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/**
Sequence
Cutscene to be watched by all players.
Start calling global func StartSequence, stop using StopSequence
Can also be used as a trigger object for UserActions.
@author Sven
*/
local seq_name;
local seq_progress;
local started;
/* Start and stop */
public func Start(string name, int progress, ...)
{
if (started)
Stop();
// Force global coordinates for the script execution.
SetPosition(0, 0);
// Store sequence name and progress.
this.seq_name = name;
this.seq_progress = progress;
// Call init function of this scene - difference to start function is that it is called before any player joins.
var fn_init = Format("~%s_Init", seq_name);
if (!Call(fn_init, ...))
GameCall(fn_init, this, ...);
// Join all players: disable player controls and call join player of this scene.
for (var i = 0; i < GetPlayerCount(C4PT_User); ++i)
{
var plr = GetPlayerByIndex(i, C4PT_User);
JoinPlayer(plr);
}
started = true;
// Sound effect.
Sound("UI::Ding", true);
// Call start function of this scene.
var fn_start = Format("%s_Start", seq_name);
if (!Call(fn_start, ...))
GameCall(fn_start, this, ...);
return true;
}
protected func InitializePlayer(int plr)
{
if (seq_name)
{
// Scripted sequence
JoinPlayer(plr);
}
else
{
// Editor-made sequence
if (trigger && trigger.Trigger == "player_join") OnTrigger(nil, plr);
}
return true;
}
protected func InitializePlayers()
{
if (!seq_name)
{
// Editor-made sequence
if (trigger && trigger.Trigger == "game_start") OnTrigger(nil, GetPlayerByIndex(0, C4PT_User));
}
return true;
}
public func RemovePlayer(int plr)
{
if (seq_name)
{
// Scripted sequence
// Called by sequence if it ends and by engine if player leaves.
var fn_remove = Format("~%s_RemovePlayer", seq_name);
if (!Call(fn_remove, plr))
GameCall(fn_remove, this, plr);
}
else
{
// Editor-made sequence
if (trigger && trigger.Trigger == "player_remove") OnTrigger(nil, plr);
}
return true;
}
public func JoinPlayer(int plr)
{
DeactivatePlayerControls(plr, true);
// Per-player sequence callback.
var fn_join = Format("~%s_JoinPlayer", seq_name);
if (!Call(fn_join, plr))
GameCall(fn_join, this, plr);
return true;
}
public func DeactivatePlayerControls(int plr, bool make_invincible)
{
var j = 0, crew;
while (crew = GetCrew(plr, j++))
{
//if (crew == GetCursor(plr)) crew.Sequence_was_cursor = true; else crew.Sequence_was_cursor = nil;
crew->SetCrewEnabled(false);
crew->CancelUse();
if (crew->GetMenu())
if (!crew->GetMenu()->~Uncloseable())
crew->CancelMenu();
if (make_invincible)
{
crew->MakeInvincible();
crew.Sequence_stored_breath = crew->GetBreath();
crew.Sequence_made_invincible = true;
}
crew->SetCommand("None");
crew->SetComDir(COMD_Stop);
}
return true;
}
public func ReactivatePlayerControls(int plr)
{
var j = 0, crew;
while (crew = GetCrew(plr, j++))
{
crew->SetCrewEnabled(true);
if (crew.Sequence_made_invincible)
{
crew->ClearInvincible();
// just in case clonk was underwater
var breath_diff = crew.Sequence_stored_breath - crew->GetBreath();
crew.Sequence_stored_breath = nil;
if (breath_diff) crew->DoBreath(breath_diff + 100); // give some bonus breath for the distraction
crew.Sequence_made_invincible = nil;
}
}
// Ensure proper cursor.
if (!GetCursor(plr))
SetCursor(plr, GetCrew(plr));
if (crew = GetCursor(plr))
SetPlrView(plr, crew);
return true;
}
public func Stop(bool no_remove)
{
if (started)
{
SetViewTarget(nil);
// Reenable crew and reset cursor.
for (var i = 0; i<GetPlayerCount(C4PT_User); ++i)
{
var plr = GetPlayerByIndex(i, C4PT_User);
ReactivatePlayerControls(plr);
// Per-player sequence callback.
