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Commit ece4dfe9 authored by Hachem_Muche's avatar Hachem_Muche
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Clean up obsolete code

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......@@ -99,7 +99,7 @@ function _M:callObjectTalent(tid, what, ...)
if type(item) == "function" then
if data.old_talent_level then self.talents[data.tid] = data.old_talent_level end
data.old_talent_level = self.talents[data.tid]; self.talents[data.tid] = data.talent_level
print(("[callObjectTalent] %s calculating use_talent (%s) %s for talent level %0.1f"):format(self.name, t.name, what, self:getTalentLevel(t)))
--print(("[callObjectTalent] %s calculating use_talent (%s) %s for talent level %0.1f"):format(self.name, t.name, what, self:getTalentLevel(t)))
local ret = item(self, t, ...)
self.talents[data.tid] = data.old_talent_level; data.old_talent_level = nil
return ret
......@@ -191,7 +191,7 @@ _M.useObjectBaseTalent ={
end,
action = function(self, t)
local data = self.object_talent_data[t.id]
print(("##[ActorObjectUse]Pre Action Object (%s [uid %d]) Activation by %s [uid %d, energy %d]"):format(data.obj.name, data.obj.uid, self.name, self.uid, self.energy.value))
--print(("##[ActorObjectUse]Pre Action Object (%s [uid %d]) Activation by %s [uid %d, energy %d]"):format(data.obj.name, data.obj.uid, self.name, self.uid, self.energy.value))
local obj, inven = data.obj, data.inven_id
local ret
local co = coroutine.create(function()
......@@ -201,16 +201,16 @@ print(("##[ActorObjectUse]Pre Action Object (%s [uid %d]) Activation by %s [uid
if msg then game.logSeen(self, "%s", msg) end
end
ret = obj:use(self, nil, data.inven_id, slot)
print(self.name, self.uid, " return table:")
table.print(ret)
--print(self.name, self.uid, " return table:")
--table.print(ret)
if ret and ret.used then
print(("##[ActorObjectUse]Post Use Object: Actor %s (%d energy) Object %s, "):format(self.name, self.energy.value, obj.name))
--print(("##[ActorObjectUse]Post Use Object: Actor %s (%d energy) Object %s, "):format(self.name, self.energy.value, obj.name))
if ret.destroy then -- destroy the item after use
local _, item = self:findInInventoryByObject(self:getInven(data.inven_id), data.obj)
if item then self:removeObject(data.inven_id, item) end
end
else
print(("##[ActorObjectUse]Post No Use Object: Actor %s (%d energy) Object %s, "):format(self.name, self.energy.value, obj.name))
--print(("##[ActorObjectUse]Post No Use Object: Actor %s (%d energy) Object %s, "):format(self.name, self.energy.value, obj.name))
return
end
end)
......@@ -222,17 +222,17 @@ print(("##[ActorObjectUse]Post No Use Object: Actor %s (%d energy) Object %s, ")
-- forget settings for objects no longer in the party
if data.cleanup then
for o, r in pairs(data.cleanup) do
game.log("---%s: %s tagged for cleanup", self.name, o.name)
--game.log("---%s: %s tagged for cleanup", self.name, o.name)
local found = false
for j, mem in ipairs(game.party.m_list) do
if mem:findInAllInventoriesByObject(o) then
game.log("---Found %s with %s", o.name, mem.name)
--game.log("---Found %s with %s", o.name, mem.name)
found = true
break
end
end
if not found then
game.log("#YELLOW# -- Cleaning up: %s", tostring(o.name))
--game.log("#YELLOW# -- Cleaning up: %s", tostring(o.name))
for j, mem in ipairs(game.party.m_list) do
-- clean up local stored object data
if mem.object_talent_data then mem.object_talent_data[o] = nil end
......@@ -241,7 +241,6 @@ game.log("#YELLOW# -- Cleaning up: %s", tostring(o.name))
if mem.stored_ai_talents then
for memname, tt in pairs(mem.stored_ai_talents) do
tt[o] = nil
-- and self.summoner.stored_ai_talents[self.name] then self.summoner.stored_ai_talents[self.name][o] = nil end
end
end
end
......@@ -281,19 +280,7 @@ function _M:useObjectTalent(base_name, num)
end
return t.id, t
end
--[[
local function save_object_use_data(self, o, tid)
self.object_talent_data[o] = {tid = tid, talents_auto = self:isTalentAuto(tid), talents_confirm_use = self:isTalentConfirmable()} --.talents_auto, .talents_confirm_use, .ai_talents
end
local function recover_object_use_data(self, o, tid)
if self.object_talent_data[o] then
self:setTalentAuto(tid, true, self.object_talent_data[o].talents_auto)
self:setTalentConfirmable(tid, self.object_talent_data[o].talents_confirm_use)
--.ai_talents?
