ActorTalents.lua
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-- TE4 - T-Engine 4
-- Copyright (C) 2009 - 2019 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"
--- Handles actors stats
-- @classmod engine.generator.interface.ActorTalents
module(..., package.seeall, class.make)
_M.talents_def = {}
_M.talents_types_def = {}
--- Defines actor talents
-- Static!
function _M:loadDefinition(file, env)
env = env or setmetatable({
DamageType = require("engine.DamageType"),
Particles = require("engine.Particles"),
Talents = self,
Map = require("engine.Map"),
MapEffect = require("engine.MapEffect"),
newTalent = function(t) self:newTalent(t) end,
newTalentType = function(t) self:newTalentType(t) end,
load = function(f) self:loadDefinition(f, env) end
}, {__index=getfenv(2)})
local f, err = util.loadfilemods(file, env)
if not f and err then error(err) end
f()
end
--- Defines one talent type(group)
-- Static!
function _M:newTalentType(t)
t.__ATOMIC = true
assert(t.name, "no talent type name")
assert(t.type, "no talent type type")
t.description = t.description or ""
t.category = t.category or t.type:gsub("/.*", "")
t.points = t.points or 1
-- I18N
t.name = _t(t.name)
t.talents = {}
table.insert(self.talents_types_def, t)
self.talents_types_def[t.type] = self.talents_types_def[t.type] or t
end
--- Defines one talent
-- Static!
function _M:newTalent(t)
t.__ATOMIC = true
assert(t.name, "no talent name")
assert(t.type, "no or unknown talent type")
if type(t.type) == "string" then t.type = {t.type, 1} end
if not t.type[2] then t.type[2] = 1 end
t.short_name = t.short_name or t.name
t.short_name = t.short_name:upper():gsub("[ ']", "_")
t.mode = t.mode or "activated"
t.points = t.points or 1
assert(t.mode == "activated" or t.mode == "sustained" or t.mode == "passive", "wrong talent mode, requires either 'activated' or 'sustained'")
assert(t.info, "no talent info")
-- Can pass a string, make it into a function
if type(t.info) == "string" then
local infostr = t.info
t.info = function() return infostr end
end
-- Remove line stat with tabs to be cleaner ..
local info = t.info
t.info = function(self, t) return info(self, t):gsub("\n\t+", "\n") end
-- I18N
t.name = _t(t.name, "talent name")
t.id = "T_"..t.short_name
self.talents_def[t.id] = t
assert(not self[t.id], "talent already exists with id T_"..t.short_name)
self[t.id] = t.id
-- print("[TALENT]", t.name, t.short_name, t.id)
-- Register in the type
table.insert(self.talents_types_def[t.type[1]].talents, t)
end
--- Initialises stats with default values if needed
function _M:init(t)
self.talents = t.talents or {}
self.talents_types = t.talents_types or {}
self.talents_types_mastery = self.talents_types_mastery or {}
self.talents_mastery_bonus = self.talents_mastery_bonus or {}
self.talents_cd = self.talents_cd or {}
self.sustain_talents = self.sustain_talents or {}
self.talents_auto = self.talents_auto or {}
self.talents_confirm_use = self.talents_confirm_use or {}
self.talents_learn_vals = t.talents_learn_vals or {}
self.talents_add_levels = {}
end
--- Resolve leveling talents
function _M:resolveLevelTalents()
if not self.start_level or not self._levelup_talents then return end
for tid, info in pairs(self._levelup_talents) do
if not info.max or (self.talents[tid] or 0) < info.max then
local last = info.last or self.start_level
if self.level - last >= info.every then
self:learnTalent(tid, true)
info.last = self.level
end
end
end
end
--- Make the actor use a talent
-- @param id talent ID
-- @param who talent user
-- @param force_level talent level(raw) override
-- @param ignore_cd do not affect or consider cooldown
-- @param force_target the target of the talent (override)
-- @param silent do not display messages about use
-- @param no_confirm Never ask confirmation
-- @return the return value from the talent code if successful or false:
-- activated talents: value returned from the action function
-- sustainable talents: value returned from the activate function (if inactive, should be a table of parameters)
-- or value returned from the talent deactivate function (if active)
-- talent code should always return a non false/nil result if successful
function _M:useTalent(id, who, force_level, ignore_cd, force_target, silent, no_confirm)
who = who or self
local ab, ret = _M.talents_def[id]
assert(ab, "trying to use talent "..tostring(id).." but it is not defined")
self.talent_error = nil
local cancel = false
local co, success, err
local msg, line
local old_level, old_target, new_target = nil, nil, nil
local function prepareUse()
-- Stub some stuff
if force_level then old_level = who.talents[id] end
if ab.mode == "activated" then
if ab.onAIGetTarget and not who.player then old_target = rawget(who, "getTarget"); new_target = function() return ab.onAIGetTarget(self, ab) end end
if force_target and not old_target then old_target = rawget(who, "getTarget"); new_target = function(a) return force_target.x, force_target.y, not force_target.__no_self and force_target end end
end
if new_target then who.getTarget = new_target end
if force_level then who.talents[id] = force_level end
end
local function finishUse()
if new_target then who.getTarget = old_target end