RemovePlayer(plr);
}
Sound("UI::Ding", true);
started = false;
// Call stop function of this scene.
var fn_init = Format("~%s_Stop", seq_name);
if (!Call(fn_init))
GameCall(fn_init, this);
}
if (!no_remove)
RemoveObject();
return true;
}
protected func Destruction()
{
Stop(true);
return;
}
/*-- Sequence callbacks --*/
public func ScheduleNext(int delay, next_idx)
{
return ScheduleCall(this, this.CallNext, delay, 1, next_idx);
}
public func ScheduleSame(int delay) { return ScheduleNext(delay, seq_progress); }
public func CallNext(next_idx)
{
// Start conversation context.
// Update dialogue progress first.
if (GetType(next_idx))
seq_progress = next_idx;
else
++seq_progress;
// Then call relevant functions.
var fn_progress = Format("%s_%d", seq_name, seq_progress);
if (!Call(fn_progress))
GameCall(fn_progress, this);
return true;
}
/*-- Force view on target --*/
// Force all player views on given target
public func SetViewTarget(object view_target)
{
ClearScheduleCall(this, this.UpdateViewTarget);
if (view_target)
{
UpdateViewTarget(view_target);
ScheduleCall(this, this.UpdateViewTarget, 30, 999999999, view_target);
}
else
{
for (var i = 0; i < GetPlayerCount(C4PT_User); ++i)
{
var plr = GetPlayerByIndex(i, C4PT_User);
SetPlrView(plr, GetCursor(plr));
}
}
return true;
}
private func UpdateViewTarget(object view_target)
{
// Force view of all players on target.
if (!view_target)
return;
for (var i=0; i < GetPlayerCount(C4PT_User); ++i)
{
var plr = GetPlayerByIndex(i, C4PT_User);
SetPlrView(plr, view_target);
}
return;
}
/*-- Message function forwards --*/
public func MessageBoxAll(string message, object talker, bool as_message, ...)
{
return Dialogue->MessageBoxAll(message, talker, as_message, ...);
}
private func MessageBox(string message, object clonk, object talker, int for_player, bool as_message, ...)
{
return Dialogue->MessageBox(message, clonk, talker, for_player, as_message, ...);
}
/*-- Helper Functions --*/
// Helper function to get a speaker in sequences.
public func GetHero(object nearest_obj)
{
// Prefer object stored as hero - if not assigned, find someone close to specified object.
if (!this.hero)
{
if (nearest_obj)
this.hero = nearest_obj->FindObject(Find_ID(Clonk), Find_Not(Find_Owner(NO_OWNER)), nearest_obj->Sort_Distance());
else
this.hero = FindObject(Find_ID(Clonk), Find_Not(Find_Owner(NO_OWNER)));
}
// If there is still no hero, take any clonk. Let the NPCs do the sequence among themselves.
// (to prevent null pointer exceptions if all players left during the sequence)
if (!this.hero)
this.hero = FindObject(Find_ID(Clonk));
// Might return nil if all players are gone and there are no NPCs. Well, there was noone to listen anyway.
return this.hero;
}
// Scenario section overload: automatically transfers all player clonks.
public func LoadScenarioSection(name, ...)
{
// Store objects: All clonks and sequence object
this.save_objs = [];
AddSectSaveObj(this);
var iplr, plr;
for (iplr = 0; iplr < GetPlayerCount(C4PT_User); ++iplr)
{
plr = GetPlayerByIndex(iplr, C4PT_User);
for (var icrew = 0, crew; icrew < GetCrewCount(iplr); ++icrew)
if (crew = GetCrew(plr, icrew))
AddSectSaveObj(crew);
}
var save_objs = this.save_objs;
// Load new section
var result = inherited(name, ...);
// Restore objects
for (var obj in save_objs)
if (obj)
obj->SetObjectStatus(C4OS_NORMAL);
if (this)
this.save_objs = nil;
// Recover HUD
for (iplr = 0; iplr < GetPlayerCount(C4PT_User); ++iplr)
{
plr = GetPlayerByIndex(iplr, C4PT_User);
var controllerDef = Library_HUDController->GetGUIControllerID();
var HUDcontroller = FindObject(Find_ID(controllerDef), Find_Owner(plr));
if (!HUDcontroller) HUDcontroller = CreateObjectAbove(controllerDef, 10, 10, plr);
}
return result;
}
// Flag obj and any contained stuff for scenario saving.
