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--
-- 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.interface.PlayerMouse"
require "mod.class.interface.PlayerStats"
require "mod.class.interface.PlayerLore"
require "mod.class.interface.PlayerExplore"
require "mod.class.interface.PartyDeath"
local ActorTalents = require "engine.interface.ActorTalents"
--- Defines the player for ToME
-- It is a normal actor, with some redefined methods to handle user interaction.<br/>
module(..., package.seeall, class.inherit(
mod.class.Actor,
engine.interface.PlayerRest,
engine.interface.PlayerMouse,
engine.interface.PlayerSlide,
mod.class.interface.PlayerStats,
mod.class.interface.PlayerDumpJSON,
mod.class.interface.PlayerExplore,
mod.class.interface.PartyDeath
-- Allow character registration even after birth
allow_late_uuid = true
t.display=t.display or '@'
t.color_r=t.color_r or 230
t.color_g=t.color_g or 230
t.color_b=t.color_b or 230
t.unique = t.unique or "player"
if type(t.open_door) == "nil" then t.open_door = true end
t.type = t.type or "humanoid"
t.subtype = t.subtype or "player"
t.faction = t.faction or "players"
t.ai = t.ai or "tactical"
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t.ai_state = t.ai_state or {talent_in=1, ai_move="move_astar"}
-- Dont give free resists & higher stat max to players
t.resists_cap = t.resists_cap or {}
t.old_air = 0
t.money_value_multiplier = t.money_value_multiplier or 1 -- changes amounts in gold piles and such
mod.class.Actor.init(self, t, no_default)
engine.interface.PlayerHotkeys.init(self, t)
mod.class.interface.PlayerLore.init(self, t)
self.descriptor = self.descriptor or {}
self.died_times = self.died_times or {}
self.last_learnt_talents = self.last_learnt_talents or { class={}, generic={} }
self.puuid = self.puuid or util.uuid()
function _M:onBirth(birther)
-- Make a list of random escort levels
local race_def = birther.birth_descriptor_def.race[self.descriptor.race]
local subrace_def = birther.birth_descriptor_def.subrace[self.descriptor.subrace]
local def = subrace_def.random_escort_possibilities or race_def.random_escort_possibilities
if def then
local zones = {}
for i, zd in ipairs(def) do for j = zd[2], zd[3] do zones[#zones+1] = {zd[1], j} end end
self.random_escort_levels = {}
for i = 1, 9 do
local z = rng.tableRemove(zones)
print("Random escort on", z[1], z[2])
self.random_escort_levels[z[1]] = self.random_escort_levels[z[1]] or {}
self.random_escort_levels[z[1]][z[2]] = true
end
end
end
function _M:onEnterLevel(zone, level)
self.entered_level = {x=self.x, y=self.y}
-- mark entrance (if applicable) as noticed
game.level.map.attrs(self.x, self.y, "noticed", true)
-- Fire random escort quest
if self.random_escort_levels and self.random_escort_levels[zone.short_name] and self.random_escort_levels[zone.short_name][level.level] then
self:grantQuest("escort-duty")
end
-- Cancel effects
local effs = {}
for eff_id, p in pairs(self.tmp) do
if self.tempeffect_def[eff_id].cancel_on_level_change then
effs[#effs+1] = eff_id
if type(self.tempeffect_def[eff_id].cancel_on_level_change) == "function" then self.tempeffect_def[eff_id].cancel_on_level_change(self, p) end
end
for i, eff_id in ipairs(effs) do self:removeEffect(eff_id) end
function _M:onEnterLevelEnd(zone, level)
end
function _M:onLeaveLevel(zone, level)
if self:hasEffect(self.EFF_FEED) then
self:removeEffect(self.EFF_FEED, true)
end
-- Fail past escort quests
local eid = "escort-duty-"..zone.short_name.."-"..level.level
if self:hasQuest(eid) and not self:hasQuest(eid):isEnded() then
local q = self:hasQuest(eid)
q.abandoned = true
self:setQuestStatus(eid, q.FAILED)
end
end
-- Wilderness encounter
function _M:onWorldEncounter(target, x, y)
if x and y and game.level.map(x, y, Map.ACTOR) == target then
game.level.map:remove(x, y, Map.ACTOR)
end
function _M:describeFloor(x, y, force)
if self.old_x == x and self.old_y == y and not force then return end
-- Autopickup money
if self:getInven(self.INVEN_INVEN) and not self.no_inventory_access then
local i, nb = 1, 0
local obj = game.level.map:getObject(x, y, i)
while obj do
if desc and self:attr("has_transmo") and obj.__transmo == nil then
if self:pickupFloor(i, true) then
desc = false
if not obj.quest and not obj.plot then obj.__transmo = true end
if self:attr("auto_id") and obj:getPowerRank() <= self.auto_id then obj:identify(true) end
nb = nb + 1
i = i + 1
game.logSeen(self, "There is an item here: %s", obj:getName{do_color=true})
end
obj = game.level.map:getObject(x, y, i)
end
end
local g = game.level.map(x, y, game.level.map.TERRAIN)
if g and g.change_level then
game.logPlayer(self, "#YELLOW_GREEN#There is "..g.name:a_an().." here (press '<', '>' or right click to use).")
