiesParams = " activitySequencePropertySheetDisplayer " ,
Prop =
{
--{Name ="InstanceId", Type ="String"},
{ Name = " Repeating " , Type = " Number " , DefaultValue = " 1 " } ,
{ Name = " Components " , Type = " Table " } ,
{ Name = " Name " , Type = " String " }
} ,
---- get Name ------
getName = function ( this )
local name = this.Name
if name == " " then
local index = r2.logicComponents : searchElementIndex ( this )
if index >= 0 then
name = i18n.get ( " uiR2EdSeq " ) : toUtf8 ( ) .. index
end
end
return name
end ,
---- get Name ------
getShortName = function ( this )
return this : getName ( )
end ,
-- get ActiveLogicEntity parent
getActiveLogicEntityParent = function ( this )
-- ActiveLogicEntity.Behavior.Activities
local activeLogicEntity = this.Parent . Parent.Parent
-- NpcGrpFeature.Components
--if activeLogicEntity:isGrouped() then activeLogicEntity = activeLogicEntity.Parent.Parent end
return activeLogicEntity
end ,
}
--this function must be called when we delete a ChatAction,
--to unregister the text
onDeleteChatAction = function ( chatAction )
if chatAction.User . DeleteInProgress == true then return end
chatAction.User . DeleteInProgress = true
if chatAction.Says ~= nil and chatAction.Says ~= " "
then
debugInfo ( " onDeleteChatAction " )
r2.unregisterTextFromId ( chatAction.Says )
end
end
--counts the states created, to ensure states names uniqueness
--timer used to time the sequences steps
Logic.activityStepTimer = " t0 "
Logic.activityStepTimerId = 0
--timer used to time the chat steps
Logic.chatTimer = " t1 "
Logic.chatTimerId = 1
--timer used inside activities
Logic.activityInternalTimer = " t2 "
Logic.activityInternalTimerId = 2
--variable used to know which action of the current chat sequence
--must be played
Logic.chatStepVar = " v1 "
--variable used to know which chat sequence is currently played
Logic.chatSequenceVar = " v0 "
--variable used to know which activity sequence is currently played
Logic.activityStepVar = " v2 "
--variable used to know which interrupt action must be executed
Logic.triggerEventVar = " v3 "
Logic.EndOfActivitySequenceEvent = 9
Logic.EndOfChatSequenceEvent = 8
--switch_action which hold all chat sequences
Logic.DialogAction = nil
--switch action holding chat sequences transitions
Logic.DialogAction2 = nil
--switch_action which hold all sequence steps
Logic.SequenceAction = nil
Logic.ActionStepCounter = 0
Logic.ChatSequenceCounter = 0
--used to know the names of all the states generated
--to translate this activity
Logic.StatesByName = " "
--timer_triggered event, triggered
--each time we must enter a new chat step
Logic.DialogEvent = nil
Logic.DialogEvent2 = nil
--timer_triggered event, triggered
--each time we must enter a new sequence step
Logic.SequenceEvent = nil
--hold the states used in the current activity.
--all the states are created at the start of the translation,
--before translating the events and actions.
Logic.States = { }
--hold the states used in all the activities
--of the group
Logic.ActivitiesStates = { }
--the activity which is currently being translated.
Logic.CurrentActivity = nil
----------------------------------------------------
--to be called once for each sequence of each group
--complete the AiActivity field of the first state of this sequence
--and create the actions to go to the first step
Logic.initGroupActivitiesTranslation = function ( context , hlComponent , sequence , first , activityIndex , aiActivity , rtGrp )
assert ( context and hlComponent and sequence and activityIndex and aiActivity and rtGrp )
--get the states of this activity
local activityStates = Logic.ActivitiesStates [ tostring ( sequence.InstanceId ) ]
assert ( sequence.Class == " ActivitySequence " )
if not activityStates then
if hlComponent then
printWarning ( " Error while translating ' " .. hlComponent.Name .. " ' activities in sequence " .. sequence.Name )
-- pretranslate sequence.InstanceId errors instanceId not added in currentAct.ActivitiesId ?
return nil
end
end
--get the initial state of this activity
local aiState = activityStates [ sequence.InstanceId ] [ 1 ]
Logic.StatesByName = " "
for k , v in pairs ( activityStates )
do
if v.Class ~= " RtAiState "
then
local k1 , v1 = next ( v , nil )
while k1 do
Logic.StatesByName = r2.Utils . concat ( Logic.StatesByName , v1.Name )
k1 , v1 = next ( v , k1 )
end
else
Logic.StatesByName = r2.Utils . concat ( Logic.StatesByName , v.Name )
end
end
aiState.AiActivity = aiActivity
assert ( aiState.AiActivity )
local event = r2.Translator . createEvent ( " start_of_state " , aiState.Name , rtGrp.Name )
-- local event = r2.Translator.createEvent("group_spawned", aiState.Name, rtGrp.Name)
table.insert ( context.RtAct . Events , event )
if first == true
then
table.insert ( aiState.Children , rtGrp.Id )
end
local speed = " "
if hlComponent.Speed and hlComponent.Speed == " run " then speed = " ()addProfileParameter( \" running \" ); \n " end
local code = " currentActivitySequenceVar = " .. tostring ( activityIndex - 1 ) .. " ; \n "
.. " oldActivitySequenceVar = currentActivitySequenceVar; \n "
.. " RoadCountLimit=0; \n "
.. " oldActivityStepVar = -1; \n "
.. " oldActivityStepVar2 = 0; \n "
.. Logic.activityStepVar .. " = 0; \n "
.. speed
.. " alive = 0; \n "
.. " (alive)isAlived(); \n "
.. " if (alive == 1) \n { \n "
.. " \t ()setTimer(30, " .. Logic.activityStepTimerId .. " ); \n "
.. " \t init = 1; \n "
.. " } \n "
-- Fauna activities
local action = r2.Translator . createAction ( " code " , code )
action.Name = " startActivitySequence "
table.insert ( context.RtAct . Actions , action )
table.insert ( event.ActionsId , action.Id )
do
local event = r2.Translator . createEvent ( " group_spawned " , aiState.Name , rtGrp.Name )
local action = r2.Translator . createAction ( " code " , " if (init != 1) \n { \n \t ()setTimer(30, " .. Logic.activityStepTimerId .. " ); \n } \n " )
table.insert ( context.RtAct . Events , event )
table.insert ( context.RtAct . Actions , action )
table.insert ( event.ActionsId , action.Id )
end
local leader = hlComponent
if hlComponent : isKindOf ( " NpcGrpFeature " ) then
if hlComponent.Components . Size ~= 0 then
leader = hlComponent.Components [ 0 ]
else
leader = nil
end
end
end
--insert an activity step at the specified position
Logic.insertActivityStep = function ( sequence , step , pos )
local n = table.getn ( sequence.Components )
if n < pos
then
table.insert ( sequence.Components , step )
else
table.insert ( sequence.Components , pos , step )
end
end
--insert a chat step at the specified position
Logic.insertChatStep = function ( chatSequence , chatStep , pos )
local n = table.getn ( chatSequence.Components )
if n < pos
then
table.insert ( chatSequence.Components , chatStep )
else
table.insert ( chatSequence.Components , pos )
end
end
Logic.createInteraction = function ( action , parameter )
local index = Logic.find ( Logic.InteractionTypes , action )
local interaction
if index == nil or parameter == nil
then
-- debugInfo(colorTag(255,0,0).."unknown interaction : " .. action .." !")