if force_level then who.talents[id] = old_level end
end
if ab.mode == "activated" and ab.action then
if self:isTalentCoolingDown(ab) and not ignore_cd then
game.logPlayer(who, "%s is still on cooldown for %d turns.", ab.name:capitalize(), math.ceil(self.talents_cd[ab.id]))
return false
end
co = coroutine.create(function() -- coroutine to run activated talent code
if cancel then
success = false
return false
end
if not self:preUseTalent(ab, silent) then return false end
msg, line = game.logNewest()
if not silent then self:logTalentMessage(ab) end
self:setCurrentTalentMode("active", ab.id)
prepareUse()
local ok, ret, special = xpcall(function() return ab.action(who, ab) end, debug.traceback)
finishUse()
self:setCurrentTalentMode(nil)
self.__talent_running = nil
if not ok then self:onTalentLuaError(ab, ret) error(ret) end
if not ret and self._silent_talent_failure then -- remove messages generated by failed talent
local msg, newline = game.logNewest()
if newline ~= line then game.logRollback(line) end
end
if not self:postUseTalent(ab, ret, silent) then return false end
-- Everything went ok? then start cooldown if any
if not ignore_cd and (not special or not special.ignore_cd) then self:startTalentCooldown(ab) end
if ab.post_action then ab.post_action(who, ab) end
return ret
end)
elseif ab.mode == "sustained" and ab.activate and ab.deactivate then
if self:isTalentCoolingDown(ab) and not ignore_cd then
game.logPlayer(who, "%s is still on cooldown for %d turns.", ab.name:capitalize(), math.ceil(self.talents_cd[ab.id]))
return false
end
if ignore_cd == "ignore_check_only" then ignore_cd = nil end
co = coroutine.create(function() -- coroutine to run sustainable talent code
if cancel then
success = false
return false
end
if not self:preUseTalent(ab, silent) then return false end
msg, line = game.logNewest()
if not silent then self:logTalentMessage(ab) end
local ok, ret, special
if not self.sustain_talents[id] then -- activating
if self.deactivating_sustain_talent == ab.id then return end
self:setCurrentTalentMode("active", ab.id)
prepareUse()
ok, ret, special = xpcall(function() return ab.activate(who, ab) end, debug.traceback)
finishUse()
self:setCurrentTalentMode(nil)
if not ok then self:onTalentLuaError(ab, ret) error(ret) end
if ret == true then ret = {} end -- fix for badly coded talents
if ret then ret.name = ret.name or ab.name end
if not ret and self._silent_talent_failure then -- remove messages generated by failed talent
local msg, newline = game.logNewest()
if newline ~= line then game.logRollback(line) end
end
if not self:postUseTalent(ab, ret, silent) then return false end
self.sustain_talents[id] = ret
if ab.sustain_lists then
local lists = ab.sustain_lists
if 'table' ~= type(lists) then lists = {lists} end
for _, list in ipairs(lists) do
if 'table' == type(list) then
list = table.getTable(self, unpack(list))
else
list = table.getTable(self, list)
end
table.insert(list, id)
end
end
if ab.post_action then ab.post_action(who, ab) end
else -- deactivating
if self.deactivating_sustain_talent == ab.id then return end
local p = self.sustain_talents[id]
if p and type(p) == "table" and p.__tmpvals then
for i = 1, #p.__tmpvals do
self:removeTemporaryValue(p.__tmpvals[i][1], p.__tmpvals[i][2])
end
end
p.__tmpvals = nil
if p and type(p) == "table" and p.__tmpparticles then
for i = 1, #p.__tmpparticles do
self:removeParticles(p.__tmpparticles[i])
end
end
p.__tmpparticles = nil
self:setCurrentTalentMode("active", ab.id)
prepareUse()
ok, ret, special = xpcall(function() return ab.deactivate(who, ab, p) end, debug.traceback)
finishUse()
self:setCurrentTalentMode(nil)
if not ok then self:onTalentLuaError(ab, ret) error(ret) end
if not ret and self._silent_talent_failure then -- remove messages generated by failed talent
local msg, newline = game.logNewest()
if newline ~= line then game.logRollback(line) end
end
self.deactivating_sustain_talent = ab.id
if not self:postUseTalent(ab, ret, silent) then self.deactivating_sustain_talent = nil return false end
self.deactivating_sustain_talent = nil
-- Everything went ok? then start cooldown if any
if not ignore_cd then self:startTalentCooldown(ab) end
self.sustain_talents[id] = nil
if ab.sustain_lists then
local lists = ab.sustain_lists
if 'table' ~= type(lists) then lists = {lists} end
for _, list in ipairs(lists) do
if 'table' == type(list) then
list = table.getTable(self, unpack(list))
else
list = table.getTable(self, list)
end
table.removeFromList(list, id)
end
end
if ab.post_action then ab.post_action(who, ab) end
end
return ret
end)
else
print("[useTalent] Attempt to use non activated or sustainable talent: "..id.." :: "..ab.name.." :: "..ab.mode)
end
if co then -- talent is usable and has passed checks
local co_wrapper = coroutine.create(function() -- coroutine for talent interface
success = true
local ok
while success do
self.__talent_running = ab
ok, ret = coroutine.resume(co) -- ret == error or return value from co
success = success and ok
self.__talent_running = nil
if ok and coroutine.status(co) == "dead" then -- coroutine terminated normally
if success and not ret then -- talent failed
print("[useTalent] TALENT FAILED:", ab.id, "for", self.name, self.uid, success)