local sx, sy = game.level.map:getTileToScreen(x, y)
game.flyers:add(sx, sy, 60, 0, -1.5, ("Level change (%s)!"):format(g.name), colors.simple(colors.YELLOW_GREEN), true)
end
if not force and ox == self.x and oy == self.y and self.doPlayerSlide then
self.doPlayerSlide = nil
tx, ty = self:tryPlayerSlide(x, y, false)
if tx then moved = self:move(tx, ty, false) end
end
self.doPlayerSlide = nil
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game.level.map:moveViewSurround(self.x, self.y, config.settings.tome.scroll_dist, config.settings.tome.scroll_dist)
if self.describeFloor then self:describeFloor(self.x, self.y) end
-- if not force and ox == self.x and oy == self.y and self.tryPlayerSlide then
-- x, y = self:tryPlayerSlide(x, y, false)
-- self.tryPlayerSlide = false
-- moved = self:move(x, y, false)
-- self.tryPlayerSlide = nil
-- end
if game.zone.wilderness and not force then
if self.x ~= ox or self.y ~= oy then
game.state:worldDirectorAI()
end
-- Update zone name
if game.zone.variable_zone_name then game:updateZoneName() end
-- Run out of time ?
if self.summon_time then
self.summon_time = self.summon_time - 1
if self.summon_time <= 0 then
game.logPlayer(self, "#PINK#Your summoned %s disappears.", self.name)
self:die()
return true
end
end
-- Funky shader things !
self:updateMainShader()
self.old_life = self.life
self.old_air = self.air
-- game.flash:empty()
-- update feed/beckoned immediately before the player moves for best visual consistency (this is not perfect but looks much better than updating mid-move)
if self:hasEffect(self.EFF_FEED) then
self.tempeffect_def[self.EFF_FEED].updateFeed(self, self:hasEffect(self.EFF_FEED))
elseif self:hasEffect(self.EFF_FED_UPON) then
local fed_upon_eff = self:hasEffect(self.EFF_FED_UPON)
fed_upon_eff.src.tempeffect_def[fed_upon_eff.src.EFF_FEED].updateFeed(fed_upon_eff.src, fed_upon_eff.src:hasEffect(self.EFF_FEED))
end
if not self:restStep() and not self:runStep() and self.player and self:enoughEnergy() then
elseif not self.player then
self:useEnergy()
function _M:tooltip(x, y, seen_by)
local str = mod.class.Actor.tooltip(self, x, y, seen_by)
if not str then return end
if config.settings.cheat then str:add(true, "UID: "..self.uid, true, self.image) end
return str
end
--- Funky shader stuff
function _M:updateMainShader()
if game.fbo_shader then
-- Set shader HP warning
if self.life ~= self.old_life then
if self.life < self.max_life / 2 then game.fbo_shader:setUniform("hp_warning", 1 - (self.life / self.max_life))
else game.fbo_shader:setUniform("hp_warning", 0) end
end
-- Set shader air warning
if self.air ~= self.old_air then
if self.air < self.max_air / 2 then game.fbo_shader:setUniform("air_warning", 1 - (self.air / self.max_air))
else game.fbo_shader:setUniform("air_warning", 0) end
end
if self:attr("solipsism_threshold") and self.psi ~= self.old_psi then
local solipsism_power = self:attr("solipsism_threshold") - self:getPsi()/self:getMaxPsi()
if solipsism_power > 0 then game.fbo_shader:setUniform("solipsism_warning", solipsism_power)
else game.fbo_shader:setUniform("solipsism_warning", 0) end
end
if self:attr("stealth") and self:attr("stealth") > 0 then game.fbo_shader:setUniform("colorize", {0.9,0.9,0.9,0.6})