return nil
end
interaction = r2.newComponent ( " Interaction " )
interaction.Type = action
interaction.Parameter = parameter
return interaction
end
Logic.createActivityStep = function ( activity , timeLimit , zoneId , time )
local activityStep = nil
if activity == nil or timeLimit == nil
then
return nil
end
--checking activity type and time limit type
if Logic.find ( Logic.Activities , activity ) ~= nil and Logic.find ( Logic.TimeLimits , timeLimit ) ~= nil
then
--checking activity parameter
if ( ( activity ~= " Stand Still " ) and ( activity ~= " Inactive " ) and ( zoneId == nil ) )
then
--this activity need a zone, and no zone id is given
-- debugInfo(colorTag(255,0,0).."activity <" .. activity .."> need a zone id!")
return nil
end
--checking time parameter
--if time parameter needed, check its presence
if timeLimit ~= " No Limit " and timeLimit ~= " Chat " and time == nil
then
--this activity needs a time limit and no limit is given
-- debugInfo(colorTag(255,0,0).."Time limit <" .. timeLimit .."> need a time limit parameter!")
return nil
end
--check season validity
if ( timeLimit == " Season " ) and ( Logic.find ( Logic.Seasons , time ) == nil )
then
-- debugInfo(colorTag(255,0,0).."Unknown season: " .. time)
return nil
end
--check day validity
if ( timeLimit == " Day " ) and ( Logic.find ( Logic.Days , time ) == nil )
then
debugInfo ( colorTag ( 255 , 0 , 0 ) .. " Uknown week day: " .. time )
return nil
end
if ( timeLimit == " Month " ) and ( Logic.find ( Logic.Months , time ) == nil )
then
-- debugInfo(colorTag(255,0,0,0).."Uknown month: " .. time)
return nil
end
activityStep = r2.newComponent ( " ActivityStep " )
activityStep.Activity = activity
activityStep.TimeLimit = timeLimit
activityStep.ActivityZoneId = zoneId
activityStep.TimeLimitValue = time
else
-- debugInfo(colorTag(255,0,0).."Unknown activity !")
end
return activityStep
end
Logic.createState = function ( )
local aiState = r2.newComponent ( " RtAiState " )
aiState.Name = aiState.Id
Logic.StatesByName = Logic.StatesByName .. " \n " .. aiState.Name
return aiState
end
--create the AiStates necessay to translate this step
Logic.createStepStates = function ( step , context )
local states = { }
local state = Logic.createState ( )
table.insert ( states , state )
table.insert ( context.RtAct . AiStates , state )
if step.Activity == " Patrol "
then
local state = Logic.createState ( )
table.insert ( states , state )
table.insert ( context.RtAct . AiStates , state )
end
return states
end
--assign a zone or a road to an AiState
--if invert is true, invert the road
Logic.assignZone = function ( rtAiState , zone , invert )
assert ( zone and type ( zone ) == " userdata " )
local points = zone.Points
assert ( points ~= nil )
local size = points.Size + 1
rtAiState.Pts = { }
local i = 0
local j
local k , v = next ( points , nil )
while k ~= nil
do
assert ( v ~= nil )
i = i + 1
if invert == true
then
j = size - i
else
j = i
end
rtAiState.Pts [ j ] = { }
rtAiState.Pts [ j ] . x = r2.getWorldPos ( v ) . x
rtAiState.Pts [ j ] . y = r2.getWorldPos ( v ) . y
rtAiState.Pts [ j ] . z = r2.getWorldPos ( v ) . z
k , v = next ( points , k )
end
end
--create all the states used in this activity Sequence
Logic.createActivityStates = function ( context , sequence )
assert ( sequence ~= nil )
local activityStates = { }
--activity's initial stat, aiStopStatee
-- init state
local aiStartState = r2.newComponent ( " RtAiState " )
aiStartState.Name = aiStartState.Id
Logic.StatesByName = aiStartState.Name
aiStartState.AiMovement = " idle " -- "stand_on_start_point"
table.insert ( context.RtAct . AiStates , aiStartState )
-- end state
local aiStopState = r2.newComponent ( " RtAiState " )
aiStopState.Name = aiStopState.Id
--Logic.StatesByName = aiStopState.Name
aiStopState.AiMovement = " idle " -- "stand_on_start_point"
table.insert ( context.RtAct . AiStates , aiStopState )
activityStates [ sequence.InstanceId ] = { aiStartState , aiStopState }
if ( sequence.Components == nil ) then assert ( nil ) end
--creation of the states of the step
local k , v = next ( sequence.Components , nil )
while k do
local states = Logic.createStepStates ( v , context )
activityStates [ v.InstanceId ] = states
k , v = next ( sequence.Components , k )
end
Logic.ActivitiesStates [ sequence.InstanceId ] = activityStates
end
Logic.translateActivitySequence = function ( context , hlComponent , activitySequence , sequenceId , rtNpcGrp )
assert ( rtNpcGrp ~= nil )
if context.Real == false
then
return
end
Logic.ActionStepCounter = 0
Logic.ChatSequenceCounter = 0
--Logic.States = {}
Logic.CurrentActivity = activitySequence
local ok = false
local nbSteps = activitySequence.Components . Size
local aiState
local action
local event
local sequence = activitySequence
if sequence.Components . Size == 0
then
return
end
Logic.initSequence ( context , rtNpcGrp )
if Logic.ActivitiesStates [ sequence.InstanceId ] then
Logic.States = Logic.ActivitiesStates [ sequence.InstanceId ]
else
Logic.States = " "
end
local i = 1
local k , activityStep = next ( sequence.Components , nil )
while k do
--translate step
Logic.translateActivityStep ( context , hlComponent , activitySequence , activityStep , i , rtNpcGrp )
i = i + 1
k , activityStep = next ( sequence.Components , k )
end
--create actions to repeat the sequence
if sequence.Repeating == 1
then
local code =
" //sequence will repeat " ..
" oldChatSequenceVar = " .. Logic.chatSequenceVar .. " ; \n " ..
" RoadCountLimit=0; \n " ..
" oldActivityStepVar = " .. Logic.activityStepVar .. " ; \n " ..
" oldActivityStepVar2 = " .. Logic.activityStepVar .. " + 1 " .. " ; \n " ..