--game.log("#ORANGE# %s TALENT USE FAILED [%s (silent_failure:%s at (%s, %s)]", ab.id, self.name, self._silent_talent_failure, self.x, self.y) -- debugging
end
return ret
end
if ret then error(ret) end --propagate error
coroutine.yield()
end
end)
if not no_confirm and self:isTalentConfirmable(ab) then
local abname = game:getGenericTextTiles(ab)..tostring(self:getTalentDisplayName(ab))
require "engine.ui.Dialog":yesnoPopup(_t"Talent Use Confirmation", ("Use %s?"):tformat(abname),
function(quit)
if quit ~= false then
cancel = true
end
success, ret = coroutine.resume(co_wrapper)
if not success and ret then -- talent code error
self:onTalentLuaError(ab, ret)
--print("useTalent:", debug.traceback(co_wrapper), '\n')
error(ret)
end
end,
_t"Cancel",_t"Continue")
else
success, ret = coroutine.resume(co_wrapper) -- cancel checked in coroutine
end
-- Cleanup in case we coroutine'd out
self.__talent_running = nil
if not success and ret then -- talent code error
self:onTalentLuaError(ab, ret)
--print("useTalent:", debug.traceback(co_wrapper), '\n')
error(ret)
end
end
self.changed = true
return ret -- return value from successfully used talent
end
--- Set true to remove game log messages generated by talents that started but did not complete
-- affects messages logged after preUseTalent check when action/activate/deactivate function returns nil or false
_M._silent_talent_failure = false
--- Get the talent use message, replacing some markers in its message string with info on the talent
function _M:useTalentMessage(ab)
if not ab.message then return nil end
local str = util.getval(ab.message, self, ab)
local _, _, target = self:getTarget()
local tname = _t"unknown"
if target then tname = target:getName() end
str = str:noun_sub("@Source@", self:getName():capitalize())
str = str:noun_sub("@source@", self:getName())
str = str:noun_sub("@target@", tname)
str = str:noun_sub("@Target@", tname:capitalize())
str = str:gsub("@hisher@", string.his_her(self))
return str
end
--- Display the talent use message in the game log
-- Redefine as needed
-- called in useTalent after successful preUseTalent check
-- @param[type=table] talent the talent (not the id, the table)
-- uses ab.message if defined or generates default use text (ab.message == false suppresses)
function _M:logTalentMessage(ab)
if ab.message == false then return
elseif ab.message then
game.logSeen(self, "%s", self:useTalentMessage(ab))
elseif ab.mode == "sustained" then
game.logSeen(self, "%s %s %s.", self:getName():capitalize(), self:isTalentActive(ab.id) and _t"deactivates" or _t"activates", ab.name)
else
game.logSeen(self, "%s uses %s.", self:getName():capitalize(), ab.name)
end
end
--- Called BEFORE a talent is used -- CAN it be used?
-- Redefine as needed
-- @param[type=table] ab the talent (not the id, the table)
-- @param[type=boolean] silent no messages will be outputted
-- @param[type=boolean] fake no actions are taken, only checks
-- @return[1] true to continue
-- @return[2] false to stop
function _M:preUseTalent(ab, silent, fake)
return true
end
--- Called AFTER a talent is used -- WAS it successfully used?
-- Redefine as needed
-- @param[type=table] ab the talent (not the id, the table)
-- @param ret the return of the talent action, activate, or deactivate function
-- @param[type=boolean] silent no messages will be outputted
-- @return[1] true to continue
-- @return[2] false to stop
function _M:postUseTalent(ab, ret, silent)
return true
end
--- Called if a talent errors out when used
-- Redefine as needed
-- @param ab the talent table
-- @param err the table of errors returned from xpcall
-- sets self.talent_error and logs errors to _M._talent_errors
-- data forma: {[ab.id]=ab, Actor=self, uid=, x=, y=, err=err, turn=game.turn}
function _M:onTalentLuaError(ab, err)
if self.talent_error then return end -- handle only the first error
self.talent_error = {[ab.id]=ab, Actor=self, uid=self.uid, name=self.name, err=err, x=self.x, y=self.y, turn=game.turn}
print("##Use Talent Lua Error##", ab and ab.id, "Actor:", self.uid, self.name)
_M._talent_errors = _M._talent_errors or {} -- log the error globally
table.insert(_M._talent_errors, self.talent_error)
return
end
--- Force a talent to activate without using energy or such
-- "def" can have a field "ignore_energy" to not consume energy; other parameters can be passed and handled by an overload of this method.
-- Object activation interface calls this method with an "ignore_ressources" parameter
function _M:forceUseTalent(t, def)
if type(t) == "table" then t = t.id end -- Ugh
local oldpause = game.paused
local oldenergy = self.energy.value
if def.ignore_energy then self.energy.value = 10000 end
if def.ignore_ressources then self:attr("force_talent_ignore_ressources", 1) end
self:setCurrentTalentMode("forced", t)
local ret = {self:useTalent(t, def.force_who, def.force_level, def.ignore_cd or def.ignore_cooldown, def.force_target, def.silent, true)}
self:setCurrentTalentMode(nil)
if def.ignore_ressources then self:attr("force_talent_ignore_ressources", -1) end
if def.ignore_energy then
game.paused = oldpause
self.energy.value = oldenergy
end
return unpack(ret)
end
--- Is the sustained talent activated ?