elseif self:attr("invisible") and self:attr("invisible") > 0 then game.fbo_shader:setUniform("colorize", {0.3,0.4,0.9,0.8})
elseif self:attr("unstoppable") then game.fbo_shader:setUniform("colorize", {1,0.2,0,1})
elseif self:attr("lightning_speed") then game.fbo_shader:setUniform("colorize", {0.2,0.3,1,1})
elseif game.level and game.level.data.is_eidolon_plane then game.fbo_shader:setUniform("colorize", {1,1,1,1})
-- elseif game:hasDialogUp() then game.fbo_shader:setUniform("colorize", {0.9,0.9,0.9})
else game.fbo_shader:setUniform("colorize", {0,0,0,0}) -- Disable
if self:attr("confused") and self.confused >= 1 then game.fbo_shader:setUniform("blur", 2)
-- elseif game:hasDialogUp() then game.fbo_shader:setUniform("blur", 3)
else game.fbo_shader:setUniform("blur", 0) -- Disable
end
-- Moving Blur shader
if self:attr("invisible") then game.fbo_shader:setUniform("motionblur", 3)
elseif self:attr("lightning_speed") then game.fbo_shader:setUniform("motionblur", 2)
elseif game.level and game.level.data and game.level.data.motionblur then game.fbo_shader:setUniform("motionblur", game.level.data.motionblur)
else game.fbo_shader:setUniform("motionblur", 0) -- Disable
end
end
end
local fovdist = {}
for i = 0, 30 * 30 do
end
local wild_fovdist = {}
for i = 0, 10 * 10 do
wild_fovdist[i] = math.max((5 - math.sqrt(i)) / 1.4, 0.6)
end
function _M:playerFOV()
-- Clean FOV before computing it
game.level.map:cleanFOV()
-- Do wilderness stuff, nothing else
if game.zone.wilderness then
self:computeFOV(game.zone.wilderness_see_radius, "block_sight", function(x, y, dx, dy, sqdist) game.level.map:applyLite(x, y, wild_fovdist[sqdist]) end, true, true, true)
return
end
if (self.esp_all and self.esp_all > 0) or next(self.esp) then
self:computeFOV(self.esp_range or 10, "block_esp", function(x, y) game.level.map:applyESP(x, y, 0.6) end, true, true, true)
end
-- Handle Sense spell, a simple FOV, using cache. Note that this means some terrain features can be made to block sensing
if self:attr("detect_range") then
self:computeFOV(self:attr("detect_range"), "block_sense", function(x, y)
local ok = false
if self:attr("detect_actor") and game.level.map(x, y, game.level.map.ACTOR) then ok = true end
if self:attr("detect_object") and game.level.map(x, y, game.level.map.OBJECT) then ok = true end
if self:attr("detect_trap") and game.level.map(x, y, game.level.map.TRAP) then
game.level.map(x, y, game.level.map.TRAP):setKnown(self, true)
-- Handle arcane eye
if self:hasEffect(self.EFF_ARCANE_EYE) then
local eff = self:hasEffect(self.EFF_ARCANE_EYE)
local map = game.level.map
core.fov.calc_circle(
eff.x, eff.y, game.level.map.w, game.level.map.h, eff.radius, function(_, x, y) if map:checkAllEntities(x, y, "block_sight", self) then return true end end,
function(_, x, y)
local t = map(x, y, map.ACTOR)
if t and (eff.true_seeing or self:canSee(t)) then
map.seens(x, y, 1)
if self.can_see_cache[t] then self.can_see_cache[t]["nil/nil"] = {true, 100} end
if t ~= self then t:setEffect(t.EFF_ARCANE_EYE_SEEN, 1, {src=self, true_seeing=eff.true_seeing}) end
end,
cache and map._fovcache["block_sight"]
)
end
-- Handle Preternatural Senses talent, a simple FOV, using cache.