public func AddSectSaveObj(object obj)
{
if (!obj)
return false;
this.save_objs[GetLength(this.save_objs)] = obj;
var cont, i = 0;
while (cont = obj->Contents(i++))
AddSectSaveObj(cont);
return obj->SetObjectStatus(C4OS_INACTIVE);
}
/*-- Global helper functions --*/
// Starts the specified sequence at indicated progress.
global func StartSequence(string name, int progress, ...)
{
var seq = CreateObject(Sequence, 0, 0, NO_OWNER);
seq->Start(name, progress, ...);
return seq;
}
// Stops the currently active sequence.
global func StopSequence()
{
var seq = FindObject(Find_ID(Sequence));
if (!seq)
return false;
return seq->Stop();
}
// Returns the currently active sequence.
global func GetActiveSequence()
{
var seq = FindObject(Find_ID(Sequence));
return seq;
}
/* User-made sequences from the editor */
local Name="$Name$";
local Description="$Description$";
local trigger, condition, action, action_progress_mode, action_allow_parallel;
local active=true;
local check_interval=12;
local deactivate_after_action; // If true, finished is set to true after the first execution and the trigger deactivated
local Visibility=VIS_Editor;
local trigger_started;
local trigger_offset; // Timer offset of trigger to allow non-synced triggers
public func IsSequence() { return true; }
// finished: Disables the trigger. true if trigger has run and deactivate_after_action is set to true.
// Note that this flag is not saved in scenarios, so saving as scenario and reloading will re-enable all triggers (for editor mode)
local finished;
public func Initialize()
{
// The default action is an empty sequence, because that's usually what the user wants
// Must init this in initialize to force a writable array
action = { Function="sequence", Actions=[] };
}
public func Definition(def)
{
// EditorActions
if (!def.EditorActions) def.EditorActions = {};
def.EditorActions.Test = { Name="$Test$", EditorHelp = "$TestHelp$", Command="OnTrigger(nil, %player%, true)" };
// UserActions
UserAction->AddEvaluator("Action", "$Name$", "$SetActive$", "$SetActiveDesc$", "sequence_set_active", [def, def.EvalAct_SetActive], { Target = { Function="action_object" }, Status = { Function="bool_constant", Value=true } }, { Type="proplist", Display="{{Target}}: {{Status}}", EditorProps = {
Target = UserAction->GetObjectEvaluator("IsSequence", "$Name$"),
Status = new UserAction.Evaluator.Boolean { Name="$Status$", EditorHelp="$SetActiveStatusHelp$" }
} } );
UserAction->AddEvaluator("Action", "$Name$", "$ActTrigger$", "$ActTriggerDesc$", "sequence_trigger", [def, def.EvalAct_Trigger], { Target = { Function="action_object" }, TriggeringObject = { Function="triggering_object" } }, { Type="proplist", Display="{{Target}}({{TriggeringObject}})", EditorProps = {
Target = new UserAction->GetObjectEvaluator("IsSequence", "$Name$") { Priority=60 },
TriggeringObject = new UserAction.Evaluator.Object { Name="$TriggeringObject$", EditorHelp="$TriggeringObjectHelp$" }
} } );
UserAction->AddEvaluator("Action", "$Name$", "$DisablePlayerControls$", "$DisablePlayerControlsHelp$", "sequence_disable_player_controls", [def, def.EvalAct_DisablePlayerControls], { Players = { Function="all_players" }, MakeInvincible = { Function="bool_constant", Value=true } }, { Type="proplist", Display="{{Players}}", EditorProps = {
Players = new UserAction.Evaluator.PlayerList { Name="$Players$", EditorHelp="$PlayerControlsPlayersHelp$" },