function _M:isTalentActive(t_id)
return self.sustain_talents[t_id]
end
--- Checks a talent against a filter
-- @param[type=table] t the talent definition
-- @param[type=table, optional] filter a table of filter parameters
-- @return true if the talent satisfies the filter
-- Filter parameters:
-- mode: the mode of the talent (must match exactly)
-- not_mode: forbidden talent mode
-- ignore: additional filter that must NOT be satisfied
-- type: talent type[1] and subtype[2] that must be matched (if defined)
-- name: talent name (must match exactly)
-- short_name: talent short_name
-- define_as: talent define_as parameter
-- properties: list of properties (fields) that must be defined in the talent definition
-- properties_match: list of all required properties (fields) that must match exactly
-- not_properties: list of properties (fields) that must be nil or false in the talent definition
-- not_properties_match: list of all property values that must not match exactly
-- properties_include: list of properties (fields) to include (at least one must be defined)
-- preUse <boolean>: check self:preUseTalent(t, true, filter.fake)
-- aiPreUse <boolean>: check self:aiPreUseTalent(t, true, filter.fake)
-- special: function(t, self) that must return true (checked last)
-- Actor parameters:
-- self.filter_talents: additional filter to be applied to all talents for this actor
function _M:filterTalent(t, filter)
if not filter then return true end
if filter.ignore and self:filterTalent(t, filter.ignore) then return false end
if filter.mode and filter.mode ~= t.mode then return false end
if filter.not_mode and filter.not_mode == t.mode then return false end
if filter.type then -- talent type
if filter.type[1] ~= t.type[1] then return false end
if filter.type[2] and filter.type[2] ~= t.type[2] then return false end
end
if filter.name and filter.name ~= t.name then return false end
if filter.short_name and filter.short_name ~= t.short_name then return false end
if filter.properties then -- list of required properties
for i = 1, #filter.properties do if t[filter.properties[i]] == nil then return false end end
end
if filter.properties_match then -- list of all required properties that must match exactly
for prop, val in pairs(filter.properties_match) do if t[prop] ~= val then return false end end
end
if filter.not_properties then -- list of forbidden properties
for i = 1, #filter.not_properties do if t[filter.not_properties[i]] then return false end end
end
if filter.not_properties_match then -- list of forbidden property values
for prop, val in pairs(filter.not_properties_match) do if t[prop] == val then return false end end
end
if filter.properties_include then -- list of properties to include (at least one must be defined)
local ok = false
for i = 1, #filter.properties_include do if t[filter.properties_include[i]] ~= nil then ok = true break end end
if not ok then return false end
end
if filter.preUse and not self:preUseTalent(t, true, filter.fake) then return false end
if filter.aiPreUse and not self:aiPreUseTalent(t, true, filter.fake) then return false end
if self.filter_talents and not self:filterTalent(t, self.filter_talents) then return false end
if filter.special and not filter.special(t, self) then return false end
return true
end
--- Returns how many talents of this type the actor knows
-- @param type the talent type to count
-- @param exclude_id if not nil the count will ignore this talent id
-- @param limit_type if not nil the count will ignore talents with talent category level equal or higher that this
function _M:numberKnownTalent(type, exclude_id, limit_type)
local nb = 0
for id, _ in pairs(self.talents) do
local t = _M.talents_def[id]
if t.type[1] == type and (not exclude_id or exclude_id ~= id) and (not limit_type or not t.type[2] or t.type[2] < limit_type) then nb = nb + 1 end
end
return nb
end
--- Returns how many levels talents of this type the actor knows
-- @param type the talent type to count
-- @param exclude_id if not nil the count will ignore this talent id
-- @param limit_type if not nil the count will ignore talents with talent category level equal or higher that this
function _M:numberKnownTalentLevels(type, exclude_id, limit_type)
local nb = 0
for id, lvl in pairs(self.talents) do
local t = _M.talents_def[id]
if t.type[1] == type and (not exclude_id or exclude_id ~= id) and (not limit_type or not t.type[2] or t.type[2] < limit_type) then nb = nb + lvl end
end
return nb
end
--- Actor learns a talent
-- @param t_id the id of the talent to learn
-- @param force if true do not check canLearnTalent
-- @param nb the amount to increase the raw talent level by, default 1
-- @return[1] nil if failed
-- @return[1] an error message
-- @return[2] true if the talent was learned
function _M:learnTalent(t_id, force, nb)
-- print("[TALENT]", self.name, self.uid, "learning", t_id, force, nb)
local t = _M.talents_def[t_id]
assert(t, "Learning unknown talent: "..tostring(t_id))
if not force then
local ok, err = self:canLearnTalent(t)
if not ok and err then return nil, err end
end
if not self.talents[t_id] then
-- Auto assign to hotkey
if t.mode ~= "passive" and not t.no_auto_hotkey and self.hotkey then
local position
if self.player then
if self == game:getPlayer(true) then
position = self:findQuickHotkey("Player: Specific", "talent", t_id)
if not position then
local global_hotkeys = engine.interface.PlayerHotkeys.quickhotkeys["Player: Global"]
if global_hotkeys and global_hotkeys["talent"] then position = global_hotkeys["talent"][t_id] end
end
else
position = self:findQuickHotkey(self.name, "talent", t_id)
end
end
if position and not self.hotkey[position] then
self.hotkey[position] = {"talent", t_id}
else
for i = 1, 12 * (self.nb_hotkey_pages or 5) do
if not self.hotkey[i] then
self.hotkey[i] = {"talent", t_id}
break
end
end
end