if self:knowTalent(self.T_PRETERNATURAL_SENSES) then
local t = self:getTalentFromId(self.T_PRETERNATURAL_SENSES)
local range = self:getTalentRange(t)
self:computeFOV(range, "block_sense", function(x, y)
if game.level.map(x, y, game.level.map.ACTOR) then
local effStalker = self:hasEffect(self.EFF_STALKER)
if effStalker then
if core.fov.distance(self.x, self.y, effStalker.target.x, effStalker.target.y) <= 10 then
game.level.map.seens(effStalker.target.x, effStalker.target.y, 0.6)
end
end
if not self:attr("blind") then
-- Handle dark vision; same as infravision, but also sees past creeping dark
-- this is treated as a sense, but is filtered by custom LOS code
if self:knowTalent(self.T_DARK_VISION) then
local t = self:getTalentFromId(self.T_DARK_VISION)
local range = self:getTalentRange(t)
self:computeFOV(range, "block_sense", function(x, y)
local actor = game.level.map(x, y, game.level.map.ACTOR)
if actor and self:hasLOS(x, y) then
game.level.map.seens(x, y, 0.6)
end
end, true, true, true)
end
-- Overseer of Nations bonus
local bonus = 0
if self:knowTalent(self.T_OVERSEER_OF_NATIONS) then
bonus = math.ceil(self:getTalentLevelRaw(self.T_OVERSEER_OF_NATIONS)/2)
end
-- Handle infravision/heightened_senses which allow to see outside of lite radius but with LOS
if self:attr("infravision") or self:attr("heightened_senses") then
local radius = math.max((self.heightened_senses or 0), (self.infravision or 0))
local rad2 = math.max(1, math.floor(radius / 4))
self:computeFOV(radius, "block_sight", function(x, y, dx, dy, sqdist) if game.level.map(x, y, game.level.map.ACTOR) then game.level.map.seens(x, y, fovdist[sqdist]) end end, true, true, true)
self:computeFOV(rad2, "block_sight", function(x, y, dx, dy, sqdist) game.level.map:applyLite(x, y, fovdist[sqdist]) end, true, true, true)
end
-- Compute both the normal and the lite FOV, using cache
-- Do it last so it overrides others
self:computeFOV(self.sight or 10, "block_sight", function(x, y, dx, dy, sqdist)
game.level.map:apply(x, y, fovdist[sqdist])
end, true, false, true)
if self.lite <= 0 then game.level.map:applyLite(self.x, self.y)
else self:computeFOV(self.lite + bonus, "block_sight", function(x, y, dx, dy, sqdist) game.level.map:applyLite(x, y) end, true, true, true) end
-- For each entity, generate lite
local uid, e = next(game.level.entities)
while uid do
if e ~= self and e.lite and e.lite > 0 and e.computeFOV then
e:computeFOV(e.lite, "block_sight", function(x, y, dx, dy, sqdist) game.level.map:applyExtraLite(x, y, fovdist[sqdist]) end, true, true)
end
uid, e = next(game.level.entities, uid)
end
else
self:computeFOV(self.sight or 10, "block_sight") -- Still compute FOV so NPCs may target us even while blinded
-- Inner Sight; works even while blinded
if self:attr("blind_sight") then
self:computeFOV(self:attr("blind_sight"), "block_sight", function(x, y, dx, dy, sqdist) game.level.map:applyLite(x, y, 0.6) end, true, true, true)
end
--- Create a line to target based on field of vision
function _M:lineFOV(tx, ty, extra_block, block, sx, sy)
sx = sx or self.x
sy = sy or self.y
local act = game.level.map(x, y, Map.ACTOR)
local sees_target = game.level.map.seens(tx, ty)
local darkVisionRange
if self:knowTalent(self.T_DARK_VISION) then
local t = self:getTalentFromId(self.T_DARK_VISION)
darkVisionRange = self:getTalentRange(t)
end
local inCreepingDark = false
extra_block = type(extra_block) == "function" and extra_block
or type(extra_block) == "string" and function(_, x, y) return game.level.map:checkAllEntities(x, y, extra_block) end
block = block or function(_, x, y)
if darkVisionRange then
if game.level.map:checkAllEntities(x, y, "creepingDark") then
inCreepingDark = true
end
if inCreepingDark and core.fov.distance(sx, sy, x, y) > darkVisionRange then
return true
end
end
if sees_target then
return game.level.map:checkAllEntities(x, y, "block_sight") or
