Birther.lua
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-- TE4 - T-Engine 4
-- Copyright (C) 2009, 2010, 2011 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
require "engine.class"
local Dialog = require "engine.ui.Dialog"
local ListColumns = require "engine.ui.ListColumns"
local Button = require "engine.ui.Button"
local Textzone = require "engine.ui.Textzone"
local Separator = require "engine.ui.Separator"
module(..., package.seeall, class.inherit(Dialog))
_M.birth_descriptor_def = {}
_M.birth_auto = {}
_M.step_names = {}
--- Defines birth descriptors
-- Static!
function _M:loadDefinition(file)
local f, err = loadfile(file)
if not f and err then error(err) os.exit() end
setfenv(f, setmetatable({
ActorTalents = require("engine.interface.ActorTalents"),
newBirthDescriptor = function(t) self:newBirthDescriptor(t) end,
setAuto = function(type, v) self.birth_auto[type] = v end,
setStepNames = function(names) self.step_names = names end,
load = function(f) self:loadDefinition(f) end
}, {__index=_G}))
f()
end
--- Defines one birth descriptor
-- Static!
function _M:newBirthDescriptor(t)
assert(t.name, "no birth name")
assert(t.type, "no birth type")
t.short_name = t.short_name or t.name
t.short_name = t.short_name:upper():gsub("[ ]", "_")
t.display_name = t.display_name or t.name
assert(t.desc, "no birth description")
if type(t.desc) == "table" then t.desc = table.concat(t.desc, "\n") end
t.desc = t.desc:gsub("\n\t+", "\n")
t.descriptor_choices = t.descriptor_choices or {}
table.insert(self.birth_descriptor_def, t)
t.id = #self.birth_descriptor_def
self.birth_descriptor_def[t.type] = self.birth_descriptor_def[t.type] or {}
self.birth_descriptor_def[t.type][t.name] = t
table.insert(self.birth_descriptor_def[t.type], t)
end
--- Instanciates a birther for the given actor
function _M:init(title, actor, order, at_end, quickbirth, w, h)
self.quickbirth = quickbirth
self.actor = actor
self.order = order
if order.get_name then
self.at_end = function()
game:registerDialog(require('engine.dialogs.GetText').new("Enter your character's name", "Name", 2, 25, function(text)
game:setPlayerName(text)
at_end()
end, function()
util.showMainMenu()
end))
end
else
self.at_end = at_end
end
Dialog.init(self, title and title or ("Character Creation: "..actor.name), w or 600, h or 400)
self.descriptors = {}
self.c_tut = Textzone.new{width=math.floor(self.iw / 2 - 10), height=1, auto_height=true, no_color_bleed=true, text=[[
Keyboard: #00FF00#up key/down key#FFFFFF# to select an option; #00FF00#Enter#FFFFFF# to accept; #00FF00#Backspace#FFFFFF# to go back.
Mouse: #00FF00#Left click#FFFFFF# to accept; #00FF00#right click#FFFFFF# to go back.
]]}
self.c_random = Button.new{text="Random", width=math.floor(self.iw / 2 - 40), fct=function() self:randomSelect() end}
self.c_desc = Textzone.new{width=math.floor(self.iw / 2 - 10), height=self.ih - self.c_tut.h - 20, scrollbar=true, no_color_bleed=true, text=""}
self.c_list = ListColumns.new{width=math.floor(self.iw / 2 - 10), height=self.ih - 10 - self.c_random.h, scrollbar=true, all_clicks=true, columns={
{name="", width=8, display_prop="char"},
{name="", width=92, display_prop="display_name"},
}, list={}, fct=function(item, sel, button, event)
self.sel = sel
if (event == "key" or event == "button") and button == "left" then self:next()
elseif event == "button" and button == "right" then self:prev()
end
end, select=function(item, sel) self.sel = sel self:select(item) end}
self.cur_order = 1
self.sel = 1
self:next()
self:loadUI{
{left=0, top=0, ui=self.c_list},
{right=0, top=self.c_tut.h + 20, ui=self.c_desc},
{right=0, top=0, ui=self.c_tut},
{left=0, bottom=0, ui=self.c_random},
{hcenter=0, top=5, ui=Separator.new{dir="horizontal", size=self.ih - 10}},
}
self:setFocus(self.c_list)
self:setupUI()
self:select(self.list[self.c_list.sel])
-- self.c_list:selectColumn(2)
self.key:addCommands{
_BACKSPACE = function() self:prev() end,
__TEXTINPUT = function(c)
if self.list and self.list.chars[c] then
self.c_list.sel = self.list.chars[c]
self.sel = self.list.chars[c]
self:next()
end
end,
}
end
function _M:on_register()
if self.quickbirth then
if __module_extra_info.auto_quickbirth then
self.do_quickbirth = true
self:quickBirth()
else
self:yesnoPopup("Quick Birth", "Do you want to recreate the same character?", function(ret)
if ret then
self.do_quickbirth = true
self:quickBirth()
end
end, "Recreate", "New character")
end
end
end
function _M:quickBirth()
if not self.do_quickbirth then return end
-- Abort quickbirth if stage not found
if not self.quickbirth[self.current_type] then self.do_quickbirth = false end
-- Find the correct descriptor
for i, d in ipairs(self.list) do