end
if t.learn_lists then
local lists = t.learn_lists
if 'table' ~= type(lists) then lists = {lists} end
for _, list in ipairs(lists) do
if 'table' == type(list) then
list = table.getTable(self, unpack(list))
else
list = table.getTable(self, list)
end
table.insert(list, t.id)
end
end
end
for i = 1, (nb or 1) do
self.talents[t_id] = (self.talents[t_id] or 0) + 1
if t.on_learn then
local ret = t.on_learn(self, t)
if ret then
if ret == true then ret = {} end
self.talents_learn_vals[t.id] = self.talents_learn_vals[t.id] or {}
self.talents_learn_vals[t.id][self.talents[t_id]] = ret
end
end
end
if t.passives then
self.talents_learn_vals[t.id] = self.talents_learn_vals[t.id] or {}
local p = self.talents_learn_vals[t.id]
if p.__tmpvals then for i = 1, #p.__tmpvals do
self:removeTemporaryValue(p.__tmpvals[i][1], p.__tmpvals[i][2])
end end
self.talents_learn_vals[t.id] = {}
t.passives(self, t, self.talents_learn_vals[t.id])
end
self.changed = true
return true
end
--- Actor forgets a talent completely
-- @param t_id the id of the talent to learn
-- @return[1] nil if failed
-- @return[1] an error message
-- @return[2] true if the talent was unlearned
function _M:unlearnTalentFull(t_id)
local lvl = self:getTalentLevelRaw(t_id)
if lvl > 0 then self:unlearnTalent(t_id, lvl) end
end
--- Actor forgets a talent
-- @param t_id the id of the talent to learn
-- @param nb
-- @return true if the talent was unlearnt, nil and an error message otherwise
function _M:unlearnTalent(t_id, nb)
if not self:knowTalent(t_id) then return false, "talent not known" end
local t = _M.talents_def[t_id]
nb = math.min(nb or 1, self.talents[t_id])
for j = 1, nb do
if self.talents[t_id] and self.talents[t_id] == 1 then
if self.hotkey then
for i, known_t_id in pairs(self.hotkey) do
if known_t_id[1] == "talent" and known_t_id[2] == t_id then self.hotkey[i] = nil end
end
end
end
self.talents[t_id] = self.talents[t_id] - 1
if self.talents[t_id] == 0 then self.talents[t_id] = nil end
if t.on_unlearn then
local p = nil
if self.talents_learn_vals[t.id] and self.talents_learn_vals[t.id][(self.talents[t_id] or 0) + 1] then
p = self.talents_learn_vals[t.id][(self.talents[t_id] or 0) + 1]
if p.__tmpvals then
for i = 1, #p.__tmpvals do
self:removeTemporaryValue(p.__tmpvals[i][1], p.__tmpvals[i][2])
end
end
end
t.on_unlearn(self, t, p)
end
end
if t.passives then
self.talents_learn_vals[t.id] = self.talents_learn_vals[t.id] or {}
local p = self.talents_learn_vals[t.id]
if p.__tmpvals then for i = 1, #p.__tmpvals do
self:removeTemporaryValue(p.__tmpvals[i][1], p.__tmpvals[i][2])
end end
if self:knowTalent(t_id) then
self.talents_learn_vals[t.id] = {}
t.passives(self, t, self.talents_learn_vals[t.id])
else
self.talents_learn_vals[t.id] = nil
end
end
if t.learn_lists and not self:knowTalent(t_id) then
local lists = t.learn_lists
if 'table' ~= type(lists) then lists = {lists} end
for _, list in ipairs(lists) do
if 'table' == type(list) then
list = table.getTable(self, unpack(list))
else
list = table.getTable(self, list)
end
table.removeFromList(list, t.id)
end
end
if self.talents[t_id] == nil then self.talents_auto[t_id] = nil end
self.changed = true
return true
end
--- Force passives update
function _M:updateTalentPassives(tid)
if not self:knowTalent(tid) then return end
local t = self:getTalentFromId(tid)
if not t.passives then return end
self.talents_learn_vals[t.id] = self.talents_learn_vals[t.id] or {}
local p = self.talents_learn_vals[t.id]
if p.__tmpvals then for i = 1, #p.__tmpvals do
self:removeTemporaryValue(p.__tmpvals[i][1], p.__tmpvals[i][2])
end end
self.talents_learn_vals[t.id] = {}
t.passives(self, t, self.talents_learn_vals[t.id])
end
--- Force all known passives to update
function _M:updateAllTalentsPassives()
for tid, _ in pairs(self.talents) do
self:updateTalentPassives(tid)
end
end
--- Checks if the talent can be learned
-- @param t the talent to check
-- @param offset the level offset to check, defaults to 1
-- @param ignore_special ignore requirement of special
function _M:canLearnTalent(t, offset, ignore_special)
-- Check prerequisites
if rawget(t, "require") then
local req = t.require
if type(req) == "function" then req = req(self, t) end
local tlev = self:getTalentLevelRaw(t) + (offset or 1)
-- Obviously this requires the ActorStats interface
if req.stat then
for s, v in pairs(req.stat) do
v = util.getval(v, tlev)
if self:getStat(s) < v then return nil, ("not enough stat: %s"):tformat(s:upper()) end
end
end
if req.level then
if self.level < util.getval(req.level, tlev) then
return nil, _t"not enough levels"
end
end
if req.special and not ignore_special then
if not req.special.fct(self, t, offset) then
return nil, req.special.desc
end
end
if req.special2 and not ignore_special then
if not req.special2.fct(self, t, offset) then
return nil, req.special2.desc
end
end
if req.special3 and not ignore_special then
if not req.special3.fct(self, t, offset) then
return nil, req.special3.desc
end
end
if req.talent then
for _, tid in ipairs(req.talent) do
if type(tid) == "table" then
if type(tid[2]) == "boolean" and tid[2] == false then
if self:knowTalent(tid[1]) then return nil, _t"missing dependency" end
else
if self:getTalentLevelRaw(tid[1]) < tid[2] then return nil, _t"missing dependency" end
end
else
if not self:knowTalent(tid) then return nil, _t"missing dependency" end
end
end
end
if req.birth_descriptors then
for _, d in ipairs(req.birth_descriptors) do
if not self.descriptor or self.descriptor[d[1]] ~= d[2] then return nil, ("is not %s"):tformat(_t(d[2])) end
end
end
end
if not self:knowTalentType(t.type[1]) and not t.type_no_req then return nil, _t"unknown talent type" end
-- Check talent type
local known = self:numberKnownTalent(t.type[1], t.id, t.type[2])
if t.type[2] and known < t.type[2] - 1 then
return nil, _t"not enough talents of this type known"
end
-- Ok!
