mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-14 03:09:04 +00:00
950 lines
34 KiB
Lua
950 lines
34 KiB
Lua
-- In this file we define functions that serves for player windows
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------------------------------------------------------------------------------------------------------------
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-- create the game namespace without reseting if already created in an other file.
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if (game==nil) then
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game= {};
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end
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if (game.PVP == nil) then
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game.PVP = {};
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game.PVP.tagStartTimer = 0;
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game.PVP.flagStartTimer = 0;
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game.PVP.tagTimerStarted = false;
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game.PVP.flagTimerStarted = false;
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end
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if (game.BonusMalus == nil) then
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game.BonusMalus = {};
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game.BonusMalus.DeathPenaltyBefore = -1;
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game.BonusMalus.DeathPenaltyAfter = -1;
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game.BonusMalus.XPCatSlotBefore = -1;
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game.BonusMalus.XPCatSlotAfter = -1;
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game.BonusMalus.RingXPCatSlotBefore = -1;
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game.BonusMalus.RingXPCatSlotAfter = -1;
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game.BonusMalus.OutpostSlotBefore = -1;
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game.BonusMalus.OutpostSlotAfter = -1;
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game.BonusMalus.BonusAHList= {};
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game.BonusMalus.MalusAHList= {};
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end
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------------------------------------------------------------------------------------------------------------
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-- Update player bars in function of what we wants to display (we can hide each one of the 3 bars : sap,stamina and focus)
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function game:updatePlayerBars()
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local dispSap = getDbProp('UI:SAVE:PLAYER:DISP_SAP');
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local dispSta = getDbProp('UI:SAVE:PLAYER:DISP_STA');
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local dispFoc = getDbProp('UI:SAVE:PLAYER:DISP_FOC');
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local ui = getUI('ui:interface:player:content');
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-- active ui in function of what is displayed
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ui.b_sap.active = (dispSap == 1);
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ui.jsap.active = (dispSap == 1);
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ui.b_sta.active = (dispSta == 1);
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ui.jsta.active = (dispSta == 1);
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ui.b_foc.active = (dispFoc == 1);
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ui.jfoc.active = (dispFoc == 1);
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-- choose good y-position
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local totalBarDisp = dispSap + dispSta + dispFoc;
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if (totalBarDisp == 3) then
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ui.b_sap.y = -20;
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ui.b_sta.y = -35;
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ui.b_foc.y = -50;
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ui.current_action.y = -65;
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elseif (totalBarDisp == 2) then
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if (dispSap == 0) then
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ui.b_sta.y = -20;
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ui.b_foc.y = -35;
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end
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if (dispSta == 0) then
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ui.b_sap.y = -20;
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ui.b_foc.y = -35;
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end
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if (dispFoc == 0) then
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ui.b_sap.y = -20;
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ui.b_sta.y = -35;
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end
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ui.current_action.y = -50;
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elseif (totalBarDisp == 1) then
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ui.b_sta.y = -20;
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ui.b_foc.y = -20;
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ui.b_sta.y = -20;
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ui.current_action.y = -35;
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else
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ui.current_action.y = -20;
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end
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end
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------------------------------------------------------------------------------------------------------------
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-- convert a boolean to a number 0 or 1
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function booleanToNumber(thebool)
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if(thebool) then
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return 1;
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else
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return 0;
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end
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end
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------------------------------------------------------------------------------------------------------------
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-- Update player pvp tag
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function game:pvpTagUpdateDisplay()
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local currentServerTick = getDbProp('UI:VARIABLES:CURRENT_SERVER_TICK');
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local pvpServerTagTimer = getDbProp('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:ACTIVATION_TIME');
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local pvpServerFlagTimer = getDbProp('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:FLAG_PVP_TIME_LEFT');
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local uiPlayer= getUI('ui:interface:player:header_opened');
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-- get the current state
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local pvpServerFlag= pvpServerFlagTimer > currentServerTick;
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local pvpLocalTag= (getDbProp('UI:TEMP:PVP_FACTION:TAG_PVP') == 1);
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local pvpServerTag= (getDbProp('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:TAG_PVP') == 1);
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local pvpServerActivateTimerOn= pvpServerTagTimer > currentServerTick;
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-- deduce the display state according to the current state
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local GREEN= 0;
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local ORANGE= 1;
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local RED= 2;
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local buttonMode= GREEN;
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local buttonPushed= false;
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local buttonTimer= false;
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-- if the flag is activated, then must display PVP flag button and timer
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if (pvpServerFlag) then
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-- ** RED MODE
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buttonMode= RED;
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buttonPushed= false;
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buttonTimer= true;
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-- else must display correct mode according to the TAG state
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else
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-- There are 8 possibilities according to the combination of the 3 flags
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-- Here: TL= pvpLocalTag, TS= pvpServerTag, AS= pvpServerActivateTimerOn)
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-- TL TS AS
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-- ** GREEN MODE **
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-- 0 0 0 -> Standard disabled PVP
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-- 1 0 0 -> The user pressed the button but still no response from server
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-- 1 1 1 -> The user pressed the button and got response from server. => GREEN icon with timer
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-- 0 1 1 -> The user canceled the activation (server not acked yet the cancel). => default display
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-- ** ORANGE MODE **
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-- 1 1 0 -> Standard enabled PVP
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-- 0 1 0 -> The user pressed the button but still no response from server
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-- 0 0 1 -> The user pressed the button and got response from server. => ORANGE icon with timer
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-- 1 0 1 -> The user canceled the activation (server not acked yet the cancel). => default display