" v2=0; \n " ..
" ()setTimer(1, " .. Logic.activityStepTimerId .. " ); \n "
-- .. "()setEvent(" .. Logic.EndOfActivitySequenceEvent ..");\n"
local action = r2.Translator . createAction ( " code " , code )
action.Name = " repeat_sequence "
table.insert ( Logic.SequenceAction . Children , action )
else
local backupState =
" //sequence will not repeat " ..
" oldChatSequenceVar = " .. Logic.chatSequenceVar .. " ; \n " ..
" RoadCountLimit=0; \n " ..
" oldActivityStepVar = " .. Logic.activityStepVar .. " ; \n " ..
" oldActivityStepVar2 = " .. Logic.activityStepVar .. " + 1 " .. " ; \n "
local stateName = Logic.ActivitiesStates [ sequence.InstanceId ] [ sequence.InstanceId ] [ 2 ] . Id
local setNextActivityState = " ()postNextState( \" " .. r2.getNamespace ( ) .. stateName .. " \" ); \n "
local action = r2.Translator . createAction ( " code " , backupState
-- .."()setEvent(" .. Logic.EndOfActivitySequenceEvent ..");\n"
.. setNextActivityState )
action.Name = " end_of_activity_sequence "
table.insert ( Logic.SequenceAction . Children , action )
end
Logic.SequenceEvent . StatesByName = Logic.StatesByName
Logic.DialogEvent = nil
Logic.SequenceEvent = nil
end
Logic._obsolete_TranslateScriptAction = function ( context , step , nextTime )
local actionType = Logic.getAction ( step )
assert ( actionType ~= nil )
-- debugInfo(colorTag(0,255,0).. actionType)
if actionType == " stop_actions "
then
local action = r2.Translator . createAction ( " set_timer_ " .. Logic.chatTimer , " 0 " )
return action
end
if actionType == " start_mission "
then
local counterMission = context.Components [ step.Parameter ]
local action = r2.Translator . createAction ( " trigger_event_1 " , context.RtCounters [ counterMission.InstanceId ] . RtGroup.Name )
-- debugInfo("action created!!")
return action
end
if 0 == 1 and actionType == " go_to_step "
then
--TODO
local param = tonumber ( step.Parameter )
debugInfo ( " param = " .. param )
if ( param < 1 ) or ( Logic.CurrentActivity . Components [ param ] == nil )
then
-- debugInfo(colorTag(255,0,0).."Impossible to go to step " .. param .." !")
return nil
end
debugInfo ( context.Feature . Class )
return Logic.selectActivityStep ( param )
end
if actionType == " set_activity "
then
local group = nil
local param
local rtGroup
if step.Who ~= " " and step.Who ~= nil
then
group = step.Who
rtGroup = r2.Translator . getRtGroup ( context , group )
end
param = tonumber ( step.Parameter )
-- debugInfo("param = " .. param)
local action
if group ~= nil
then
action = r2.Translator . createAction ( " begin_state " , Logic.getActivityInitialStateName ( group , param , context ) )
assert ( action ~= nil )
local index = Logic.addTriggeredAction ( context , context.RtGroups [ group ] . Name , action )
action = r2.Translator . createAction ( " modify_variable " , rtGroup.Name .. " : " .. Logic.triggerEventVar .. " = " .. index )
action.Name = " set_activity "
else
action = r2.Translator . createAction ( " begin_state " , Logic.getActivityInitialStateName ( context.Group . Name , param , context ) )
assert ( action ~= nil )
end
return action
end
local action = r2.Translator . createAction ( actionType )
assert ( action ~= nil )
return action
end
Logic.translateChatAction = function ( context , chatSequenceNumber , chatStepNumber , chatSequence , chatStep , chatAction , rtMAction )
local getRtId = r2.Features [ " TextManager " ] . getRtId
if chatAction.Class == " ChatAction "
then
local who = r2.Utils . getNpcParam ( tostring ( chatAction.Who ) , context )
-- create say action
if not who then
local whoInstance = r2 : getInstanceFromId ( tostring ( chatAction.Who ) )
local chatSequenceInstance = r2 : getInstanceFromId ( chatSequence.InstanceId )
local whoName = " "
if whoInstance then whoName = " ( " .. whoInstance.Name .. " ) " end
if false then
printWarning ( " Error in ChatStep ' " .. chatStep : getName ( )
.. " ' of the ChatSequence ' " .. chatSequence : getName ( ) .. " ' "
.. " the field Who ' " .. chatAction.Who .. " ' is invalid " )
end
return nil
end
if chatAction.Says ~= " " and chatAction.Says ~= nil
then
local param = getRtId ( context , tostring ( chatAction.Says ) )
if param then
action = r2.Translator . createAction ( " npc_say " , param , who ) ;
-- action = r2.newComponent("RtNpcEventHandlerAction")
-- action.Action = "npc_say"
-- action.Parameters = who .."\n" .. param
table.insert ( rtMAction.Children , action )
else
debugInfo ( colorTag ( 255 , 255 , 0 ) .. " WRN: Text " .. chatAction.Says .. " error " )
end
end
-- create emot action
if tostring ( chatAction.Emote ) ~= " " and chatAction.Emote ~= nil
then
action = r2.newComponent ( " RtNpcEventHandlerAction " )
action.Action = " emot "
action.Parameters = tostring ( chatAction.Emote ) .. " \n " .. who
table.insert ( rtMAction.Children , action )
end
-- create facing action
if tostring ( chatAction.Facing ) ~= " " and chatAction.Facing ~= nil
then
local facing = r2.Utils . getNpcParam ( tostring ( chatAction.Facing ) , context )
if facing then
action = r2.newComponent ( " RtNpcEventHandlerAction " )
action.Action = " facing "
action.Parameters = facing .. " \n " .. who
table.insert ( rtMAction.Children , action )
else
printWarning ( " Can not find npc " )
end
end
else
printWarning ( chatAction.Class .. " not implemented yet " )
end
end
Logic.translateChatStep = function ( context , chatSequenceNumber , chatSequence , chatStepNumber , chatStep , rtActionSwitchChatStep )
assert ( chatStep )
assert ( chatStep.Class == " ChatStep " )
if chatStep.Actions . Size > 0 then
local rtMAction = r2.Translator . createAction ( " multi_actions " )
table.insert ( rtActionSwitchChatStep.Children , rtMAction )
local k , chatAction = next ( chatStep.Actions , nil )
while k do
Logic.translateChatAction ( context , chatSequenceNumber , chatStepNumber , chatSequence , chatStep , chatAction , rtMAction )
local oldChatAction = chatAction
-- next wait
do
if ( chatStepNumber < chatSequence.Components . Size and chatSequence.Components [ chatStepNumber ] ) then
local action = r2.Translator . createAction ( " code " ,
" oldChatStepVar = " .. tostring ( chatStepNumber ) .. " ; \n " ..