MakeInvincible = new UserAction.Evaluator.Boolean { Name="$MakeInvincible$", EditorHelp="$MakeInvincibleHelp$" }
} } );
UserAction->AddEvaluator("Action", "$Name$", "$EnablePlayerControls$", "$EnablePlayerControlsHelp$", "sequence_enable_player_controls", [def, def.EvalAct_EnablePlayerControls], { Players = { Function="all_players" } }, new UserAction.Evaluator.PlayerList { Name="$Players$", EditorHelp="$PlayerControlsPlayersHelp$" }, "Players");
// EditorProps
if (!def.EditorProps) def.EditorProps = {};
def.EditorProps.active = { Name="$Active$", Type="bool", Set="SetActive" };
def.EditorProps.finished = { Name="$Finished$", Type="bool", Set="SetFinished" };
def.EditorProps.trigger = { Name="$Trigger$", Type="enum", OptionKey="Trigger", Set="SetTrigger", Priority=110, Options = [
{ Name="$None$" },
{ Name="$PlayerEnterRegionRect$", EditorHelp="$PlayerEnterRegionHelp$", Value={ Trigger="player_enter_region_rect", Rect=[-20, -20, 40, 40] }, ValueKey="Rect", Delegate={ Type="rect", Color=0xff8000, Relative=true, Set="SetTriggerRect", SetRoot=true } },
{ Name="$PlayerEnterRegionCircle$", EditorHelp="$PlayerEnterRegionHelp$", Value={ Trigger="player_enter_region_circle", Radius=25 }, ValueKey="Radius", Delegate={ Type="circle", Color=0xff8000, Relative=true, Set="SetTriggerRadius", SetRoot=true } },
{ Name="$ObjectEnterRegionRect$", EditorHelp="$ObjectEnterRegionHelp$", Value={ Trigger="object_enter_region_rect", Rect=[-20, -20, 40, 40] }, Delegate={ Name="$ObjectEnterRegionRect$", EditorHelp="$ObjectEnterRegionHelp$", Type="proplist", EditorProps = {
ID = { Name="$ID$", EditorHelp="$IDHelp$", Type="def", Set="SetTriggerID", SetRoot=true },
Rect = { Type="rect", Color=0xff8000, Relative=true, Set="SetTriggerRect", SetRoot=true }
} } },
{ Name="$ObjectEnterRegionCircle$", EditorHelp="$ObjectEnterRegionHelp$", Value={ Trigger="object_enter_region_circle", Radius=25 }, Delegate={ Name="$ObjectEnterRegionCircle$", EditorHelp="$ObjectEnterRegionHelp$", Type="proplist", EditorProps = {
ID = { Name="$ID$", EditorHelp="$IDHelp$", Type="def", Set="SetTriggerID", SetRoot=true },
Radius = { Type="circle", Color=0xff8000, Relative=true, Set="SetTriggerRadius", SetRoot=true }
} } },
{ Name="$ObjectCountInContainer$", EditorHelp="$ObjectCountInContainerHelp$", Value={ Trigger="contained_object_count", Count=1 }, Delegate={ Name="$ObjectCountInContainer$", EditorHelp="$ObjectCountInContainerHelp$", Type="proplist", EditorProps = {
Container = { Name="$Container$", EditorHelp="$CountContainerHelp$", Type="object" },
ID = { Name="$ID$", EditorHelp="$CountIDHelp$", Type="def", EmptyName="$AnyID$" },
Count = { Name="$Count$", Type="int", Min=1 },
Operation = { Name="$Operation$", EditorHelp="$CountOperationHelp$", Type="enum", Options = [
{ Name="$GreaterEqual$", EditorHelp="$GreaterEqualHelp$" },
{ Name="$LessThan$", EditorHelp="$LessThanHelp$", Value="lt" }
] }
} } },
{ Name="$Interval$", EditorHelp="$IntervalHelp$", Value={ Trigger="interval", Interval=60 }, ValueKey="Interval", Delegate={ Name="$IntervalTime$", Type="int", Min=1, Set="SetIntervalTimer", SetRoot=true } },
{ Name="$GameStart$", Value={ Trigger="game_start" } },
{ Name="$PlayerJoin$", Value={ Trigger="player_join" } },
{ Name="$PlayerRemove$", Value={ Trigger="player_remove" } },
{ Name="$GoalsFulfilled$", Value={ Trigger="goals_fulfilled" } },