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-- From this table, we can deduce the following rules
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-- buttonMode is GREEN when TS==AS
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if( pvpServerTag == pvpServerActivateTimerOn ) then
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buttonMode= GREEN;
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else
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buttonMode= ORANGE;
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end
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-- the button is pushed if (there is a timer and TL==TS), or (no timer and TL!=TS)
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if( pvpServerActivateTimerOn == (pvpLocalTag == pvpServerTag) ) then
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buttonPushed= true;
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else
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buttonPushed= false;
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end
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-- display a timer only if the timer is activated and server and local tag are equals
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if( pvpServerActivateTimerOn and pvpLocalTag == pvpServerTag ) then
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buttonTimer= true;
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else
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buttonTimer= false;
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end
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end
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-- setup the local display
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setDbProp("UI:TEMP:PVP_FACTION:DSP_MODE", buttonMode);
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setDbProp("UI:TEMP:PVP_FACTION:DSP_PUSHED", booleanToNumber(buttonPushed));
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setDbProp("UI:TEMP:PVP_FACTION:DSP_TIMER", booleanToNumber(buttonTimer));
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-- setup the timer bar
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if(buttonTimer) then
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local uiBar = uiPlayer.pvp_timer;
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local uiBarBg = uiPlayer.pvp_timer_bg;
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-- Flag Bar?
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if(buttonMode==RED) then
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-- display a reverse timer
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uiBar.w = uiBarBg.w * (pvpServerFlagTimer - currentServerTick) / (pvpServerFlagTimer - game.PVP.flagStartTimer);
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else
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-- display a forward timer
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uiBar.w = uiBarBg.w * (currentServerTick - game.PVP.tagStartTimer) / (pvpServerTagTimer - game.PVP.tagStartTimer);
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end
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end
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-- force update of the tooltip for any button (by disabling then reenabling)
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disableContextHelpForControl(uiPlayer.pvp_tag_button_0);
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disableContextHelpForControl(uiPlayer.pvp_tag_button_1);
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disableContextHelpForControl(uiPlayer.pvp_tag_button_2);
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end
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------------------------------------------------------------------------------------------------------------
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-- Update player pvp tag
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function game:pvpTag()
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local buttonStat = getDbProp('UI:TEMP:PVP_FACTION:TAG_PVP');
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if (buttonStat == 0) then
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setDbProp('UI:TEMP:PVP_FACTION:TAG_PVP',1);
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else
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setDbProp('UI:TEMP:PVP_FACTION:TAG_PVP',0);
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end
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sendMsgToServerPvpTag(buttonStat == 0);
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-- update display
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self:pvpTagUpdateDisplay();
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end
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------------------------------------------------------------------------------------------------------------
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-- Update button due to server validation
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function game:updatePvpTag()
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-- force copy to temp of Server tag
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local pvpServerTag= (getDbProp('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:TAG_PVP') == 1);
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setDbProp('UI:TEMP:PVP_FACTION:TAG_PVP', booleanToNumber(pvpServerTag));
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-- launch timer DB if necessary
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local currentServerTick = getDbProp('UI:VARIABLES:CURRENT_SERVER_TICK');
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local pvpServerTagTimer = getDbProp('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:ACTIVATION_TIME');
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local pvpServerFlagTimer = getDbProp('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:FLAG_PVP_TIME_LEFT');
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if(pvpServerTagTimer > currentServerTick) or (pvpServerFlagTimer > currentServerTick) then
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local ui = getUI('ui:interface:player');
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addOnDbChange(ui,'@UI:VARIABLES:CURRENT_SERVER_TICK', 'game:updatePvpTimer()');
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if(pvpServerTagTimer > currentServerTick and game.PVP.tagTimerStarted == false) then
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game.PVP.tagStartTimer = currentServerTick;
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game.PVP.tagTimerStarted = true;
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end
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if(pvpServerFlagTimer > currentServerTick and game.PVP.flagTimerStarted == false) then
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game.PVP.flagStartTimer = currentServerTick;
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game.PVP.flagTimerStarted = true;
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end
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end
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-- update display (after start timer reseted)
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self:pvpTagUpdateDisplay();
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:updatePvpTimer()
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-- update display
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self:pvpTagUpdateDisplay();
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-- try to stop
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local currentServerTick = getDbProp('UI:VARIABLES:CURRENT_SERVER_TICK');
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local pvpServerTagTimer = getDbProp('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:ACTIVATION_TIME');
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local pvpServerFlagTimer = getDbProp('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:FLAG_PVP_TIME_LEFT');
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-- Manage Tag Timer display
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if(pvpServerTagTimer <= currentServerTick) then
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game.PVP.tagTimerStarted = false;
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end
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-- Manage Flag Timer display
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if(pvpServerFlagTimer <= currentServerTick) then
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game.PVP.flagTimerStarted = false;
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end
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-- if both off, stop the db update
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if(game.PVP.tagTimerStarted == false) and (game.PVP.flagTimerStarted == false) then
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removeOnDbChange(getUI('ui:interface:player'),'@UI:VARIABLES:CURRENT_SERVER_TICK');
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end
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:formatTime(temps)
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local hours = math.floor(temps/(10*60*60));
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local minutes = math.floor((temps - (hours*10*60*60)) / (10*60));
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local seconds = math.floor((temps - (hours*10*60*60) - (minutes*10*60)) / 10);
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local fmt = i18n.get('uittPvPTime');
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fmt = findReplaceAll(fmt, '%h', tostring(hours));
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fmt = findReplaceAll(fmt, '%m', tostring(minutes));
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fmt = findReplaceAll(fmt, '%s', tostring(seconds));
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return fmt;
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:playerTTPvp()
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-- The tooltip to display depends on the current display state
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local buttonMode= getDbProp("UI:TEMP:PVP_FACTION:DSP_MODE");
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local buttonPushed= (getDbProp("UI:TEMP:PVP_FACTION:DSP_PUSHED")==1);
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local buttonTimer= (getDbProp("UI:TEMP:PVP_FACTION:DSP_TIMER")==1);
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local text;
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-- Flag mode?