return true
end
--- Formats the requirements as a (multiline) string
-- @param t_id the id of the talent to desc
-- @param levmod a number (1 should be the smartest) to add to current talent level to display requirements, defaults to 0
function _M:getTalentReqDesc(t_id, levmod)
local t = _M.talents_def[t_id]
local req = t.require
if not req then return tstring{}, nil end
if type(req) == "function" then req = req(self, t) end
local tlev = self:getTalentLevelRaw(t_id) + (levmod or 0)
local str = tstring{}
if not t.type_no_req then
str:add((self:knowTalentType(t.type[1]) and {"color", 0x00,0xff,0x00} or {"color", 0xff,0x00,0x00}), _t"- Talent category known", true)
end
if t.type[2] and t.type[2] > 1 then
local known = self:numberKnownTalent(t.type[1], t.id, t.type[2])
local c = (known >= t.type[2] - 1) and {"color", 0x00,0xff,0x00} or {"color", 0xff,0x00,0x00}
str:add(c, ("- Lower talents of the same category: %d"):tformat(t.type[2] - 1), true)
end
-- Obviously this requires the ActorStats interface
if req.stat then
for s, v in pairs(req.stat) do
v = util.getval(v, tlev)
local c = (self:getStat(s) >= v) and {"color", 0x00,0xff,0x00} or {"color", 0xff,0x00,0x00}
str:add(c, ("- %s %d"):format(self.stats_def[s].name, v), true)
end
end
if req.level then
local v = util.getval(req.level, tlev)
local c = (self.level >= v) and {"color", 0x00,0xff,0x00} or {"color", 0xff,0x00,0x00}
str:add(c, ("- Level %d"):tformat(v), true)
end
if req.special then
local c = (req.special.fct(self, t, offset)) and {"color", 0x00,0xff,0x00} or {"color", 0xff,0x00,0x00}
str:add(c, ("- %s"):format(req.special.desc), true)
end
if req.special2 then
local c = (req.special2.fct(self, t, offset)) and {"color", 0x00,0xff,0x00} or {"color", 0xff,0x00,0x00}
str:add(c, ("- %s"):format(req.special2.desc), true)
end
if req.special3 then
local c = (req.special3.fct(self, t, offset)) and {"color", 0x00,0xff,0x00} or {"color", 0xff,0x00,0x00}
str:add(c, ("- %s"):format(req.special3.desc), true)
end
if req.talent then
for _, tid in ipairs(req.talent) do
if type(tid) == "table" then
if type(tid[2]) == "boolean" and tid[2] == false then
local c = (not self:knowTalent(tid[1])) and {"color", 0x00,0xff,0x00} or {"color", 0xff,0x00,0x00}
str:add(c, ("- Talent %s (not known)"):tformat(self:getTalentFromId(tid[1]).name), true)
else
local c = (self:getTalentLevelRaw(tid[1]) >= tid[2]) and {"color", 0x00,0xff,0x00} or {"color", 0xff,0x00,0x00}
str:add(c, ("- Talent %s (%d)"):tformat(self:getTalentFromId(tid[1]).name, tid[2]), true)
end
else
local c = self:knowTalent(tid) and {"color", 0x00,0xff,0x00} or {"color", 0xff,0x00,0x00}
str:add(c, ("- Talent %s"):tformat(self:getTalentFromId(tid).name), true)
end
end
end
if req.birth_descriptors then
for _, d in ipairs(req.birth_descriptors) do
local c = self.descriptor and self.descriptor[d[1]] == d[2] and {"color", 0x00,0xff,0x00} or {"color", 0xff,0x00,0x00}
str:add(c, ("- Is %s"):tformat(_t(d[2])), true)
end
end
return str, req
end
--- Return the full description of a talent
-- You may overload it to add more data (like power usage, ...)