{ Group="$ClonkDeath$", Name="$AnyClonkDeath$", Value={ Trigger="any_clonk_death" } },
{ Group="$ClonkDeath$", Name="$PlayerClonkDeath$", Value={ Trigger="player_clonk_death" } },
{ Group="$ClonkDeath$", Name="$NeutralClonkDeath$", Value={ Trigger="neutral_clonk_death" } },
{ Group="$ClonkDeath$", Name="$SpecificClonkDeath$", Value={ Trigger="specific_clonk_death" }, ValueKey="Object", Delegate={ Type="object", Filter="IsClonk" } },
{ Name="$Construction$", Value={ Trigger="construction" }, ValueKey="ID", Delegate={ Type="def", Filter="IsStructure", EmptyName="$Anything$" } },
{ Name="$Production$", Value={ Trigger="production" }, ValueKey="ID", Delegate={ Type="def", EmptyName="$Anything$" } },
] };
def.EditorProps.condition = new UserAction.Evaluator.Boolean { Name="$Condition$" };
def.EditorProps.action = new UserAction.Prop { Priority=105 };
def.EditorProps.action_progress_mode = UserAction.PropProgressMode;
def.EditorProps.action_allow_parallel = UserAction.PropParallel;
def.EditorProps.deactivate_after_action = { Name="$DeactivateAfterAction$", Type="bool" };
def.EditorProps.check_interval = { Name="$CheckInterval$", EditorHelp="$CheckIntervalHelp$", Type="int", Set="SetCheckInterval", Save="Interval" };
def.EditorProps.trigger_offset = { Name="$CheckOffset$", EditorHelp="$CheckOffsetHelp$", Type="int", Set="SetTriggerOffset" };
}
public func SetTrigger(proplist new_trigger, int check_offset)
{
trigger = new_trigger;
// Compute actual trigger time offset based on current frame counter
if (GetType(check_offset) && check_interval > 0)
{
check_offset -= FrameCounter();
if (check_offset < 0) check_offset -= ((check_offset/check_interval)-1) * check_interval;
check_offset %= check_interval;
}
// Set trigger: Restart any specific trigger timers
if (active && !finished) StartTrigger(check_offset);
return true;
}
public func SetTriggerRect(array new_trigger_rect)
{
if (trigger && trigger.Rect)
{
trigger.Rect = new_trigger_rect;
SetTrigger(trigger); // restart trigger
}
return true;
}
public func SetTriggerRadius(int new_trigger_radius)
{
if (trigger)
{
trigger.Radius = new_trigger_radius;
SetTrigger(trigger); // restart trigger
}
return true;
}
public func SetTriggerID(id new_id)
{
if (trigger)
{
trigger.ID = new_id;
SetTrigger(trigger); // restart trigger
}
return true;
}
public func GetCheckOffset()
{
// Get timer offset of check function
}
public func SetAction(new_action, new_action_progress_mode, new_action_allow_parallel)
{
action = new_action;
action_progress_mode = new_action_progress_mode;
action_allow_parallel = new_action_allow_parallel;
return true;
}
public func SetCondition(new_condition)
{
condition = new_condition;
return true;
}
public func SetActive(bool new_active, bool force_triggers)
{
if (active == new_active && !force_triggers) return true;
active = new_active;
if (active && !finished)
{
// Activated: Start trigger
StartTrigger();
}
else
{
// Inactive or inactive by editor run: Stop trigger
StopTrigger();
}
return true;
}
public func SetFinished(bool new_finished)
{
finished = new_finished;
return SetActive(active, true);
}
public func SetDeactivateAfterAction(bool new_val)
{
deactivate_after_action = new_val;
return true;
}
public func StartTrigger(int start_delay)
{
if (!trigger) return false;
if (trigger_started) StopTrigger();
trigger_started = true;
SetGraphics("Active");
var fn = trigger.Trigger;
var id_search, timer_fn;