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if(buttonMode==2) then
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local pvpServerFlagTimer = getDbProp('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:FLAG_PVP_TIME_LEFT');
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local currentServerTick = getDbProp('UI:VARIABLES:CURRENT_SERVER_TICK');
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local tempsString = game:formatTime( pvpServerFlagTimer - currentServerTick );
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text = i18n.get('uittPvPModeFlag');
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text = findReplaceAll(text, '%temps', tempsString);
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-- Tag mode
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else
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-- base text
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if(buttonMode==0 and not(buttonPushed)) then
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text = i18n.get('uittPvPModeTagOff');
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elseif(buttonMode==0 and buttonPushed) then
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text = i18n.get('uittPvPModeTagOffChange');
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elseif(buttonMode==1 and not(buttonPushed)) then
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text = i18n.get('uittPvPModeTagOn');
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elseif(buttonMode==1 and buttonPushed) then
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text = i18n.get('uittPvPModeTagOnChange');
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else
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text = ucstring();
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end
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-- timer
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if(buttonTimer) then
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local pvpServerTagTimer = getDbProp('SERVER:CHARACTER_INFO:PVP_FACTION_TAG:ACTIVATION_TIME');
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local currentServerTick = getDbProp('UI:VARIABLES:CURRENT_SERVER_TICK');
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local tempsString = game:formatTime( pvpServerTagTimer - currentServerTick );
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local timeFmt= i18n.get('uittPvPTagTimer');
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timeFmt= findReplaceAll(timeFmt, '%temps', tempsString);
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text= concatUCString(text, timeFmt);
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end
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end
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-- set the text
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setContextHelpText(text);
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end
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-- ***************************************************************************
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-- ***************************************************************************
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-- BONUS MALUS
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-- ***************************************************************************
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-- ***************************************************************************
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------------------------------------------------------------------------------------------------------------
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function game:bonusMalusActiveText(ui, slot, state)
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local uiTextGroup= ui["text" .. tostring(slot) ];
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if(uiTextGroup) then
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uiTextGroup.active= state;
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end
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end
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------------------------------------------------------------------------------------------------------------
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function game:bonusMalusSetText(ui, slot, fmt)
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local uiTextGroup= ui["text" .. tostring(slot) ];
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if(uiTextGroup) then
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uiTextGroup.shade0.uc_hardtext_format= fmt;
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uiTextGroup.shade1.uc_hardtext_format= fmt;
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uiTextGroup.shade2.uc_hardtext_format= fmt;
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uiTextGroup.shade3.uc_hardtext_format= fmt;
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uiTextGroup.text.uc_hardtext_format= fmt;
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uiTextGroup.text2.uc_hardtext_format= fmt;
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end
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end
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------------------------------------------------------------------------------------------------------------
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-- From given DB vals, compute the 'Xp Bonus' text info
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function game:updateXpCatQuantity(textSlot, ui)
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-- get the ui text to fill
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if(ui==nil) then
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ui= getUICaller();
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end
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-- format the text
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local fmt= "x@{FF6F}" .. tostring( getDbProp("SERVER:CHARACTER_INFO:XP_CATALYSER:Count") );
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self:bonusMalusSetText(ui, textSlot, fmt);
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end
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------------------------------------------------------------------------------------------------------------
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-- From given DB vals, compute the 'Ring Xp Bonus' text info
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function game:updateRingXpCatQuantity(textSlot, ui)
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-- get the ui text to fill
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if(ui==nil) then
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ui= getUICaller();
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end
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-- format the text
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local fmt= "x@{FF6F}" .. tostring( getDbProp("SERVER:CHARACTER_INFO:RING_XP_CATALYSER:Count") );
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self:bonusMalusSetText(ui, textSlot, fmt);
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end
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------------------------------------------------------------------------------------------------------------
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function game:outpostUpdatePVPTimer(textSlot, ui)
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-- get the ui text to fill
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if(ui==nil) then
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ui= getUICaller();
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end
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-- Get the timer of interest (priority to player leaving the zone)
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local endTimer= 0;
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local endOfPvpTimer= getDbProp('SERVER:CHARACTER_INFO:PVP_OUTPOST:FLAG_PVP_TIME_END');
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if( endOfPvpTimer>0 ) then
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endTimer= endOfPvpTimer;
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else
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local endOfRound= getDbProp('SERVER:CHARACTER_INFO:PVP_OUTPOST:ROUND_END_DATE');
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if( endOfRound>0 ) then
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endTimer= endOfRound;
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end
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end
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-- Use a text with a timer?