function _M:getTalentFullDescription(t)
return tstring{t.info(self, t), true}
end
--- Do we know this talent type
function _M:knowTalentType(name)
return self.talents_types[name]
end
--- Do we know this talent
function _M:knowTalent(id)
if type(id) == "table" then id = id.id end
return (self:getTalentLevelRaw(id) > 0) and true or false
end
--- Called if a talent level is > 0
function _M:alterTalentLevelRaw(t, lvl)
if self.talents_add_levels and self.talents_add_levels[id] then lvl = lvl + self.talents_add_levels[id] end
return lvl
end
--- Talent level, 0 if not known
function _M:getTalentLevelRaw(id)
if type(id) == "table" then id = id.id end
return self.talents[id] or 0
end
--- Talent level, 0 if not known
-- Includes mastery (defaults to 1)
function _M:getTalentLevel(id)
local t
if type(id) == "table" then t, id = id, id.id
else t = _M.talents_def[id] end
if not t then return 0 end
local lvl = self:getTalentLevelRaw(id)
if lvl > 0 then lvl = self:alterTalentLevelRaw(t, lvl) end
return lvl * (self:getTalentMastery(t) or 0)
end
--- Talent type level, sum of all raw levels of talents inside
function _M:getTalentTypeLevelRaw(tt)
local nb = 0
for tid, lev in pairs(self.talents) do
local t = self:getTalentFromId(tid)
if t.type[1] == tt then nb = nb + lev end
end
return nb
end
--- Return talent type mastery
function _M:getTalentTypeMastery(tt)
return (self.talents_types_mastery[tt] or 0) + 1
end
--- Return talent type mastery for this talent
function _M:getTalentMastery(t)
local tt = t.type[1]
return self:getTalentTypeMastery(tt)
end
--- Sets talent type mastery
function _M:setTalentTypeMastery(tt, v)
-- "v - 1" because a mastery is expressed as x + 1, not x, so that 0 is the default value (thus getting 1)
self.talents_types_mastery[tt] = v - 1
self:updateTalentTypeMastery(tt)
end
--- Recompute things that need recomputing
function _M:updateTalentTypeMastery(tt)
for i, t in pairs(self.talents_types_def[tt] and self.talents_types_def[tt].talents or {}) do
if t.auto_relearn_passive or t.passives then
local lvl = self:getTalentLevelRaw(t)
if lvl > 0 then
self:unlearnTalent(t.id, lvl)
self:learnTalent(t.id, true, lvl)
end
end
end
if self.talents_types_def[tt] and self.talents_types_def[tt].on_mastery_change then
self.talents_types_def[tt].on_mastery_change(self, self:getTalentTypeMastery(tt), tt)
end
end
--- Return talent definition from id
function _M:getTalentFromId(id)
if type(id) == "table" then return id end
return _M.talents_def[id]
end
--- Return talent definition from id
function _M:getTalentTypeFrom(id)
return _M.talents_types_def[id]
end
--- Actor learns a talent type
-- @param tt the id of the talent to learn
-- @param v value
-- @return[1] nil if failed
-- @return[1] an error message
-- @return[2] true if the talent was learned
function _M:learnTalentType(tt, v)
if v == nil then v = true end
if self.talents_types[tt] then return end
self.talents_types[tt] = v
self.talents_types_mastery[tt] = self.talents_types_mastery[tt] or 0
self.changed = true
return true
end
--- Actor forgets a talent type
-- @param tt the id of the talent to unlearn
-- @return[1] nil if failed
-- @return[1] an error message
-- @return[2] true if the talent was unlearned
function _M:unlearnTalentType(tt)
self.talents_types[tt] = false
self.changed = true
return true
end
--- Gets a talent cooldown
-- @param t the talent to get cooldown
function _M:getTalentCooldown(t)
if not t.cooldown then return end
local cd = t.cooldown
if type(cd) == "function" then cd = cd(self, t) end
return cd
end
--- Starts a talent cooldown
-- @param t the talent to cooldown
-- @param v override the normal cooldown that that, nil to get the normal effect
function _M:startTalentCooldown(t, v)
t = self:getTalentFromId(t)
local cd = t.cooldown
if v then cd = math.max(v, self.talents_cd[t.id] or 0) end
if not cd then return end
if type(cd) == "function" then cd = cd(self, t) end
self.talents_cd[t.id] = cd
self.changed = true
if t.cooldownStart then t.cooldownStart(self, t) end
end
--- Alter the remanining cooldown of a talent
-- @param t the talent affect cooldown
-- @param v the value to add/remove to the cooldown
function _M:alterTalentCoolingdown(t, v)
t = self:getTalentFromId(t)
if not self.talents_cd[t.id] then return nil end
self.talents_cd[t.id] = self.talents_cd[t.id] + v
if self.talents_cd[t.id] <= 0 then self.talents_cd[t.id] = nil end
return self.talents_cd[t.id]
end
--- Is talent in cooldown?
function _M:isTalentCoolingDown(t)
t = self:getTalentFromId(t)
if not t or not t.cooldown then return false end
if self.talents_cd[t.id] and self.talents_cd[t.id] > 0 then return self.talents_cd[t.id] else return false end
end
--- Returns the range of a talent (defaults to 1)
function _M:getTalentRange(t)
if not t.range then return 1 end
if type(t.range) == "function" then return t.range(self, t) end
return t.range
end
--- Returns the radius of a talent (defaults to 0)
function _M:getTalentRadius(t)
if not t.radius then return 0 end
if type(t.radius) == "function" then return t.radius(self, t) end
return t.radius
end
--- Returns the target table for a talent
function _M:getTalentTarget(t)
if type(t.target) == "function" then
typ = t.target(self, t)
if typ then typ.talent_mode = self:getCurrentTalentMode() end
return typ
end
if t.target then t.target.talent_mode = self:getCurrentTalentMode() end -- Yes t is a global, not linked to actor, but this shouldnt matter as this will be set every time anyway
return t.target
end
-- Returns whether the talent needs a target or not
function _M:getTalentRequiresTarget(t)
if type(t.requires_target) == "function" then return t.requires_target(self, t) end
return t.requires_target
end
--- Returns the projectile speed of a talent
function _M:getTalentProjectileSpeed(t)
if not t.proj_speed then return nil end
if type(t.proj_speed) == "function" then return t.proj_speed(self, t) end
return t.proj_speed
end
--- Returns display name
function _M:getTalentDisplayName(t)
if not t.display_name then return t.name end
if type(t.display_name) == "function" then return t.display_name(self, t) end
return t.display_name
end
--- Cooldown all talents
-- This should be called in your actors "act()" method
-- @param turns the number of turns to cooldown the talents
function _M:cooldownTalents(turns)
for tid, c in pairs(self.talents_cd) do
self.changed = true
self.talents_cd[tid] = self.talents_cd[tid] - (turns or 1)
if self.talents_cd[tid] <= 0 then
self.talents_cd[tid] = nil
if self.onTalentCooledDown then self:onTalentCooledDown(tid) end
local t = _M.talents_def[tid]
if t and t.cooldownStop then t.cooldownStop(self, t) end
end
end
end
--- Setup the talent as autocast
function _M:setTalentAuto(tid, v)
if type(tid) == "table" then tid = tid.id end
if v then self.talents_auto[tid] = true
else self.talents_auto[tid] = nil
end
end
--- Setup the talent as autocast
function _M:isTalentAuto(tid)
if type(tid) == "table" then tid = tid.id end
return self.talents_auto[tid]
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]
if not t.no_npc_use and (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
self:useTalent(tid)
end
end
end
--- Set the talent confirmation
function _M:setTalentConfirmable(tid, v)
if type(tid) == "table" then tid = tid.id end
if v then self.talents_confirm_use[tid] = true
else self.talents_confirm_use[tid] = nil
end
end
--- Does the talent require confirmation to use?