Logic.chatStepVar .. " = " .. tostring ( chatStepNumber + 1 ) .. " ; \n " ..
" ()setTimer( " .. tostring ( 1 + chatSequence.Components [ chatStepNumber ] . Time * 10 ) .. " , " .. Logic.chatTimerId .. " ); \n " ) ;
action.Name = " next "
table.insert ( rtMAction.Children , action )
else
local action = r2.Translator . createAction ( " code " ,
" oldChatStepVar = " .. tostring ( chatStepNumber ) .. " ; \n " ..
Logic.chatStepVar .. " = " .. tostring ( chatStepNumber + 1 ) .. " ; \n " ..
" ()setEvent( " .. Logic.EndOfChatSequenceEvent .. " ); \n " ..
" if (repeatSequence == 1) \n { \n " .. Logic.chatSequenceVar .. " = " .. Logic.chatSequenceVar .. " ; \n " ..
" } \n " )
action.Name = " end_of_chat_sequence "
table.insert ( rtMAction.Children , action )
end
end
k , chatAction = next ( chatStep.Actions , k )
end
else
local action = r2.Translator . createAction ( " null_action " )
action.Name = " empty_chat_step_ " .. chatStepNumber
table.insert ( rtActionSwitchChatStep.Children , action )
end
end
Logic.translateChatSequence = function ( context , chatSequenceNumber , chatSequence , rtSwitchChatSequence )
assert ( chatSequence )
assert ( chatSequence.Class == " ChatSequence " )
if chatSequence.Components . Size > 0 then
local rtActionSwitchChatStep = r2.Translator . createAction ( " switch_actions " , Logic.chatStepVar )
rtActionSwitchChatStep.Name = " switch_chat_step "
table.insert ( rtSwitchChatSequence.Children , rtActionSwitchChatStep )
local chatStepNumber = 0
-- initial wait
do
local action = r2.Translator . createAction ( " code " , " oldChatStepVar = 0; \n "
.. Logic.chatStepVar .. " = 1; \n ()setTimer( " .. tostring ( tonumber ( chatSequence.Components [ 0 ] . Time ) * 10 + 1 ) .. " , " .. Logic.chatTimerId .. " ); \n " ) ;
action.Name = " initial_wait "
table.insert ( rtActionSwitchChatStep.Children , action )
end
local k , chatStep = next ( chatSequence.Components , nil )
while k do
chatStepNumber = chatStepNumber + 1
Logic.translateChatStep ( context , chatSequenceNumber , chatSequence , chatStepNumber , chatStep , rtActionSwitchChatStep )
k , chatStep = next ( chatSequence.Components , k )
end
else
local action = r2.Translator . createAction ( " null_action " )
action.Name = " empty_chat_sequence_ " .. chatSequenceNumber
table.insert ( rtSwitchChatSequence.Children , action )
end
end
Logic.translateChatSequences = function ( context , hlComponent , behavior , rtNpcGrp )
assert ( behavior.ChatSequences )
if behavior.ChatSequences . Size > 0 then
assert ( rtNpcGrp )
do
local event = r2.Translator . createEvent ( " variable_ " .. Logic.chatSequenceVar .. " _changed " , " " , rtNpcGrp.Name )
event.Name = " activity_sequence_changed "
table.insert ( context.RtAct . Events , event )
local rtInitChatStep = r2.Translator . createAction ( " code " , " oldChatStepVar = -1; \n " .. Logic.chatStepVar .. " = 0; \n ()setTimer(1, " .. Logic.chatTimerId .. " ) \ ; \n " )
rtInitChatStep.Name = " init_chat_step "
table.insert ( context.RtAct . Actions , rtInitChatStep )
table.insert ( event.ActionsId , rtInitChatStep.Id )
end
local event = r2.Translator . createEvent ( " timer_ " .. Logic.chatTimer .. " _triggered " , " " , rtNpcGrp.Name )
event.Name = " dialog_event "
table.insert ( context.RtAct . Events , event )
local rtSwitchChatSequence = r2.Translator . createAction ( " switch_actions " , Logic.chatSequenceVar )
rtSwitchChatSequence.Name = " switch_chat_sequence "
table.insert ( context.RtAct . Actions , rtSwitchChatSequence )
table.insert ( event.ActionsId , rtSwitchChatSequence.Id )
local chatSequenceNumber = 0
local k , chatSequence = next ( behavior.ChatSequences , nil )
while k do
context.Feature = nil
chatSequenceNumber = chatSequenceNumber + 1
Logic.translateChatSequence ( context , chatSequenceNumber , chatSequence , rtSwitchChatSequence )
k , chatSequence = next ( behavior.ChatSequences , k )
end
end
end
function Logic . isWanderActivity ( activity )
return activity == " Wander " or activity == " Go To Zone " or activity == " Rest In Zone " or activity == " Feed In Zone "
or activity == " Hunt In Zone " or activity == " Guard Zone "
end
-------------------------------------------------
--create a transition to go to step number stepNb
--set a timer to go to next step
--select the step
--goto the step's state
Logic.createTransition = function ( context , hlComponent , activitySequence , activityStep , activityStepIndex , stepAction )
local findChatSequenceIdByInstanceId = function ( chat )
local parent = chat.ParentInstance . ChatSequences
assert ( parent )
local nbSequence = 0
local k , sequence = next ( parent , nil )
while k do
if tostring ( sequence.InstanceId ) == tostring ( chat.InstanceId ) then return nbSequence end
nbSequence = nbSequence + 1
k , sequence = next ( parent , k )
end
return - 1
end
assert ( activityStep )
local chat = nil
if activityStep.Chat ~= " " then
chat = r2 : getInstanceFromId ( tostring ( activityStep.Chat ) )
end
local code = " "
local backupState = " "
local setChatSequence = " "
local setNextActivity = " "
local setNextActivityTimer = " "
local setNextActivityState = " "
backupState =
" oldChatSequenceVar = " .. Logic.chatSequenceVar .. " ; \n " ..
" RoadCountLimit=0; \n " ..
" oldActivityStepVar = " .. Logic.activityStepVar .. " ; \n " ..