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if( endTimer>0 ) then
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-- compute the time that lefts in sec (suppose a smooth server tick is 1 ms)
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local curTick= getDbProp('UI:VARIABLES:CURRENT_SERVER_TICK');
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local timeSec= (endTimer- curTick)/10;
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-- replace in str
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local text= "@{FF6F}" .. runFct('secondsToTimeStringShort', timeSec);
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self:bonusMalusSetText(ui, textSlot, text);
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-- else Default display
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else
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self:bonusMalusSetText(ui, textSlot, "@{FF6F}on");
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end
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end
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------------------------------------------------------------------------------------------------------------
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function game:deathPenaltyUpdateXPMalus()
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end
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------------------------------------------------------------------------------------------------------------
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-- called when someone click on a bonus malus icon. redirect to correct action handler if any
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function game:onLeftClickBonus()
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local ui= getUICaller();
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local id= getIndexInDB(ui);
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local ah= self.BonusMalus.BonusAHList[id];
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if(ui and ah) then
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runAH(ui, ah, "");
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end
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end
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function game:onLeftClickMalus()
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local ui= getUICaller();
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local id= getIndexInDB(ui);
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local ah= self.BonusMalus.MalusAHList[id];
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if(ui and ah) then
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runAH(ui, ah, "");
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end
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end
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------------------------------------------------------------------------------------------------------------
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-- update if needed the ActionHandler and text update from DB
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function game:updateBonusMalusTextSetup()
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local numLocalBonusMalus= getDefine("num_local_bonus_malus");
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local uiBonus= getUI('ui:interface:bonus_malus:header_opened:bonus');
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local uiMalus= getUI('ui:interface:bonus_malus:header_opened:malus');
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local dbXpCat= "@SERVER:CHARACTER_INFO:XP_CATALYSER:Count";
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local dbRingXpCat= "@SERVER:CHARACTER_INFO:RING_XP_CATALYSER:Count";
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local dbOutpost= "@SERVER:CHARACTER_INFO:PVP_OUTPOST, @UI:VARIABLES:CURRENT_SERVER_TICK";
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local dbDeathPenalty= "@SERVER:USER:DEATH_XP_MALUS";
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-- reset cache
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self.BonusMalus.DeathPenaltyBefore= self.BonusMalus.DeathPenaltyAfter;
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self.BonusMalus.XPCatSlotBefore= self.BonusMalus.XPCatSlotAfter;
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self.BonusMalus.RingXPCatSlotBefore= self.BonusMalus.RingXPCatSlotAfter;