game.level.map:checkEntity(x, y, engine.Map.TERRAIN, "block_move") and not game.level.map:checkEntity(x, y, engine.Map.TERRAIN, "pass_projectile") or
elseif core.fov.distance(sx, sy, x, y) <= self.sight and (game.level.map.remembers(x, y) or game.level.map.seens(x, y)) then
return game.level.map:checkEntity(x, y, Map.TERRAIN, "block_sight") or
game.level.map:checkEntity(x, y, engine.Map.TERRAIN, "block_move") and not game.level.map:checkEntity(x, y, engine.Map.TERRAIN, "pass_projectile") or
else
return true
end
end
return core.fov.line(sx, sy, tx, ty, block)
end
--- Called before taking a hit, overload mod.class.Actor:onTakeHit() to stop resting and running
function _M:onTakeHit(value, src)
self:runStop("taken damage")
self:restStop("taken damage")
if self.life < self.max_life * 0.3 then
local sx, sy = game.level.map:getTileToScreen(self.x, self.y)
game.flyers:add(sx, sy, 30, (rng.range(0,2)-1) * 0.5, 2, "LOW HEALTH!", {255,0,0}, true)
end
-- Hit direction warning
if src.x and src.y and (self.x ~= src.x or self.y ~= src.y) then
local range = core.fov.distance(src.x, src.y, self.x, self.y)
if range > 1 then
local angle = math.atan2(src.y - self.y, src.x - self.x)
game.level.map:particleEmitter(self.x, self.y, 1, "hit_warning", {angle=math.deg(angle)})
end
end
function _M:on_set_temporary_effect(eff_id, e, p)
mod.class.Actor.on_set_temporary_effect(self, eff_id, e, p)
if e.status == "detrimental" and not e.no_stop_resting and p.dur > 0 then
self:runStop("detrimental status effect")
self:restStop("detrimental status effect")
end
end
function _M:heal(value, src)
-- Difficulty settings
if game.difficulty == game.DIFFICULTY_EASY then
value = value * 1.3
end
mod.class.Actor.heal(self, value, src)
end
if self:hasEffect(self.EFF_PRECOGNITION) then
self:removeEffect(self.EFF_PRECOGNITION)
return
end
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function _M:suffocate(value, src, death_msg)
local dead, affected = mod.class.Actor.suffocate(self, value, src, death_msg)
if affected and value > 0 and self.runStop then
self:runStop("suffocating")
self:restStop("suffocating")
end
return dead, affected
end
function _M:onChat()
self:runStop("chat started")
self:restStop("chat started")
end
--- Notify the player of available cooldowns
function _M:onTalentCooledDown(tid)
local t = self:getTalentFromId(tid)
local x, y = game.level.map:getTileToScreen(self.x, self.y)
game.flyers:add(x, y, 30, -0.3, -3.5, ("%s available"):format(t.name:capitalize()), {0,255,00})
game.log("#00ff00#%sTalent %s is ready to use.", (t.display_entity and t.display_entity:getDisplayString() or ""), t.name)
--- Tries to get a target from the user
function _M:getTarget(typ)
if self:attr("encased_in_ice") then
if type(typ) ~= "table" then
return self.x, self.y, self
end
local orig_range = typ.range
typ.range = 0
local x, y, act = game:targetGetForPlayer(typ)
typ.range = orig_range
if x then
return self.x, self.y, self
else
return
end
else
return game:targetGetForPlayer(typ)
end
--- Sets the current target
function _M:setTarget(target)
return game:targetSetForPlayer(target)
if not self.x then return seen end
-- Check for visible monsters, only see LOS actors, so telepathy wont prevent resting
core.fov.calc_circle(self.x, self.y, game.level.map.w, game.level.map.h, self.sight or 10, function(_, x, y) return game.level.map:opaque(x, y) end, function(_, x, y)
dg
committed
if actor and self:reactionToward(actor) < 0 and self:canSee(actor) and game.level.map.seens(x, y) then
dg
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end
--- Try to auto use listed talents
-- This should be called in your actors "act()" method
function _M:automaticTalents()
for tid, c in pairs(self.talents_auto) do
local t = self.talents_def[tid]
local spotted = spotHostiles(self)
if (t.mode ~= "sustained" or not self.sustain_talents[tid]) and not self.talents_cd[tid] and self:preUseTalent(t, true, true) and (not t.auto_use_check or t.auto_use_check(self, t)) then