" oldActivityStepVar2 = " .. Logic.activityStepVar .. " + 1; \n "
if chat ~= nil then
local id = findChatSequenceIdByInstanceId ( chat )
assert ( id ~= - 1 )
setChatSequence = Logic.chatSequenceVar .. " = " .. tostring ( id ) .. " ; \n "
if ( activityStep.Type == " Repeating " ) then
setChatSequence = setChatSequence .. " repeatSequence = 1; \n "
else
setChatSequence = setChatSequence .. " repeatSequence = 0; \n "
end
end
-- next activity
setNextActivity = Logic.activityStepVar .. " = " .. activityStepIndex .. " ; \n "
-- next activity timer
local param = Logic.getTimeLimit ( activityStep )
if param ~= nil then
if Logic.isWanderActivity ( activityStep.Activity ) then
-- The time limite is use by the activity
else
setNextActivityTimer = " ()setTimer( " .. param .. " , " .. Logic.activityStepTimerId .. " ); \n "
end
end
local states = Logic.States [ activityStep.InstanceId ]
local stateName = states [ 1 ] . Name
-- next activity state
setNextActivityState = " ()postNextState( \" " .. r2.getNamespace ( ) .. stateName .. " \" ); \n "
local action = r2.Translator . createAction ( " code " , backupState .. setChatSequence .. setNextActivity .. setNextActivityTimer .. setNextActivityState )
action.Name = " process_activity_step " .. activityStepIndex
if stepAction then
local tmpAction = r2.Translator . createAction ( " multi_actions " )
table.insert ( tmpAction.Children , action )
table.insert ( tmpAction.Children , stepAction )
action = tmpAction
end
action.Name = " process_activity_step " .. activityStepIndex
return action
end
------------------------------------------
--cr<63> e une action qui permet de
--s<> lectionner une s<> quence de chat
Logic.selectDialog = function ( dialogNb , rtNpcGrp )
local action
local prefix = " "
if ( rtNpcGrp ~= nil ) then
prefix = r2.getNamespace ( ) .. rtNpcGrp .. " . "
end
action = r2.Translator . createAction ( " code " ,
prefix .. " oldChatSequenceVar = " .. prefix .. Logic.chatSequenceVar .. " ; \n " ..
prefix .. Logic.chatSequenceVar .. " = " .. ( dialogNb - 1 ) .. " ; \n " )
action.Name = " select_dialog "
return action
end
--create the actions and events necessary to choose
--the dialog while running sequence
Logic.initDialog = function ( context )
local event = r2.Translator . createEvent ( " variable_ " .. Logic.chatSequenceVar .. " _changed " , " all_sequence_states " , context.Group . Name )
event.Name = " change_dialog_event "
Logic.DialogEvent2 = event
local action
local mAction = r2.Translator . createAction ( " multi_actions " )
action = r2.Translator . createAction ( " code " , " oldChatStepVar = " .. Logic.chatStepVar .. " ; \n " .. Logic.chatStepVar .. " = 0; \n " )
action.Name = " reset_dialog "
table.insert ( mAction.Children , action )
action = r2.Translator . createAction ( " switch_actions " , Logic.chatSequenceVar )
action.Name = " init_dialog_timer "
table.insert ( mAction.Children , action )
Logic.DialogAction2 = action
table.insert ( context.RtAct . Events , event )
table.insert ( context.RtAct . Actions , mAction )
table.insert ( event.ActionsId , mAction.Id )
event = r2.Translator . createEvent ( " timer_ " .. Logic.chatTimer .. " _triggered " , " all_sequence_states " , context.Group . Name )
event.Name = " dialog_event "
Logic.DialogEvent = event
table.insert ( context.RtAct . Events , event )
Logic.DialogAction = r2.Translator . createAction ( " switch_actions " , Logic.chatSequenceVar )
table.insert ( context.RtAct . Actions , Logic.DialogAction )
table.insert ( event.ActionsId , Logic.DialogAction . Id )
end
Logic.initSequence = function ( context , rtNpcGrp )
assert ( context )
assert ( rtNpcGrp )
event = r2.Translator . createEvent ( " timer_ " .. Logic.activityStepTimer .. " _triggered " , " all_sequence_states " , rtNpcGrp.Name )
event.Name = " sequence_event "
Logic.SequenceEvent = event
table.insert ( context.RtAct . Events , event )
Logic.SequenceAction = r2.Translator . createAction ( " switch_actions " , Logic.activityStepVar )
table.insert ( context.RtAct . Actions , Logic.SequenceAction )
table.insert ( event.ActionsId , Logic.SequenceAction . Id )
end
-- ust to implement translateEvents used to implement event created for implementing
Logic.translateEvent = function ( context , hlComponent , activitySequence , activityStep , activityStepIndex , event , rtNpcGrp , statesByName )
local chat = nil
-- context, groups, states, actionToAdd)
local eventType , eventParam = Logic.getEvent ( event )
local eventHandler = nil
if context.Events [ event.InstanceId ] == nil
then
eventHandler = r2.Translator . createEvent ( eventType , states , groups )
assert ( eventHandler ~= nil )
local stepAction = Logic.translateChatStep ( context , event.Action , nil )
if actionToAdd ~= nil
then
table.insert ( stepAction.Children , actionToAdd )
end
assert ( stepAction ~= nil )
table.insert ( context.RtAct . Actions , stepAction )
table.insert ( eventHandler.ActionsId , stepAction.Id )
context.Events [ event.InstanceId ] = eventHandler
else
eventHandler = context.Events [ event.InstanceId ]
if string.find ( eventHandler.StatesByName , states ) == nil
then
eventHandler.StatesByName = eventHandler.StatesByName .. " \n " .. states
end
if string.find ( eventHandler.GroupsByName , groups ) == nil
then
eventHandler.GroupsByName = eventHandler.GroupsByName .. " \n " .. groups
end
end
return eventHandler
end
-- translateEvents
Logic.translateEvents = function ( context , hlComponent , activitySequence , activityStep , activityStepIndex , rtNpcGrp , statesByName )
local activityStep
local last = nil
if activityStepIndex == activitySequence.Components . Size then
last = true
end
local k , eventId = next ( step.EventsIds , nil )
do
local eventHandler = r2 : getInstanceFromId ( eventId )
assert ( eventHandler ~= nil )
local action = nil
if eventHandler.Condition . Type == " At Destination " then
if step.Activity == " Follow Route " and last ~= true then
action = Logic.selectActivityStep ( activityStepIndex + 1 )
end
end
--the event returned here is a RtNpcEventHandler
event = translateEvent ( context , groups , states , action )
assert ( event ~= nil )
table.insert ( context.RtAct . Events , event )
k , eventId = next ( step.EventsIds , k )
end
end
--translate an activity step
Logic.translateActivityStep = function ( context , hlComponent , activitySequence , activityStep , activityStepIndex , rtNpcGrp )
--translate this activity activityStep's events
assert ( rtNpcGrp )
local aiState
local aiState2