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self.BonusMalus.OutpostSlotBefore= self.BonusMalus.OutpostSlotAfter;
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-- *** remove and hide any preceding
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for i= 0,numLocalBonusMalus-1 do
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-- reset AH
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self.BonusMalus.BonusAHList[i]= nil;
|
|
self.BonusMalus.MalusAHList[i]= nil;
|
|
-- hide text view
|
|
self:bonusMalusActiveText(uiBonus, i, false);
|
|
-- reset special tooltip
|
|
setDbProp( formatUI('UI:VARIABLES:BONUS:#1:SPECIAL_TOOLTIP', i), game.TBonusMalusSpecialTT.None);
|
|
end
|
|
removeOnDbChange(uiBonus, dbXpCat);
|
|
removeOnDbChange(uiBonus, dbRingXpCat);
|
|
removeOnDbChange(uiBonus, dbOutpost);
|
|
|
|
|
|
-- *** set new XPCat setup
|
|
local slot= self.BonusMalus.XPCatSlotAfter;
|
|
if(slot~=-1) then
|
|
-- set AH to use for this slot
|
|
self.BonusMalus.BonusAHList[slot]= "xp_catalyser_stop_use";
|
|
-- add DB change, and call now! else not updated
|
|
addOnDbChange(uiBonus, dbXpCat, formatUI("game:updateXpCatQuantity(#1, nil)", slot) );
|
|
self:updateXpCatQuantity(slot, uiBonus);
|
|
-- show text
|
|
self:bonusMalusActiveText(uiBonus, slot, true);
|
|
-- set special tooltip (id==1 for xpcat)
|
|
setDbProp( formatUI('UI:VARIABLES:BONUS:#1:SPECIAL_TOOLTIP', slot), game.TBonusMalusSpecialTT.XpCatalyser);
|
|
end
|
|
|
|
-- *** set new RingXPCat setup
|
|
local slot= self.BonusMalus.RingXPCatSlotAfter;
|
|
if(slot~=-1) then
|
|
-- set AH to use for this slot
|
|
self.BonusMalus.BonusAHList[slot]= "ring_xp_catalyser_stop_use";
|
|
-- add DB change, and call now! else not updated
|
|
addOnDbChange(uiBonus, dbRingXpCat, formatUI("game:updateRingXpCatQuantity(#1, nil)", slot) );
|
|
self:updateRingXpCatQuantity(slot, uiBonus);
|
|
-- show text
|
|
self:bonusMalusActiveText(uiBonus, slot, true);
|
|
-- set special tooltip (id==1 for ringxpcat)
|
|
setDbProp( formatUI('UI:VARIABLES:BONUS:#1:SPECIAL_TOOLTIP', slot), game.TBonusMalusSpecialTT.XpCatalyser);
|
|
end
|
|
|
|
|
|
-- *** set new Outpost setup
|
|
local slot= self.BonusMalus.OutpostSlotAfter;
|
|
if(slot~=-1) then
|
|
-- no AH
|
|
-- add DB change, and call now! else not updated
|
|
addOnDbChange(uiBonus, dbOutpost, formatUI("game:outpostUpdatePVPTimer(#1, nil)", slot) );
|
|
self:outpostUpdatePVPTimer(slot, uiBonus);
|
|
-- show text
|
|
self:bonusMalusActiveText(uiBonus, slot, true);
|
|
-- don't set the tooltip here, because redone after return
|
|
end
|
|
|
|
|
|
-- *** set new DeathPenalty setup
|
|
local slot= self.BonusMalus.DeathPenaltyAfter;
|
|
if(slot~=-1) then
|
|
-- no AH
|
|
-- add DB change, and call now! else not updated
|
|
addOnDbChange(uiMalus, dbDeathPenalty, formatUI("game:deathPenaltyUpdateXPMalus(#1, nil)", slot) );
|
|
self:deathPenaltyUpdateXPMalus(slot, uiMalus);
|
|
-- show text
|
|
self:bonusMalusActiveText(uiMalus, slot, true);
|
|
-- set special tooltip (id==1 for death penalty)
|
|
setDbProp( formatUI('UI:VARIABLES:MALUS:#1:SPECIAL_TOOLTIP', slot), game.TBonusMalusSpecialTT.DeathPenalty);
|
|
end
|
|
|
|
end
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
-- Update Bonus malus local DB according to server DB
|
|
function game:updatePlayerBonusMalus()
|
|
local numServerBonusMalus= tonumber(getDefine("num_server_bonus_malus"));
|
|
local numLocalBonusMalus= tonumber(getDefine("num_local_bonus_malus"));
|
|
local dbServerBonusBase= getDefine("bonus") .. ":" ;
|
|
local dbServerMalusBase= getDefine("malus") .. ":" ;
|
|
local dbLocalBonusBase= "UI:VARIABLES:BONUS:";
|
|
local dbLocalMalusBase= "UI:VARIABLES:MALUS:";
|
|
|
|
local i;
|
|
local mustUpdateTextSetup= false;
|
|
|
|
|
|
-- ***********************
|
|
-- *** Insert Bonus
|
|
-- ***********************
|
|
local destIndex= 0;
|
|
local mustShowBonus= false;
|
|
|
|
-- *** Insert XPCatalyzer first
|
|
local xpcatCount= getDbProp("SERVER:CHARACTER_INFO:XP_CATALYSER:Count");
|
|
if(xpcatCount~=0) then
|
|
local xpcatLevel= getDbProp("SERVER:CHARACTER_INFO:XP_CATALYSER:Level");
|
|
-- Get the most appropriate icon
|
|
local iconLevel= 50;
|
|
for i= 50,250,50 do
|
|
if(i<=xpcatLevel) then
|
|
iconLevel= i;
|
|
end
|
|
end
|
|
-- Set the DB for this brick
|
|
mustShowBonus= true;
|
|
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":SHEET", getSheetId('big_xpcat_' .. tostring(iconLevel) .. '.sbrick' ) );
|
|
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":DISABLED", 0 );
|
|
self.BonusMalus.XPCatSlotAfter = destIndex;
|
|