if (trigger.ID) id_search = Find_ID(trigger.ID);
if (fn == "player_enter_region_rect")
{
this.search_mask = Find_And(Find_InRect(trigger.Rect[0], trigger.Rect[1], trigger.Rect[2], trigger.Rect[3]), Find_OCF(OCF_Alive), Find_Func("IsClonk"), Find_Not(Find_Owner(NO_OWNER)));
timer_fn = this.EnterRegionTimer;
}
else if (fn == "player_enter_region_circle")
{
this.search_mask = Find_And(Find_Distance(trigger.Radius), Find_OCF(OCF_Alive), Find_Func("IsClonk"), Find_Not(Find_Owner(NO_OWNER)));
timer_fn = this.EnterRegionTimer;
}
else if (fn == "object_enter_region_rect")
{
this.search_mask = Find_And(Find_InRect(trigger.Rect[0], trigger.Rect[1], trigger.Rect[2], trigger.Rect[3]), id_search);
timer_fn = this.EnterRegionTimer;
}
else if (fn == "object_enter_region_circle")
{
this.search_mask = Find_And(Find_Distance(trigger.Radius), Find_OCF(OCF_Alive), Find_Func("IsClonk"), id_search);
timer_fn = this.EnterRegionTimer;
}
else if (fn == "contained_object_count")
{
timer_fn = this.CountContainedObjectsTimer;
}
else if (fn == "interval")
{
check_interval = trigger.Interval;
timer_fn = this.OnTrigger;
}
else
{
trigger_offset = 0;
return false;
}
// If a timer was started, remember its offset
trigger_offset = (FrameCounter() + start_delay) % Max(1, check_interval);
// Start directly or delayed
if (start_delay > 0)
{
ScheduleCall(this, Global.AddTimer, start_delay, 1, timer_fn, check_interval);
}
else
{
AddTimer(timer_fn, check_interval);
}
return true;
}
public func SetTriggerOffset(int new_trigger_offset)
{
if (trigger_offset != new_trigger_offset)
{
// Schedule trigger restart to set correct offset
SetTrigger(trigger, (trigger_offset = new_trigger_offset));
}
return true;
}
public func StopTrigger()
{
SetGraphics();
// Remove any timers that may have been added
RemoveTimer(this.EnterRegionTimer);
RemoveTimer(this.CountContainedObjectsTimer);
RemoveTimer(this.OnTrigger);
ClearScheduleCall(this, Global.AddTimer);
trigger_started = false;
return true;
}
public func SetCheckInterval(new_interval)
{
check_interval = Max(1, new_interval);
return SetTrigger(trigger); // restart trigger
}
public func SetIntervalTimer(int new_interval)
{
if (trigger) trigger.Interval = new_interval;
return SetTrigger(trigger); // restart trigger
}
private func EnterRegionTimer()
{
for (var clonk in FindObjects(this.search_mask))
{
if (!clonk) continue; // deleted by previous execution
OnTrigger(clonk, clonk->GetOwner());
if (active != true) break; // deactivated by trigger
}
}
private func CountContainedObjectsTimer()
{
if (trigger.Container)
{
var n = trigger.Container->ContentsCount(trigger.ID), f;
if (!trigger.Operation)
f = (n >= trigger.Count); // Operation == nil: greater than
else
f = (n < trigger.Count); // Operation == "lt": less than
if (f) OnTrigger(nil, NO_OWNER);
}
}
public func OnTrigger(object triggering_clonk, int triggering_player, bool is_editor_test)
{
// Check condition
if (condition && !UserAction->EvaluateCondition(condition, this, triggering_clonk, triggering_player)) return false;
// Only one action at the time
if (!action_allow_parallel && !action_progress_mode) StopTrigger();
// Execute action
return UserAction->EvaluateAction(action, this, triggering_clonk, triggering_player, action_progress_mode, action_allow_parallel, this.OnActionFinished);
}
private func OnActionFinished(context)
{
// Callback from EvaluateAction: Action finished. Deactivate action if desired.