local statesByName
local groupsByName = rtNpcGrp.Name
local zone = nil
local chat = nil
local aiScriptDebug = false
local activityStep = activityStep
if activityStep.Chat ~= " " then
chat = r2 : getInstanceFromId ( activityStep.Chat )
if not chat then
printErr ( " translation error: in the activitySequence " .. activitySequence.Name .. " in component " .. hlComponent.Name .. " : " .. " the chat sequence associated to this activity sequence can not be found " )
return nil
end
end
local states = Logic.States [ activityStep.InstanceId ]
--states creation
aiState = states [ 1 ] -- 1 is first ( a lua object not a instance )
--setting state AiMovement
aiState.AiMovement = Logic.getAiMovement ( activityStep.Activity )
assert ( aiState.AiMovement ~= " " )
--setting state zone or road
local positionalActivity = { [ " Patrol " ] = " road " ,
[ " Wander " ] = " zone " ,
[ " Repeat Road " ] = " road " ,
[ " Follow Route " ] = " road " ,
[ " Rest In Zone " ] = " zone " ,
[ " Feed In Zone " ] = " zone " ,
[ " Hunt In Zone " ] = " zone " ,
[ " Guard Zone " ] = " zone " ,
[ " Go To Zone " ] = " zone " ,
}
if positionalActivity [ activityStep.Activity ] then
local zone = r2 : getInstanceFromId ( activityStep.ActivityZoneId )
if zone == nil then
aiState = states [ 1 ]
aiState.AiMovement = " idle "
return aiState
else
if positionalActivity [ activityStep.Activity ] == " zone " then
if table.getn ( zone.Points ) < 3 then
aiState = states [ 1 ]
aiState.AiMovement = " idle "
return aiState
end
else
if table.getn ( zone.Points ) < 2 then
aiState = states [ 1 ]
aiState.AiMovement = " idle "
return aiState
end
end
end
end
if activityStep.Activity == " Patrol " then
local zone = r2 : getInstanceFromId ( activityStep.ActivityZoneId )
if ( zone == nil )
then
printErr ( " translation error: in the activitySequence " .. activitySequence.Name .. " in component " .. hlComponent.Name .. " : " .. " the zone associated to the action can not be found " )
return nil
end
--un etat aller, un etat retour
aiState2 = states [ 2 ]
aiState2.AiMovement = " follow_route "
Logic.assignZone ( aiState , zone , false )
Logic.assignZone ( aiState2 , zone , true )
statesByName = aiState.Name .. " \n " .. aiState2.Name
elseif activityStep.Activity == " Repeat Road " or activityStep.Activity == " Follow Route " or activityStep.Activity == " Wander "
or activityStep.Activity == " Rest In Zone " or activityStep.Activity == " Feed In Zone " or activityStep.Activity == " Hunt In Zone "
or activityStep.Activity == " Guard Zone " or activityStep.Activity == " Go To Zone " then
local zone = r2 : getInstanceFromId ( activityStep.ActivityZoneId )
if ( zone == nil ) then
printErr ( " translation error: in the activitySequence " .. activitySequence.Name .. " in component " .. hlComponent.Name .. " : " .. " the zone associated to the action can not be found " )
return nil
end
Logic.assignZone ( aiState , zone , false )
statesByName = aiState.Name
else
statesByName = aiState.Name
end
if activityStep.Activity == " Repeat Road " then
local action
local event
--when at end of the road, ...
event = r2.Translator . createEvent ( " destination_reached_all " , statesByName , groupsByName )
table.insert ( context.RtAct . Events , event )
--return to the start of the road
local repeatCount = activityStep.RoadCountLimit
if not repeatCount then repeatCount = 2 end
action = r2.Translator . createAction ( " next_road " , groupsByName , aiState.Name , activityStepIndex , repeatCount )
table.insert ( context.RtAct . Actions , action )
table.insert ( event.ActionsId , action.Id )
elseif activityStep.Activity == " Patrol " then
local action
local event
local repeatCount = activityStep.RoadCountLimit
if not repeatCount then repeatCount = 2 end
event = r2.Translator . createEvent ( " destination_reached_all " , aiState.Name , groupsByName )
table.insert ( context.RtAct . Events , event )
action = r2.Translator . createAction ( " next_road " , groupsByName , aiState2.Name , activityStepIndex , repeatCount )
action.Name = " return "
table.insert ( context.RtAct . Actions , action )
table.insert ( event.ActionsId , action.Id )
event = r2.Translator . createEvent ( " destination_reached_all " , aiState2.Name , groupsByName )
table.insert ( context.RtAct . Events , event )
action = r2.Translator . createAction ( " next_road " , groupsByName , aiState.Name , activityStepIndex , repeatCount )
action.Name = " go "
table.insert ( context.RtAct . Actions , action )
table.insert ( event.ActionsId , action.Id )
elseif activityStep.Activity == " Follow Route " or activityStep.Activity == " Go To Start Point " or activityStep.Activity == " Go To Zone " then
local action
local event
event = r2.Translator . createEvent ( " destination_reached_all " , aiState.Name , groupsByName )
table.insert ( context.RtAct . Events , event )
action = Logic.selectActivityStep ( activityStepIndex + 1 )
table.insert ( context.RtAct . Actions , action )
table.insert ( event.ActionsId , action.Id )
elseif activityStep.Activity == " Rest In Zone " then
local wanderTime = 100
local restTime = 300
r2.Translator . createActivityInZone ( context , aiState.Name , groupsByName , " Rest " , Logic.activityInternalTimerId , wanderTime , restTime , aiScriptDebug )
elseif activityStep.Activity == " Feed In Zone " then
local wanderTime = 50
local feedTime = 150
r2.Translator . createActivityInZone ( context , aiState.Name , groupsByName , " Eat " , Logic.activityInternalTimerId , wanderTime , feedTime , aiScriptDebug )
elseif activityStep.Activity == " Hunt In Zone " then
local wanderTime = 100
local alertTime = 25
local eatTime = 80
r2.Translator . createHuntActivityInZone ( context , aiState.Name , groupsByName , Logic.activityInternalTimerId , wanderTime , alertTime , eatTime , aiScriptDebug )
elseif activityStep.Activity == " Guard Zone " then
r2.Translator . createSimpleActivityInZone ( context , aiState.Name , groupsByName , " Alert " , false , aiScriptDebug )
end
if Logic.isWanderActivity ( activityStep.Activity ) and activityStep.TimeLimit == " Few Sec " then
local event = r2.Translator . createEvent ( " destination_reached_all " , aiState.Name , groupsByName )
table.insert ( context.RtAct . Events , event )
local action = r2.Translator . createAction ( " wander_destination_reached " , groupsByName , aiState.Name , activityStepIndex , tonumber ( activityStep.TimeLimitValue ) )
table.insert ( context.RtAct . Actions , action )
table.insert ( event.ActionsId , action.Id )