destIndex= destIndex+1;
|
|
else
|
|
self.BonusMalus.XPCatSlotAfter = -1;
|
|
end
|
|
if(self.BonusMalus.XPCatSlotAfter ~= self.BonusMalus.XPCatSlotBefore) then
|
|
mustUpdateTextSetup= true;
|
|
end
|
|
|
|
-- *** Then insert RingXPCatalyzer
|
|
local ringxpcatCount= getDbProp("SERVER:CHARACTER_INFO:RING_XP_CATALYSER:Count");
|
|
if(ringxpcatCount~=0) then
|
|
local ringxpcatLevel= getDbProp("SERVER:CHARACTER_INFO:RING_XP_CATALYSER:Level");
|
|
-- Get the most appropriate icon
|
|
local iconLevel= 50;
|
|
for i= 50,250,50 do
|
|
if(i<=ringxpcatLevel) then
|
|
iconLevel= i;
|
|
end
|
|
end
|
|
-- Set the DB for this brick
|
|
mustShowBonus= true;
|
|
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":SHEET", getSheetId('big_ring_xpcat_' .. tostring(iconLevel) .. '.sbrick' ) );
|
|
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":DISABLED", 0 );
|
|
self.BonusMalus.RingXPCatSlotAfter = destIndex;
|
|
destIndex= destIndex+1;
|
|
else
|
|
self.BonusMalus.RingXPCatSlotAfter = -1;
|
|
end
|
|
if(self.BonusMalus.RingXPCatSlotAfter ~= self.BonusMalus.RingXPCatSlotBefore) then
|
|
mustUpdateTextSetup= true;
|
|
end
|
|
|
|
|
|
-- *** Insert PVPOutpost
|
|
local pvpOutpostPresent= getDbProp("SERVER:CHARACTER_INFO:PVP_OUTPOST:FLAG_PVP");
|
|
local pvpOutpostEndOfPVPFlag= 0;
|
|
local pvpOutpostEndOfRound= 0;
|
|
if(pvpOutpostPresent~=0) then
|
|
local pvpOutpostLevel= 0;
|
|
pvpOutpostEndOfPVPFlag= getDbProp('SERVER:CHARACTER_INFO:PVP_OUTPOST:FLAG_PVP_TIME_END');
|
|
pvpOutpostEndOfRound= getDbProp('SERVER:CHARACTER_INFO:PVP_OUTPOST:ROUND_END_DATE');
|
|
-- set a level only if we have some round, and if the out timer is not set
|
|
if(pvpOutpostEndOfRound~=0 and pvpOutpostEndOfPVPFlag==0) then
|
|
pvpOutpostLevel= 1 + getDbProp('SERVER:CHARACTER_INFO:PVP_OUTPOST:ROUND_LVL_CUR');
|
|
end
|
|
|
|
-- Set the DB for this brick
|
|
mustShowBonus= true;
|
|
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":SHEET", getSheetId('big_outpost_pvp_' .. tostring(pvpOutpostLevel) .. '.sbrick' ) );
|
|
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":DISABLED", 0 );
|
|
self.BonusMalus.OutpostSlotAfter = destIndex;
|
|
destIndex= destIndex+1;
|
|
else
|
|
self.BonusMalus.OutpostSlotAfter = -1;
|
|
end
|
|
if(self.BonusMalus.OutpostSlotAfter ~= self.BonusMalus.OutpostSlotBefore) then
|
|
mustUpdateTextSetup= true;
|
|
end
|
|
|
|
|
|
-- *** Insert standard Bonus
|
|
for i=0,numServerBonusMalus-1 do
|
|
-- get
|
|
local sheet= getDbProp(dbServerBonusBase .. tostring(i) .. ":SHEET" );
|
|
local disabled= getDbProp(dbServerBonusBase .. tostring(i) .. ":DISABLED" );
|
|
if(sheet~=0) then
|
|
mustShowBonus= true;
|
|
end
|
|
-- copy (to index shifted if needed)
|
|
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":SHEET", sheet );
|
|
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":DISABLED", disabled );
|
|
destIndex= destIndex+1;
|
|
end
|
|
if(mustShowBonus) then
|
|
setDbProp("UI:VARIABLES:SHOW_BONUS", 1);
|
|
else
|
|
setDbProp("UI:VARIABLES:SHOW_BONUS", 0);
|
|
end
|
|
|
|
|
|
-- *** erase any remaining bonus
|
|
while destIndex<numLocalBonusMalus do
|
|
setDbProp(dbLocalBonusBase .. tostring(destIndex) .. ":SHEET", 0 );
|
|
destIndex= destIndex + 1;
|
|
end
|
|
|
|
|
|
|
|
-- ***********************
|
|
-- *** Insert Malus
|
|
-- ***********************
|
|
local mustShowMalus= false;
|
|
destIndex= 0;
|
|
|
|
-- *** Insert Death Penalty first
|
|
local deathPenalty= getDbProp("SERVER:USER:DEATH_XP_MALUS");
|
|
if(deathPenalty~=255 and deathPenalty~=0) then
|
|
-- Set the DB for this brick
|
|
mustShowMalus= true;
|
|
setDbProp(dbLocalMalusBase .. tostring(destIndex) .. ":SHEET", getSheetId('death_penalty.sbrick' ) );
|
|
setDbProp(dbLocalMalusBase .. tostring(destIndex) .. ":DISABLED", 0 );
|
|
self.BonusMalus.DeathPenaltyAfter = destIndex;
|
|
destIndex= destIndex+1;
|
|
else
|
|
self.BonusMalus.DeathPenaltyAfter = -1;
|
|
end
|
|
if(self.BonusMalus.DeathPenaltyAfter ~= self.BonusMalus.DeathPenaltyBefore) then
|
|
mustUpdateTextSetup= true;
|
|
end
|
|
|
|
-- *** insert standard malus
|
|
for i=0,numServerBonusMalus-1 do
|
|
-- get
|
|
local sheet= getDbProp(dbServerMalusBase .. tostring(i) .. ":SHEET" );
|
|
local disabled= getDbProp(dbServerMalusBase .. tostring(i) .. ":DISABLED" );
|
|
if(sheet~=0) then
|
|
mustShowMalus= true;
|
|
end
|
|
-- copy
|
|
setDbProp(dbLocalMalusBase .. tostring(destIndex) .. ":SHEET", sheet );
|
|
setDbProp(dbLocalMalusBase .. tostring(destIndex) .. ":DISABLED", disabled );
|
|
destIndex= destIndex+1;
|
|
end
|
|
if(mustShowMalus) then
|
|