if (c == 1) or (c == 2 and #spotted <= 0) or (c == 3 and #spotted > 0) then
if c ~= 2 then
self:useTalent(tid)
else
if not self:attr("blind") then
self:useTalent(tid,nil,nil,nil,self)
end
end
end
if c == 4 and #spotted > 0 then
for fid, foe in pairs(spotted) do
if foe.x >= self.x-1 and foe.x <= self.x+1 and foe.y >= self.y-1 and foe.y <= self.y+1 then
self:useTalent(tid)
break
end
end
end
end
end
return
--- We started resting
function _M:onRestStart()
if self.resting and self:attr("equilibrium_regen_on_rest") and not self.resting.equilibrium_regen then
self:attr("equilibrium_regen", self:attr("equilibrium_regen_on_rest"))
self.resting.equilibrium_regen = self:attr("equilibrium_regen_on_rest")
end
end
--- We stopped resting
function _M:onRestStop()
self:attr("equilibrium_regen", -self.resting.equilibrium_regen)
self.resting.equilibrium_regen = nil
end
end
-- We can rest if no hostiles are in sight, and if we need life/mana/stamina/psi (and their regen rates allows them to fully regen)
dg
committed
local spotted = spotHostiles(self)
if #spotted > 0 then
for _, node in ipairs(spotted) do
node.actor:addParticles(engine.Particles.new("notice_enemy", 1))
end
return false, ("hostile spotted (%s%s)"):format(spotted[1].actor.name, game.level.map:isOnScreen(spotted[1].x, spotted[1].y) and "" or " - offscreen")
end
-- Resting improves regen
for act, def in pairs(game.party.members) do if game.level:hasEntity(act) and not act.dead then
local old_shield = act.arcane_shield
act.arcane_shield = nil
act:heal(act.life_regen * perc)
act.arcane_shield = old_shield
act:incStamina(act.stamina_regen * perc)
act:incMana(act.mana_regen * perc)
act:incPsi(act.psi_regen * perc)
-- Reload
local ammo = self:hasAmmo()
if self.resting.cnt == 0 and ammo and ammo.combat.shots_left < ammo.combat.capacity and not self:hasEffect(self.EFF_RELOADING) and self:knowTalent(self.T_RELOAD) then
self:forceUseTalent(self.T_RELOAD, {ignore_energy=true})
end
-- Check resources, make sure they CAN go up, otherwise we will never stop
if not self.resting.rest_turns then
if self.air_regen < 0 then return false, "losing breath!" end
if self.life_regen <= 0 then return false, "losing health!" end
if self:getMana() < self:getMaxMana() and self.mana_regen > 0 then return true end
if self:getStamina() < self:getMaxStamina() and self.stamina_regen > 0 then return true end
if self:getPsi() < self:getMaxPsi() and self.psi_regen > 0 then return true end
if self:getEquilibrium() > self:getMinEquilibrium() and self.equilibrium_regen < 0 then return true end
if self:getParadox() > 0 and self:getParadox() > self.min_paradox and self:isTalentActive(self.T_SPACETIME_TUNING) then return true end
if self.life < self.max_life and self.life_regen> 0 then return true end
for act, def in pairs(game.party.members) do if game.level:hasEntity(act) and not act.dead then
if act.life < act.max_life and act.life_regen> 0 then return true end
end end
if ammo and ammo.combat.shots_left < ammo.combat.capacity and ((self:hasEffect(self.EFF_RELOADING)) or (ammo.combat.ammo_every and ammo.combat.ammo_every > 0)) then return true end
else
return true
end
-- Enter cooldown waiting rest if we are at max already
self.resting.wait_cooldowns = true
end
if self.resting.wait_cooldowns then
for tid, cd in pairs(self.talents_cd) do
if self:isTalentActive(self.T_CONDUIT) and (tid == self.T_KINETIC_AURA or tid == self.T_CHARGED_AURA or tid == self.T_THERMAL_AURA) then
-- nothing
elseif self.talents_auto[tid] then
-- nothing
else
end
end
self.resting.wait_cooldowns = nil
-- Enter recall waiting rest if we are at max already
if self.resting.cnt == 0 and self:hasEffect(self.EFF_RECALL) then
self.resting.wait_recall = true
end
if self.resting.wait_recall then
if self:hasEffect(self.EFF_RECALL) then
return true
end
end
self.resting.wait_recall = nil
self.resting.rested_fully = true
-- We can run if no hostiles are in sight, and if no interesting terrain or characters are next to us.