end
local stepAction = nil
if activityStep.Activity == " Stand Up " then
stepAction = r2.Translator . createAction ( " stand_up " , rtNpcGrp.Id )
elseif activityStep.Activity == " Sit Down " then
stepAction = r2.Translator . createAction ( " sit_down " , rtNpcGrp.Id )
end
-- translate event create by activitySequence (eg patrol)
if activityStep.EventsIds . Size ~= 0
then
Logic.translateEvents ( context , hlComponent , activitySequence , activityStep , activityStepIndex , rtNpcGrp , statesByName )
end
--go to next activityStep
local action = Logic.createTransition ( context , hlComponent , activitySequence , activityStep , activityStepIndex , stepAction )
table.insert ( Logic.SequenceAction . Children , action )
-- if ActivityStep.TimeLimit == "Chat" creates a eventhandler to go to next state
if activityStep.TimeLimit == " Chat " then
local action
local condition
local event
local number = Logic.findChatSequenceIdByInstanceId ( hlComponent , chat.InstanceId )
if ( number == nil or number == - 1 ) then
printWarning ( " Error in translation: in component ' " .. hlComponent.Name .. " the chat sequence selected as time limit of Activity Step " .. activityStepIndex .. " does not exist. " )
end
event = r2.Translator . createEvent ( " user_event_8 " , aiState.Name , rtNpcGrp.Id )
table.insert ( context.RtAct . Events , event )
condition = r2.Translator . createAction ( " condition_if " , " v0 == " .. tostring ( number - 1 ) )
table.insert ( context.RtAct . Actions , condition )
action = Logic.selectActivityStep ( activityStepIndex + 1 )
table.insert ( condition.Children , action )
table.insert ( event.ActionsId , condition.Id )
end
assert ( State ~= " " )
return aiState
end
---------------------------------------------------------------------------------------
--helpers functions--
---------------------------------------------------------------------------------------
Logic.getAiMovement = function ( activity )
assert ( activity and type ( activity ) == " string " )
if ( activity == " Follow Route " ) or ( activity == " Patrol " ) or ( activity == " Repeat Road " ) then
return " follow_route "
elseif activity == " Deploy " then
return " stand_on_vertices "
elseif activity == " Wander " or activity == " Go To Zone " or activity == " Rest In Zone " or activity == " Feed In Zone "
or activity == " Hunt In Zone " or activity == " Guard Zone " then
return " wander "
elseif activity == " Stand Still " or activity == " Inactive " or activity == " Stand Up " or activity == " Sit Down " then
return " idle "
elseif activity == " Stand On Start Point " or activity == " Go To Start Point " then
return " stand_on_start_point "
end
printWarning ( " Undef activity ' " .. activity .. " ' " )
assert ( nil )
return " "
end
Logic.getAction = function ( action )
local action_type = action.Action
if action_type == " Sit Down "
then
return " sit_down "
end
if action_type == " Stand Up "
then
return " stand_up "
end
if action_type == " Go To Step "
then
if action.Parameter == nil or action.Parameter == " "
then
return nil
end
return " go_to_step "
end
if action_type == " Set Activity "
then
if action.Parameter == nil or action.Parameter == " "
then
return nil
end
return " set_activity "
end
if action_type == " Stop Actions "
then
return " stop_actions "
end
if action_type == " Start Mission "
then
return " start_mission "
end
return nil
end
Logic.getEvent = function ( Event )
local i = Logic.find ( Logic.EventTypes , Event.Condition . SourceType )
--Time event type
if i == 0
then
end
--place event type
if i == 1
then
end
--entity event type
if i == 2
then
if Event.Condition . Type == " At Destination "
then
return " destination_reached_all "
end
if Event.Condition . Type == " Is Attacked "
then
return " group_under_attack "
end
if Event.Condition . Type == " Enters State "
then
return " start_of_state "
end
if Event.Condition . Type == " Leaves State "
then
return " end_of_state "
end
if Event.Condition . Type == " Activity Is "
then
end
end
--State Machine event type
if i == 3
then
end
--Counter event type
if i == 4
then
local counterName = Event.Parameter
local param
if counterName == nil
then
end
if string.find ( Event.Condition . Type , " v%d_changed " ) ~= nil
then
return " variable_ " .. Event.Condition . Type
end
if Event.Condition . Type == " Equals "
then
param = " = "
else
if Event.Condition . Type == " Lesser "
then
param = " < "
else
if Event.Condition . Type == " Greater "
then
param = " > "
else
param = nil
end
end
end
if param == nil
then
return nil
end
param = param .. Event.Condition . ConditionParameter
return " variable_changed " , param
end
end
Logic.checkEvent = function ( eventMode , sourceType , sourceId , conditionType , parameter )
local eventTypeInd = Logic.find ( Logic.EventTypes , sourceType )
local conditionTypeInd
if eventTypeInd == nil
then
return false
end
--{"Time", "Place", "Entity or Group", "State Machine", "Counter"}
conditionTypeInd = Logic.find ( Logic.ConditionTypes [ eventTypeInd ] , conditionType )
if eventTypeInd == nil
then
return false
end
--Time event type
if eventTypeInd == 0
then
end
--Place event type
if eventTypeInd == 1
then
end
--Entity or Group event type
if eventTypeInd == 2
then
if parameter == nil or parameter == " "
then
if conditionType == " At Destination " or conditionType == " Is Attacked "
then
return true
else
return false
end
else
if conditionType == " Enters State " or conditionType == " Leaves State "
then
return true
else
return false
end
end
end
--State Machine event type
if eventTypeInd == 3
then
end
--Counter event type
if eventTypeInd == 4
then
if string.find ( conditionType , " v%d_changed " ) ~= nil
then
return true
end
if conditionType == " Lesser " or conditionType == " Greater " or conditionType == " Equals "
then
return true
end
end
return false
end
Logic.fillCondition = function ( condition , sourceType , sourceId , conditionType , conditionParameter )
condition.SourceType = sourceType
condition.SourceId = sourceId
condition.Type = conditionType
condition.ConditionParameter = conditionParameter
end
Logic.fillEvent = function ( event , eventMode , sourceType , sourceId , conditionType , conditionParameter )
if Logic.checkEvent ( eventMode , sourceType , sourceId , conditionType , conditionParameter ) == false
then
assert ( 0 )
return false
end
Logic.fillCondition ( event.Condition , sourceType , sourceId , conditionType , conditionParameter )
event.EventMode = eventMode
return true
end