end
end
--]]
--- Set up an object for actor use via talent interface
-- @param o = object to set up to use
-- @param inven_id = id of inventory holding object
......@@ -309,9 +296,6 @@ print(("##[ActorObjectUse] Object %s is ineligible for talent interface"):format
game.log(("#YELLOW#[ActorObjectUse] useObjectEnable: o: %s, by %s inven/slot = %s/%s"):format(o and o.name or "none", self.name, inven_id, slot))
self.object_talent_data = self.object_talent_data or {} -- for older actors
local data = self.object_talent_data
-- if data[o] and o == data[data[o]].obj then -- already enabled
-- return o, data[o], self:getTalentFromId(data[o])
-- end
local tid, t, place
local oldobjdata = data[o]
if oldobjdata then
......@@ -327,8 +311,7 @@ game.log(("#YELLOW#[ActorObjectUse] useObjectEnable: o: %s, by %s inven/slot = %
end
local talent_level = false
-- use last used talent id?
if not tid then --find an unused talentid (if possible)
if not tid then --find an unused talentid (if possible, rotating through the list of available tids)
data.last_talent = data.last_talent or 0
local tries = self.max_object_use_talents
repeat
......@@ -337,26 +320,14 @@ game.log(("#YELLOW#[ActorObjectUse] useObjectEnable: o: %s, by %s inven/slot = %
tid = useObjectTalentId(base_name, data.last_talent)
if not self:knowTalent(tid) then break else tid = nil end
until tries <= 0
--[[
local i = #data + 1
if i <= self.max_object_use_talents then
-- find the next open object use talent
for j = 1, self.max_object_use_talents do
tid = useObjectTalentId(base_name, j)
if not self:knowTalent(tid) then break else tid = nil end
end
end
--]]
end
if not tid then return false end
talent_level = self:useObjectSetData(tid, o)
if not talent_level then return false end --includes checks for npc useability
-- data[i] = tid
data[tid].inven_id = inven_id
data[tid].slot = slot
self:learnTalent(tid, true, talent_level)
-- self.talents[tid] = talent_level
-- temporary hotkeys for testing
t=self:getTalentFromId(tid)
......@@ -388,43 +359,14 @@ function _M:useObjectDisable(o, inven_id, slot, tid, base_name)
if o then
tid = tid or data[o] and data[o].tid
if (tid and data[tid] and data[tid].obj) ~= o then tid = nil end
game.log("%s tagged for CLEANUP", o.name)
--game.log("%s tagged for CLEANUP", o.name)
data.cleanup = data.cleanup or {} -- set up object to check for cleanup later
data.cleanup[o]=true
else
o = data[tid] and data[tid].obj
end
game.log("#YELLOW# useObjectDisable: o: %s, by %s inven/slot = %s/%s (tid = %s)", o and o.name or "none", self.name, inven_id, slot, tid)
-- if o then data[o]=nil end
--[[
if o then -- keep old object preferences (clean up)
-- game:onTickEnd(function()
if not game.party:findInAllPartyInventoriesBy("name", o.name) then
game.log("Forgetting values")
data[o]=nil
elseif tid then -- save settings for object in case it's enabled again later
-- save_object_use_data(self, o, tid)
game.log("Remembering values")
data[o] = {tid = tid, talents_auto = self:isTalentAuto(tid), talents_confirm_use = self:isTalentConfirmable()} --.talents_auto, .talents_confirm_use, .ai_talents
end
-- end)
end
--]]
--[[
if o then -- keep old object preferences (clean up)
-- game:onTickEnd(function()
if tid then -- save settings for object in case it's enabled again later
-- save_object_use_data(self, o, tid)
game.log("Remembering values")
data[o] = {tid = tid, talents_auto = self:isTalentAuto(tid), talents_confirm_use = self:isTalentConfirmable()} --.talents_auto, .talents_confirm_use, .ai_talents
end
data.cleanup = table.merge(data.cleanup or {}, {o}) -- set up to check later
-- end)
end
--]]
--auto use/confirmable talents?