if (deactivate_after_action)
SetFinished(true);
else if (active && !finished && !trigger_started)
StartTrigger();
return true;
}
public func OnClonkDeath(object clonk, int killer)
{
// Is this a clonk death trigger?
if (!trigger || !clonk) return false;
var t = trigger.Trigger;
if (!WildcardMatch(t, "*_clonk_death")) return false;
// Specific trigger check
if (t == "player_clonk_death")
{
if (clonk->GetOwner() == NO_OWNER) return false;
}
else if (t == "neutral_clonk_death")
{
if (clonk->GetOwner() != NO_OWNER) return false;
}
else if (t == "specific_clonk_death")
{
if (trigger.Object != clonk) return false;
}
// OK, trigger it!
return OnTrigger(clonk, killer);
}
public func OnConstructionFinished(object structure, int constructing_player)
{
// Is this a structure finished trigger?
if (!trigger || !structure) return false;
if (trigger.Trigger != "construction") return false;
if (trigger.ID) if (structure->GetID() != trigger.ID) return false;
// OK, trigger it!
return OnTrigger(structure, constructing_player);
}
public func OnProductionFinished(object product, int producing_player)
{
// Is this a structure finished trigger?
if (!trigger || !product) return false;
if (trigger.Trigger != "production") return false;
if (trigger.ID) if (product->GetID() != trigger.ID) return false;
// OK, trigger it!
return OnTrigger(product, producing_player);
}
public func OnGoalsFulfilled()
{
// All goals fulfilled: Return true if any action is executed (stops regular GameOver)
if (!trigger) return false;
if (trigger.Trigger != "goals_fulfilled") return false;
return OnTrigger();
}
public func SetName(string new_name, ...)
{
if (new_name == GetID()->GetName())
{
Message("");
}
else
{
if (trigger)
Message(Format("@<c ff8000>%s</c>", new_name));
else
Message(Format("@<c 808080>%s</c>", new_name));
}
return inherited(new_name, ...);
}
private func EvalAct_SetActive(proplist props, proplist context)
{
// User action: Enable/disable sequence
var target = UserAction->EvaluateValue("Object", props.Target, context);
var status = UserAction->EvaluateValue("Boolean", props.Status, context);
if (!target) return;
if (status && target.finished) target->~SetFinished(false);
target->~SetActive(status);
}
private func EvalAct_Trigger(proplist props, proplist context)
{
var target = UserAction->EvaluateValue("Object", props.Target, context);
var triggering_object = UserAction->EvaluateValue("Object", props.TriggeringObject, context);
if (target && target->~IsSequence()) target->OnTrigger(triggering_object, nil, false);
}
private func EvalAct_DisablePlayerControls(proplist props, proplist context)
{
var players = UserAction->EvaluateValue("PlayerList", props.Players, context) ?? [];
var is_invincible = UserAction->EvaluateValue("Boolean", props.MakeInvincible, context);
for (var player in players) DeactivatePlayerControls(player, is_invincible);
}
private func EvalAct_EnablePlayerControls(proplist props, proplist context)
{
var players = UserAction->EvaluateValue("PlayerList", props.Players, context) ?? [];
for (var player in players) ReactivatePlayerControls(player);
}
/*-- Saving --*/
// No scenario saving.
public func SaveScenarioObject(props, ...)
{
if (!_inherited(props, ...)) return false;
// Do not save script-created sequences
if (this.seq_name) return false;
// Save editor-made sequences
if (save_scenario_dup_objects && finished) // finished flag only copied for object duplication; not saved in savegames
props->AddCall("Active", this, "SetFinished", finished);
if (!active) props->AddCall("Active", this, "SetActive", active);
if (trigger) props->AddCall("Trigger", this, "SetTrigger", trigger, trigger_offset);
if (condition) props->AddCall("Condition", this, "SetCondition", condition);
if ((action && !DeepEqual(action, { Function="sequence", Actions=[] })) || action_progress_mode || action_allow_parallel) props->AddCall("Action", this, "SetAction", action, Format("%v", action_progress_mode), action_allow_parallel);
if (deactivate_after_action) props->AddCall("DeactivateAfterAction", this, "SetDeactivateAfterAction", deactivate_after_action);
return true;
}
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