-- Known traps aren't interesting. We let the engine run around traps, or stop if it can't.
-- 'ignore_memory' is only used when checking for paths around traps. This ensures we don't remember items "obj_seen" that we aren't supposed to
function _M:runCheck(ignore_memory)
dg
committed
local spotted = spotHostiles(self)
if #spotted > 0 then return false, ("hostile spotted (%s%s)"):format(spotted[1].actor.name, game.level.map:isOnScreen(spotted[1].x, spotted[1].y) and "" or " - offscreen") end
if self.air_regen < 0 then return false, "losing breath!" end
-- Objects are always interesting, only on curent spot
if what == "self" and not game.level.map.attrs(x, y, "obj_seen") then
if not ignore_memory then game.level.map.attrs(x, y, "obj_seen", true) end
return
-- Only notice interesting terrains, but allow auto-explore and A* to take us to the exit. Auto-explore can also take us through "safe" doors
if grid and grid.notice and not (self.running and self.running.path and (game.level.map.attrs(x, y, "noticed")
or (what ~= self and (self.running.explore and grid.door_opened -- safe door
or #self.running.path == self.running.cnt and (self.running.explore == "exit" -- auto-explore onto exit
or not self.running.explore and grid.change_level)) -- A* onto exit
or #self.running.path - self.running.cnt < 2 and (self.running.explore == "portal" -- auto-explore onto portal
or not self.running.explore and grid.orb_portal) -- A* onto portal
or self.running.cnt < 3 and grid.orb_portal and -- path from portal
game.level.map:checkEntity(self.running.path[1].x, self.running.path[1].y, Map.TERRAIN, "orb_portal"))))
if self.running and self.running.explore and self.running.path and self.running.explore ~= "unseen" and self.running.cnt == #self.running.path + 1 then
noticed = "at " .. self.running.explore
else
noticed = "interesting terrain"
end
-- let's only remember and ignore standard interesting terrain
if not ignore_memory and (grid.change_level or grid.orb_portal) then game.level.map.attrs(x, y, "noticed", true) end
return
if grid and grid.type and grid.type == "store" then noticed = "store entrance spotted"; return end
-- Only notice interesting characters
local actor = game.level.map(x, y, Map.ACTOR)
if actor and actor.can_talk then noticed = "interesting character"; return end
-- We let the engine take care of traps, but we should still notice "trap" stores.