-----------------------------------------
--genere le parametre de l'action set_timer
Logic.getTimeLimit = function ( step )
local param = " "
if step.TimeLimit == " Few Sec " then
local limit = tonumber ( step.TimeLimitValue )
limit = 1 + limit * 10
param = tostring ( limit )
return param
end
return nil
end
Logic.getActivityInitialStateName = function ( groupId , activityNb , context )
local group = context.Components [ groupId ]
local activity = group.Components [ 1 ] . Behavior.Activities [ activityNb ]
if activity == nil
then
return nil
end
local activityStates = Logic.ActivitiesStates [ activity.InstanceId ]
return activityStates [ activity.InstanceId ] [ 0 ] . Name
end
--return the states used to represent this step activity
Logic.getActivityStepStates = function ( activity , stepNb )
local activityStates = Logic.ActivitiesStates [ activity.InstanceId ]
local states = activityStates [ activity.Components [ stepNb ] . InstanceId ]
return states
end
Logic.find = function ( array , elem )
local i = 0
for k , v in pairs ( array )
do
if k ~= " Keys "
then
if elem == v
then
return i
end
i = i + 1
end
end
return nil
end
Logic.findChatSequenceIdByInstanceIdImpl = function ( instance , instanceId )
local behvior = instance : getBehavior ( )
local k , sequence = next ( behvior.ChatSequences , nil )
local nbSequence = 0
while k do
nbSequence = nbSequence + 1
if tostring ( sequence.InstanceId ) == instanceId then return nbSequence end
k , sequence = next ( behvior.ChatSequences , k )
end
return - 1
end
Logic.findChatSequenceIdByInstanceId = function ( target , instanceId )
local instance = target
return Logic.findChatSequenceIdByInstanceIdImpl ( instance , instanceId )
end
-- target -> hlNpc or hlNpcGrp
Logic.findChatStepIdByInstanceId = function ( target , instanceId )
assert ( type ( target ) == " userdata " )
local nbSequence = 0
local nbStep = 0
local instance = target
assert ( instance ~= nil )
local behavior = instance : getBehavior ( )
assert ( behavior ~= nil )
local k2 , sequence = next ( behavior.ChatSequences , nil )
while k2 do
nbSequence = nbSequence + 1
nbStep = 0
local k , step = next ( sequence.Components , nil )
while k do
nbStep = nbStep + 1
if tostring ( step.InstanceId ) == instanceId then return { nbStep , nbSequence } end
k , step = next ( sequence.Components , k )
end
k2 , sequence = next ( behavior.ChatSequences , k2 )
end
assert ( 0 )
return { - 1 , - 1 }
end
-- target is a NpcGrp or a Npc or a CustomNpc
Logic.findActivitySequenceIdByInstanceId = function ( target , instanceId )
assert ( type ( target ) == " userdata " )
local nbSequence = 0
local behavior = nil
behavior = target : getBehavior ( )
if behavior == nil then
debugInfo ( " Error: try to find activity Sequence on an unknown entity of type " .. target.Class )
assert ( nil )
end
local npc = behavior.ParentInstance
local grp = behavior.ParentInstance . ParentInstance
if not npc : isGrouped ( ) then grp = nil end
local k , sequence = next ( behavior.Activities , nil )
while ( k ~= nil ) do
nbSequence = nbSequence + 1
if sequence.InstanceId == instanceId then
if grp then return { nbSequence , grp } end
if npc then return { nbSequence , npc } end
assert ( nil )
end
k , sequence = next ( behavior.Activities , k )
end
return { - 1 , nil }
end
Logic.findActivityStepIdByInstanceId = function ( target , instanceId )
assert ( type ( target ) == " userdata " )
local nbSequence = 0
local nbStep = 0
local comp = target
local behavior = comp : getBehavior ( )
local k , sequence = next ( behavior.Activities , nil )
while k do
if tostring ( sequence.InstanceId ) == instanceId then
assert ( nil ) -- use findActivityStep instead of findactivitySequence
end
nbSequence = nbSequence + 1
nbStep = 0
local k2 , step = next ( sequence.Components , nil )
while ( k2 ) do
nbStep = nbStep + 1
if tostring ( step.InstanceId ) == instanceId then return { nbStep , nbSequence } end
k2 , step = next ( sequence.Components , k2 )
end
k , sequence = next ( behavior.Activities , k )
end
return { - 1 , - 1 }
end
Logic.selectActivityStep = function ( stepNb )
local action
stepNb = stepNb - 1
action = r2.Translator . createAction ( " code " ,
Logic.activityStepVar .. " = " .. stepNb .. " ; \n "
.. " ()setTimer(1, " .. Logic.activityStepTimerId .. " ); \n " )
action.Name = " select_activity_step " .. stepNb
return action
end
----------------------------------------------------------------------------
-- add a line to the event menu
local component = Logic.Components . ChatSequence
----------------------------------------------------------------------------
-- add a line to the event menu
function component : getLogicTranslations ( )
local logicTranslations = {
[ " ApplicableActions " ] = {
[ " starts dialog " ] = { menu = i18n.get ( " uiR2AA0ChatSeqStart " ) : toUtf8 ( ) ,
text = i18n.get ( " uiR2AA1ChatSeqStart " ) : toUtf8 ( ) } ,
[ " stops dialog " ] = { menu = i18n.get ( " uiR2AA0ChatSeqStop " ) : toUtf8 ( ) ,
text = i18n.get ( " uiR2AA1ChatSeqStop " ) : toUtf8 ( ) } ,
[ " starts chat " ] = { menu = i18n.get ( " uiR2AA0ChatStepStart " ) : toUtf8 ( ) ,
text = i18n.get ( " uiR2AA1ChatStepStart " ) : toUtf8 ( ) } ,
[ " continues dialog " ] = { menu = i18n.get ( " uiR2AA0ChatStepContinue " ) : toUtf8 ( ) ,
text = i18n.get ( " uiR2AA1ChatStepContinue " ) : toUtf8 ( ) } ,
} ,
[ " Events " ] = {
[ " start of dialog " ] = { menu = i18n.get ( " uiR2Event0ChatSeqStart " ) : toUtf8 ( ) ,
text = i18n.get ( " uiR2Event1ChatSeqStart " ) : toUtf8 ( ) } ,
[ " end of dialog " ] = { menu = i18n.get ( " uiR2Event0ChatSeqEnd " ) : toUtf8 ( ) ,
text = i18n.get ( " uiR2Event1ChatSeqEnd " ) : toUtf8 ( ) } ,
[ " start of chat " ] = { menu = i18n.get ( " uiR2Event0ChatStepStart " ) : toUtf8 ( ) ,
text = i18n.get ( " uiR2Event1ChatStepStart " ) : toUtf8 ( ) } ,
[ " end of chat " ] = { menu = i18n.get ( " uiR2Event0ChatStepEnd " ) : toUtf8 ( ) ,
text = i18n.get ( " uiR2Event1ChatStepEnd " ) : toUtf8 ( ) } ,
} ,
[ " Conditions " ] = {
[ " is in dialog " ] = { menu = i18n.get ( " uiR2Test0ChatSeq " ) : toUtf8 ( ) ,
text = i18n.get ( " uiR2Test1ChatSeq " ) : toUtf8 ( ) } ,
[ " is not in dialog " ] = { menu = i18n.get ( " uiR2Test0ChatNotSeq " ) : toUtf8 ( ) ,
text = i18n.get ( " uiR2Test1ChatNotSeq " ) : toUtf8 ( ) } ,
[ " is in chat " ] = { menu = i18n.get ( " uiR2Test0ChatStep " ) : toUtf8 ( ) ,
text = i18n.get ( " uiR2Test1ChatStep " ) : toUtf8 ( ) } ,
}
}
return logicTranslations
end
r2.Features [ " ActivitySequence " ] = Logic