setDbProp("UI:VARIABLES:SHOW_MALUS", 1);
|
|
else
|
|
setDbProp("UI:VARIABLES:SHOW_MALUS", 0);
|
|
end
|
|
|
|
|
|
-- *** erase any remaining malus
|
|
while destIndex<numLocalBonusMalus do
|
|
setDbProp(dbLocalMalusBase .. tostring(destIndex) .. ":SHEET", 0 );
|
|
destIndex= destIndex + 1;
|
|
end
|
|
|
|
|
|
|
|
-- ***********************
|
|
-- *** update Text setup
|
|
-- ***********************
|
|
if(mustUpdateTextSetup) then
|
|
game:updateBonusMalusTextSetup();
|
|
end
|
|
|
|
-- set special tooltip for outpost (id==2,3,4 for outpost)
|
|
if(self.BonusMalus.OutpostSlotAfter ~= -1) then
|
|
local dbFmt= formatUI('UI:VARIABLES:BONUS:#1:SPECIAL_TOOLTIP', self.BonusMalus.OutpostSlotAfter);
|
|
if(pvpOutpostEndOfPVPFlag ~= 0) then
|
|
setDbProp(dbFmt, game.TBonusMalusSpecialTT.OutpostPVPOutOfZone);
|
|
elseif(pvpOutpostEndOfRound ~= 0) then
|
|
setDbProp(dbFmt, game.TBonusMalusSpecialTT.OutpostPVPInRound);
|
|
else
|
|
setDbProp(dbFmt, game.TBonusMalusSpecialTT.OutpostPVPOn);
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- ***************************************************************************
|
|
-- ***************************************************************************
|
|
-- CURRENT ACTION
|
|
-- ***************************************************************************
|
|
-- ***************************************************************************
|
|
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
function game:updateCurrentActionPosition()
|
|
local uiMemory= getUI("ui:interface:gestionsets");
|
|
local uiAction= getUI("ui:interface:current_action");
|
|
local uiMain= getUI("ui:interface");
|
|
if(uiAction and uiMain and uiMemory and uiMemory.active) then
|
|
|
|
-- NB: must use harcoded 182 and 40 size for the window, because may not be active at this time
|
|
|
|
-- refresh the x position
|
|
uiAction.x= uiMemory.x_real + uiMemory.w_real/2 - 182/2;
|
|
|
|
-- setup the y position according to position of the memory bar
|
|
local distBelow= uiMemory.y_real;
|
|
local distAbove= uiMain.h - (uiMemory.y_real + uiMemory.h_real);
|
|
if(distBelow < distAbove) then
|
|
uiAction.y= uiMemory.y_real + uiMemory.h_real + 40;
|
|
else
|
|
uiAction.y= uiMemory.y_real;
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
|
|
LastTooltipPhrase = nil
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
-- tool function used by game:updatePhraseTooltip
|
|
function game:setPhraseTooltipCarac(ttWin, name, value, textValue)
|
|
local icon = ttWin:find(name)
|
|
local text = ttWin:find(name .. "_text")
|
|
if value == 0 then
|
|
icon.active = false
|
|
text.active = false
|
|
else
|
|
icon.active = true
|
|
text.active = true
|
|
if textValue ~= nil then
|
|
text.uc_hardtext = textValue
|
|
else
|
|
text.hardtext = tostring(value)
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
function game:timeInSecondsToReadableTime(regenTime)
|
|
local seconds = math.mod(regenTime, 60)
|
|
local minutes = math.mod(math.floor(regenTime / 60), 60)
|
|
local hours = math.floor(regenTime / 3600)
|
|
local result = ""
|
|
if seconds > 0 then result = concatUCString(tostring(seconds), i18n.get("uittSecondsShort")) end
|
|
if minutes > 0 then result = concatUCString(tostring(minutes), i18n.get("uittMinutesShort"), result) end
|
|
if hours > 0 then result = concatUCString(tostring(hours), i18n.get("uittHoursShort"), result) end
|
|
return result
|
|
end
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
-- display the time left for a power / auras in its tooltip
|
|
function game:setPhraseTooltipPowerRegenTime(ttWin, regenTimeInTicks)
|
|
local text = ttWin:find("regen_time")
|
|
if regenTimeInTicks == 0 then
|
|
text.active = false
|
|
else
|
|
text.active = true
|
|
text.uc_hardtext_single_line_format = concatUCString(i18n.get("uittRegenTime"), game:timeInSecondsToReadableTime(math.floor((regenTimeInTicks + 9) * 0.1)))
|
|
text:invalidateCoords()
|
|
ttWin:invalidateCoords()
|
|
end
|
|
end
|
|
|
|
|
|
local EmptyUCString = ucstring()
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
-- called by C++ code when the tooltip of a phrase is about to be displayed
|
|
function game:updatePhraseTooltip(phrase)
|
|
LastTooltipPhrase = phrase
|
|
local ttWin = getUI("ui:interface:action_context_help")
|
|
local text = phrase:getName()
|
|
|
|
if not text or text == EmptyUCString then
|
|
text = ucstring("")
|
|
end
|
|
|
|
local desc = phrase:getDesc()
|
|
if desc and desc ~= EmptyUCString then
|
|
local str = tostring(desc)
|
|
local charFound = false
|
|
for k = 1, string.len(str) do