if self.quickbirth[self.current_type] == d.name then
print("[QUICK BIRTH] using", d.name, "for", self.current_type)
self.sel = i
self:next()
return true
end
end
-- Abort if not found
self.do_quickbirth = false
end
function _M:selectType(type)
local default = 1
self.list = {}
-- Make up the list
print("[BIRTHER] selecting type", type)
for i, d in ipairs(self.birth_descriptor_def[type]) do
local allowed = true
print("[BIRTHER] checking allowance for ", d.name)
for j, od in ipairs(self.descriptors) do
if od.descriptor_choices and od.descriptor_choices[type] then
local what = util.getval(od.descriptor_choices[type][d.name]) or util.getval(od.descriptor_choices[type].__ALL__)
if what and what == "allow" then
allowed = true
elseif what and (what == "never" or what == "disallow") then
allowed = false
elseif what and what == "forbid" then
allowed = nil
end
print("[BIRTHER] test against ", od.name, "=>", what, allowed)
if allowed == nil then break end
end
end
-- Check it is allowed
if allowed then
table.insert(self.list, d)
if d.selection_default then default = #self.list end
end
end
self.current_type = type
self:updateList()
self.c_list.sel = default
self.c_list:onSelect()
end
function _M:makeKey(letter)
if letter >= 26 then
return string.char(string.byte('A') + letter - 26)
else
return string.char(string.byte('a') + letter)
end
end
function _M:updateList()
self.list.chars = {}
for i, item in ipairs(self.list) do
item.zone = Textzone.new{width=self.c_desc.w, height=self.c_desc.h, text=item.desc}
item.char = self:makeKey(i-1)
self.list.chars[item.char] = i
end
self.c_list.list = self.list
self.c_list.columns[2].name = (self.step_names[self.current_type] or self.current_type:capitalize())
self.c_list:generate()
end
function _M:prev()
if self.cur_order == 1 then
if #self.list == 1 and self.birth_auto[self.current_type] ~= false then self:next() end
return
end
if not self.list then return end
self.changed = true
table.remove(self.descriptors)
self.cur_order = self.cur_order - 1
self:selectType(self.order[self.cur_order])
if #self.list == 0 then
self:prev()
elseif #self.list == 1 then
self:prev()
end
end
function _M:next()
self.changed = true
if self.list then
table.insert(self.descriptors, self.list[self.sel] or "none")
if self.list[self.sel] and self.list[self.sel].on_select then self.list[self.sel]:on_select() end
self.cur_order = self.cur_order + 1
if not self.order[self.cur_order] then
game:unregisterDialog(self)
self:apply()
self.at_end()
return
end
end
self:selectType(self.order[self.cur_order])
if self:quickBirth() then return end
if #self.list == 0 then
self:next()
elseif #self.list == 1 and self.birth_auto[self.current_type] ~= false then
self:next()
end
end
function _M:randomSelect()
self.sel = rng.range(1, #self.list)
game.log("Randomly selected %s.", self.list[self.sel].name)
self:next()
end
function _M:select(item)
if item and self.uis and self.uis[2] then
self.uis[2].ui = item.zone
end
end
--- Apply all birth options to the actor
function _M:apply()
self.actor.descriptor = {}
local stats, inc_stats = {}, {}
for i, d in ipairs(self.descriptors) do
print("[BIRTH] Applying descriptor "..(d.name or "none"))
self.actor.descriptor[d.type or "none"] = (d.name or "none")
if d.copy then
local copy = table.clone(d.copy, true)
-- Append array part
while #copy > 0 do
local f = table.remove(copy)
table.insert(self.actor, f)
end
-- Copy normal data
table.merge(self.actor, copy, true)
end
if d.copy_add then
local copy = table.clone(d.copy_add, true)
-- Append array part
while #copy > 0 do
local f = table.remove(copy)
table.insert(self.actor, f)
end
-- Copy normal data
table.mergeAdd(self.actor, copy, true)
end
-- Change stats
if d.stats then
for stat, inc in pairs(d.stats) do
stats[stat] = (stats[stat] or 0) + inc
end
end
if d.inc_stats then
for stat, inc in pairs(d.inc_stats) do
inc_stats[stat] = (inc_stats[stat] or 0) + inc
end
end
if d.talents_types then
for t, v in pairs(d.talents_types) do
local mastery
if type(v) == "table" then
v, mastery = v[1], v[2]
else
v, mastery = v, 0
end
self.actor:learnTalentType(t, v)
self.actor.talents_types_mastery[t] = (self.actor.talents_types_mastery[t] or 1) + mastery
end
end
if d.talents then
for tid, lev in pairs(d.talents) do
for i = 1, lev do
self.actor:learnTalent(tid, true)
end
end
end
if d.experience then self.actor.exp_mod = self.actor.exp_mod * d.experience end
if d.body then
self.actor.body = d.body
self.actor:initBody()
end
end
-- Apply stats now to not be overridden by other things
for stat, inc in pairs(stats) do
self.actor:incStat(stat, inc)
end
for stat, inc in pairs(inc_stats) do
self.actor:incIncStat(stat, inc)
end
end