--self.talents_auto
--self.talents_confirm_use
--game.log("#YELLOW# useObjectDisable: o: %s, by %s inven/slot = %s/%s (tid = %s)", o and o.name or "none", self.name, inven_id, slot, tid)
if tid then
if data[tid] and data[tid].old_talent_level then self.talents[tid] = data[tid].old_talent_level end
data[tid]=nil
......@@ -434,17 +376,12 @@ game.log("Remembering values")
talents_auto = self:isTalentAuto(tid),
talents_confirm_use = self:isTalentConfirmable(tid),
ai_talent = self.ai_talents and self.ai_talents[tid],}
-- store with summoner?
-- update summoner stored_ai_talents
if self.summoner and self.summoner.stored_ai_talents and self.summoner.stored_ai_talents[self.name] then
self.summoner.stored_ai_talents[self.name][o] = self.ai_talents and self.ai_talents[tid]
-- data[o].ai_talents = self.ai_talents
end
-- summoner_ai_talents = self.summoner and self.summoner.stored_ai_talents and self.summoner.stored_ai_talents[tid]} --.talents_auto, .talents_confirm_use, .ai_talents
game.log(" #YELLOW# %s Saving talent settings for %s", self.name, tid)
-- data.cleanup = data.cleanup or {}
-- data.cleanup[o]=true -- set up to check later
--game.log(" #YELLOW# %s Saving talent settings for %s", self.name, tid)
end
-- self.talents[tid] = 1
if self.ai_talents then self.ai_talents[tid] = nil end
self:setTalentConfirmable(tid, false)
self:setTalentAuto(tid)
......@@ -472,15 +409,6 @@ local AOUtactical_translate = function(self, t, aitarget, tactic) -- called by m
return ret
end
-- if self.summoner and self.summoner.stored_ai_talents and self.summoner.stored_ai_talents[self.name] and self.summoner.stored_ai_talents[self.name][o] then
-- self.ai_talents = self.ai_talents or {}
-- self.ai_talents[tid} = self.summoner.stored_ai_talents[self.name][o]
-- self.summoner.stored_ai_talents[self.name][o] = self.ai_talents and self.ai_talents[tid]
-- data[o].ai_talents = self.ai_talents
-- end
--- sets up the object data for the talent
-- @param tid = the talent id
-- @param o = the usable object
......@@ -490,17 +418,13 @@ end
-- returns raw talent level if successful
function _M:useObjectSetData(tid, o)
self.object_talent_data[tid] = {obj = o}
-- self.object_talent_data[o] = tid
-- self.object_talent_data[o] = {tid = tid, talents_auto = self:isTalentAuto(tid), talents_confirm_use = self:isTalentConfirmable()} --.talents_auto, .talents_confirm_use, .ai_talents
-- recover_object_use_data(self, o, tid)
if self.object_talent_data[o] then --get talent settings
game.log(" #YELLOW# Recalling talent settings for %s %s", tid, o.name)
--game.log(" #YELLOW# Recalling talent settings for %s %s", tid, o.name)
self:setTalentAuto(tid, true, self.object_talent_data[o].talents_auto)
self:setTalentConfirmable(tid, self.object_talent_data[o].talents_confirm_use)
-- handle ai_talents weights
if self.summoner and self.summoner.stored_ai_talents and self.summoner.stored_ai_talents[self.name] and self.summoner.stored_ai_talents[self.name][o] then -- get summoner's tactical weight for this actor and object
game.log(" #YELLOW# Recalling summoner (%s) talent settings for %s %s", self.summoner.name, tid, self.name)
--game.log(" #YELLOW# Recalling summoner (%s) talent settings for %s %s", self.summoner.name, tid, self.name)
self.ai_talents = self.ai_talents or {}
self.ai_talents[tid] = self.summoner.stored_ai_talents[self.name][o]
elseif self.object_talent_data[o].ai_talent then -- get last used tactical weight for this object
......@@ -511,8 +435,6 @@ game.log(" #YELLOW# Recalling summoner (%s) talent settings for %s %s", self.
else
self.object_talent_data[o] = {tid = tid}
end
-- self.object_talent_data[o] = self.object_talent_data[o] or {}
-- self.object_talent_data[o].tid = tid
local data = self.object_talent_data[tid]
local talent_level = false
......
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