if game.level.map:checkAllEntities(x, y, "store") then noticed = "store entrance spotted"; return end
end)
if noticed then return false, noticed end
return engine.interface.PlayerRun.runCheck(self)
end
--- Move with the mouse
-- We just feed our spotHostile to the interface mouseMove
function _M:mouseMove(tmx, tmy, force_move)
local astar_check = function(x, y)
-- Dont do traps
local trap = game.level.map(x, y, Map.TRAP)
if trap and trap:knownBy(self) and trap:canTrigger(x, y, self, true) then return false end
-- Dont go where you cant breath
if not self:attr("no_breath") then
local air_level, air_condition = game.level.map:checkEntity(x, y, Map.TERRAIN, "air_level"), game.level.map:checkEntity(x, y, Map.TERRAIN, "air_condition")
if air_level then
if not air_condition or not self.can_breath[air_condition] or self.can_breath[air_condition] <= 0 then
return false
end
end
end
return engine.interface.PlayerMouse.mouseMove(self, tmx, tmy, function() local spotted = spotHostiles(self) ; return #spotted > 0 end, {recheck=true, astar_check=astar_check}, force_move)
end
--- Called after running a step
function _M:runMoved()
self:playerFOV()
if self.running and self.running.explore then
game.level.map:particleEmitter(self.x, self.y, 1, "dust_trail")
end
-- Autoreload on Auto-explore
local ammo = self:hasAmmo()
if self.running and self.running.explore and ammo and ammo.combat.shots_left < ammo.combat.capacity and not self:hasEffect(self.EFF_RELOADING) and self:knowTalent(self.T_RELOAD) then
self:forceUseTalent(self.T_RELOAD, {ignore_energy=true})
end
--- Called after stopping running
function _M:runStopped()
self:playerFOV()
local spotted = spotHostiles(self)
if #spotted > 0 then
for _, node in ipairs(spotted) do
node.actor:addParticles(engine.Particles.new("notice_enemy", 1))
end
end
-- if you stop at an object (such as on a trap), then mark it as seen
local obj = game.level.map:getObject(x, y, 1)
if obj then game.level.map.attrs(x, y, "obj_seen", true) end
end
--- Activates a hotkey with a type "inventory"
function _M:hotkeyInventory(name)
local find = function(name)
local os = {}
-- Sort invens, use worn first
local invens = {}
invens[#invens+1] = {inven_id, inven}
end
table.sort(invens, function(a,b) return (a[2].worn and 1 or 0) > (b[2].worn and 1 or 0) end)
for i = 1, #invens do
local inven_id, inven = unpack(invens[i])
local o, item = self:findInInventory(inven, name, {no_count=true, force_id=true, no_add_name=true})
if o and item then os[#os+1] = {o, item, inven_id, inven} end
end
if #os == 0 then return end
table.sort(os, function(a, b) return (a[4].use_speed or 1) < (b[4].use_speed or 1) end)
return os[1][1], os[1][2], os[1][3]
end
local o, item, inven = find(name)
if not o then
Dialog:simplePopup("Item not found", "You do not have any "..name..".")
else
-- Wear it ??
if o:wornInven() and not o.wielded and inven == self.INVEN_INVEN then
if not o.use_no_wear then
self:doWear(inven, item, o)
return
end
end
function _M:doDrop(inven, item, on_done)
if game.zone.wilderness then
Dialog:yesnoLongPopup("Warning", "You cannot drop items on the world map.\nIf you drop it, it will be lost forever.", 300, function(ret)
-- The test is reversed because the buttons are reversed, to prevent mistakes
if not ret then
local o = self:removeObject(inven, item, true)
game.logPlayer(self, "You destroy %s.", o:getName{do_colour=true, do_count=true})
self:sortInven()
self:useEnergy()
if on_done then on_done() end
end
end, "Cancel", "Destroy")
return
end
if on_done then on_done() end
local ro = self:wearObject(o, true, true)
if ro then
if self:takeoffObject(inven, item) then
self:addObject(self.INVEN_INVEN, o)
end
function _M:getEncumberTitleUpdator(title)
return function()
local enc, max = self:getEncumbrance(), self:getMaxEncumbrance()
if enc > max then color = "#ff0000#"
elseif enc > max * 0.9 then color = "#ff8a00#"
elseif enc > max * 0.75 then color = "#fcff00#"
end
-- If 2 or more objects, display a pickup dialog, otherwise just picks up
local titleupdator = self:getEncumberTitleUpdator("Pickup")
local d d = self:showPickupFloor(titleupdator(), nil, function(o, item)
dg
committed
local o = self:pickupFloor(item, true)
d:updateTitle(titleupdator())
dg
committed
local o = self:pickupFloor(1, true)
if o and type(o) == "table" then
self:useEnergy()
o.__new_pickup = true
end
self.changed = true
end
end
function _M:playerDrop()
local inven = self:getInven(self.INVEN_INVEN)
local titleupdator = self:getEncumberTitleUpdator("Drop object")
local d d = self:showInventory(titleupdator(), inven, nil, function(o, item)
d:updateTitle(titleupdator())