function _M:isTalentConfirmable(tid)
if type(tid) == "table" then tid = tid.id end
if not self.talents_confirm_use then self.talents_confirm_use = {} end -- For compatibility with older versions, can be removed
return self.player and self.talents_confirm_use[tid]
end
--- Show usage dialog
function _M:useTalents(add_cols)
local d = require("engine.dialogs.UseTalents").new(self, add_cols)
game:registerDialog(d)
end
--- Helper function to add temporary values and not have to remove them manualy
function _M:talentTemporaryValue(p, k, v)
if not p.__tmpvals then p.__tmpvals = {} end
p.__tmpvals[#p.__tmpvals+1] = {k, self:addTemporaryValue(k, v)}
end
--- Helper function to add temporary particles and not have to remove them manualy
function _M:talentParticles(p, ...)
local Particles = require "engine.Particles"
if not p.__tmpparticles then p.__tmpparticles = {} end
local ret = {}
for _, ps in ipairs{...} do
local pp = self:addParticles(Particles.new(ps.type, 1, ps.args, ps.shader))
p.__tmpparticles[#p.__tmpparticles+1] = pp
ret[#ret+1] = pp
end
return unpack(ret)
end
function _M:getCurrentTalent()
return self._temp_data and self._temp_data.current_talent and self._temp_data.current_talent[1] or nil
end
function _M:getCurrentTalentMode()
return self._temp_data and self._temp_data.current_talent_mode and self._temp_data.current_talent_mode[1] or "none"
end
function _M:getCurrentTalentModeLast()
return self._temp_data and self._temp_data.current_talent_mode and self._temp_data.current_talent_mode[#self._temp_data.current_talent_mode] or "none"
end
function _M:setCurrentTalentMode(mode, tid)
if not self._temp_data then self._temp_data = {} end
if not self._temp_data.current_talent_mode then self._temp_data.current_talent_mode = {} end
if not self._temp_data.current_talent then self._temp_data.current_talent = {} end
if mode then
table.insert(self._temp_data.current_talent_mode, mode)
table.insert(self._temp_data.current_talent, tid)
else
table.remove(self._temp_data.current_talent_mode)
table.remove(self._temp_data.current_talent)
end
end
--- Trigger a talent method
function _M:triggerTalent(tid, name, ...)
if self:isTalentCoolingDown(tid) then return end
local t = _M.talents_def[tid]
name = name or "trigger"
if t[name] then
self.__talent_running = t
self:setCurrentTalentMode("trigger", t.id)
local ret = {t[name](self, t, ...)}
self:setCurrentTalentMode(nil)
self.__talent_running = nil
return unpack(ret, 1, table.maxn(ret))
end
end
--- Trigger a talent method
function _M:callTalent(tid, name, ...)
local t = _M.talents_def[tid]
name = name or "trigger"
if t[name] then
self.__talent_running = t
self:setCurrentTalentMode("call", t.id)
local ret = {t[name](self, t, ...)}
self:setCurrentTalentMode(nil)
self.__talent_running = nil
return unpack(ret, 1, table.maxn(ret))
end
end
--- Trigger all talents matching
function _M:talentCallbackOn(on, ...)
for tid, _ in pairs(self.sustain_talents) do
local t = self:getTalentFromId(tid)
if t and t[on] then
self:callTalent(tid, on, ...)
end
end
end
local dialog_returns_list = setmetatable({}, {__mode="v"})
local dialog_returns = setmetatable({}, {__mode="k"})
--- Retrieve talent dialog data
function _M:talentDialogData()
return dialog_returns_list, dialog_returns
end
--- Set the result for a talent dialog
function _M:talentDialogReturn(...)
local d = dialog_returns_list[#dialog_returns_list]
if not d then return end
dialog_returns[d] = {...}
end
--- Get the dialog
function _M:talentDialogGet()
return dialog_returns_list[#dialog_returns_list]
end
--- Show a dialog and wait for it to end in a talent
function _M:talentDialog(d)
if not game:hasDialog(d) then game:registerDialog(d) end
dialog_returns_list[#dialog_returns_list+1] = d
local co = coroutine.running()
d.unload = function(dialog)
local ok, err = coroutine.resume(co, dialog_returns[d])
if not ok and err then
print(debug.traceback(co))
self:onTalentLuaError(nil, err)
error(err)
end
end
local ret = coroutine.yield()
dialog_returns[d] = nil
table.removeFromList(dialog_returns_list, d)
return unpack(ret or {})
end