|
|
if string.byte(str, k) ~= 32 then
|
|
charFound = true
|
|
break
|
|
end
|
|
end
|
|
if charFound then
|
|
text = concatUCString(text, "\n@{CCCF}", desc)
|
|
end
|
|
else
|
|
text = concatUCString(text, "@{CCCF}")
|
|
end
|
|
-- IMPORTANT : the following getters on 'phrase' take in account the 'total action malus' for the timebeing
|
|
self:setPhraseTooltipCarac(ttWin, "hp_cost", phrase:getHpCost())
|
|
self:setPhraseTooltipCarac(ttWin, "sta_cost", phrase:getStaCost())
|
|
self:setPhraseTooltipCarac(ttWin, "sap_cost", phrase:getSapCost())
|
|
self:setPhraseTooltipCarac(ttWin, "focus_cost", phrase:getFocusCost())
|
|
self:setPhraseTooltipCarac(ttWin, "cast_time", phrase:getCastTime(), concatUCString(string.format("%.1f", phrase:getCastTime()), i18n.get("uittSeconds")))
|
|
local castRange = phrase:getCastRange()
|
|
if not phrase:isMagicPhrase() then
|
|
castRange = 0
|
|
end
|
|
self:setPhraseTooltipCarac(ttWin, "cast_range", castRange, concatUCString(tostring(castRange), i18n.get("uittMeters")))
|
|
-- if the phrase is a power / aura, then we may want to display its regen time in the tooltip
|
|
if phrase:isPowerPhrase() then
|
|
setOnDraw(ttWin, "game:updatePowerPhraseTooltip()")
|
|
else
|
|
setOnDraw(ttWin, "")
|
|
end
|
|
--
|
|
local successRateText = ttWin:find("success_rate")
|
|
local successRate = phrase:getSuccessRate()
|
|
if successRate == 0 then
|
|
successRateText.active = false
|
|
else
|
|
successRateText.active = true
|
|
successRateText.uc_hardtext_single_line_format = concatUCString(i18n.get("uittSuccessRate"), tostring(successRate), " %")
|
|
end
|
|
|
|
local disableTimeText = ttWin:find("disable_time")
|
|
if phrase:isPowerPhrase() then
|
|
local disableTime = phrase:getPowerDisableTime()
|
|
if disableTime == 0 then
|
|
disableTimeText.active = false
|
|
else
|
|
disableTimeText.active = true
|
|
disableTimeText.uc_hardtext_single_line_format = concatUCString(i18n.get("uittDisableTime"), game:timeInSecondsToReadableTime(disableTime / 10))
|
|
end
|
|
else
|
|
disableTimeText.active = false
|
|
end
|
|
game:updatePowerPhraseTooltip()
|
|
updateTooltipCoords()
|
|
return text
|
|
end
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
-- called at each frame when a power/aura tooltip is displayed,in order to update the regen countdown
|
|
function game:updatePowerPhraseTooltip()
|
|
local ttWin = getUI("ui:interface:action_context_help")
|
|
local leftRegenTime = 0
|
|
if LastTooltipPhrase:isPowerPhrase() then
|
|
leftRegenTime = LastTooltipPhrase:getTotalRegenTime() - LastTooltipPhrase:getRegenTime()
|
|
end
|
|
if leftRegenTime < 0 then
|
|
leftRegenTime = 0
|
|
end
|
|
self:setPhraseTooltipPowerRegenTime(ttWin, leftRegenTime)
|
|
updateTooltipCoords()
|
|
end
|
|
|
|
|
|
-- ***************************************************************************
|
|
-- ***************************************************************************
|
|
-- CURRENT BUFF ITEM
|
|
-- ***************************************************************************
|
|
-- ***************************************************************************
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
-- called by C++ code when the tooltip of a buff item is about to be displayed
|
|
function game:updateBuffItemTooltip(buffItem)
|
|
local ttWin = getUI("ui:interface:buff_item_context_help")
|
|
local text = buffItem:getName()
|
|
|
|
self:setPhraseTooltipCarac(ttWin, "hp_buff", buffItem:getHpBuff())
|
|
self:setPhraseTooltipCarac(ttWin, "sta_buff", buffItem:getStaBuff())
|
|
self:setPhraseTooltipCarac(ttWin, "sap_buff", buffItem:getSapBuff())
|
|
self:setPhraseTooltipCarac(ttWin, "focus_buff", buffItem:getFocusBuff())
|
|
|
|
updateTooltipCoords()
|
|
return text
|
|
end
|
|
|
|
-- ***************************************************************************
|
|
-- ***************************************************************************
|
|
-- CURRENT CRYSTALLIZED SPELL
|
|
-- ***************************************************************************
|
|
-- ***************************************************************************
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
-- called by C++ code when the tooltip of a cristallized spell is about to be displayed
|
|
function game:updateCrystallizedSpellTooltip(crystallizedSpell)
|
|
local ttWin = getUI("ui:interface:crystallized_spell_context_help")
|
|
local text = crystallizedSpell:getName()
|
|
|
|
crystallizedSpell:buildCrystallizedSpellListBrick()
|
|
|
|
updateTooltipCoords()
|
|
return text
|
|
end
|