enderalse/source/scripts/weaponracktriggerscript.psc

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Scriptname WeaponRackTriggerSCRIPT extends ObjectReference Hidden
;Modifications by Sclerocephalus - debug version 3.4 (10/21/2013)
;modified by taleden - rev 4 (2013-11-01)
;Modifications by DayDreamer - version 5.0 (2014 Mar 15)
import game
import debug
import utility
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;-------------------------------------------
Keyword Property WRackActivator Auto
;The activator we must disable if there is already something in this trigger
ObjectReference Property ActivatorRef Auto Hidden
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;///
;Reference that is currently in the trigger
ObjectReference Property RefCurrentlyInTrig Auto Hidden
;1 = if something is in this trigger, 0 = empty
Bool Property HasBeenTriggered Auto Hidden
Int Property numInTrig Auto Hidden
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///;
Bool Property AlreadyInit Auto Hidden
Bool Property IgnoreArmor = FALSE Auto
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;-------------------------------------------
;*** USKP Properties ***
Keyword Property ArmorShield Auto
;-------------------------------------------
;*** USKP Variables ***
WeaponRackActivateScript ActivatorScript = None
;/------------------------------------------
Handle mis-configured triggers.
Returns False for success.
/;
Bool Function CheckConfiguration(String CallingEvent)
GoToState("ActivatorBusy")
If WRackActivator == None
; script was deleted, properties missing
;~ Trace(Self + CallingEvent + "() CHECK: WRackActivator == None; 'ActivatorBusy' state.")
Return True
EndIf
ActivatorRef = GetLinkedRef(WRackActivator)
If ActivatorRef == Self
; hand fixed, don't disable
;~ Trace(Self + CallingEvent + "() CHECK: WRackActivator == Self; 'ActivatorBusy' state.")
ActivatorRef = None
Return True
EndIf
If ActivatorRef == None
Trace(Self + CallingEvent + "() ERROR: missing WRackActivator; 'ActivatorBusy' state.")
Return True
EndIf
ActivatorScript = ActivatorRef As WeaponRackActivateScript
If ActivatorScript == None
Trace(Self + CallingEvent + "() ERROR: missing WeaponRackActivateScript; 'ActivatorBusy' state.")
ActivatorRef = None
Return True
EndIf
If isDisabled()
GoToState("TriggerDisabled")
ActivatorRef.DisableNoWait()
;~ Trace(Self + CallingEvent + "() CHECK: is disabled; set 'TriggerDisabled' state; " + ActivatorRef + " disabled too.")
ActivatorRef = NONE
ActivatorScript = NONE
Return True
EndIf
Return False
EndFunction
;-------------------------------------------
EVENT OnCellDetach(); replace OnReset()
AlreadyInit = FALSE
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endEVENT
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;/------------------------------------------
This event must be present to catch extant USKP 2.0.0 racks,
or otherwise without known state.
This is present solely for backward compatibility.
/;
EVENT OnCellAttach(); replace OnCellLoad()
TriggerSetup("Trigger:OnCellAttach")
endEVENT
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;/------------------------------------------
This state must be present to catch extant USKP 1.3.3 racks.
(1) The activator is known to be missing, but can be resuscitated.
(2) The activator status is currently being tested. Suppress redundant
OnLoad() and trigger events.
(3) The activator is either enabled (and the rack empty, so the trigger
won't be needed anyway) or running a placement procedure. OnTriggerLeave()
events during placement are from adjacent racks ("cross-activation") or
from a temporary loss of the item's 3D during a MoveToNode command.
Skip them to prevent the items from being mis-interpreted as having been
grabbed from the rack.
/;
STATE ActivatorBusy
EVENT OnCellAttach()
endEVENT
EVENT OnLoad()
endEVENT
EVENT OnTriggerLeave(ObjectReference ItemRef)
;~ Trace(Self + "ActivatorBusy:OnTriggerLeave() " + ItemRef + "; Base = " + ItemRef.GetBaseObject())
endEVENT
endSTATE
;/------------------------------------------
This state must be present to catch extant USKP 2.0.1 racks.
The activator has been detected by OnCellAttach(), this trigger is
currently disabled. Allows OnLoad() to setup.
/;
STATE TriggerDisabled
EVENT OnCellAttach()
endEVENT
;/ Catch newly enabled racks with player present.
Starting items must be done upon constructing the rack at a
workbench in a player home. OnCellAttach() does not fire.
/;
EVENT OnLoad()
If Self == None
Trace(Self + "OnLoad() ERROR!")
return
EndIf
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Cell parentCell = GetParentCell()
If parentCell == None
Trace(Self + "OnLoad() ERROR: GetParentCell == None")
return
EndIf
If !parentCell.IsAttached()
Trace(Self + "OnLoad() ERROR: parentCell=" + parentCell + " !IsAttached()")
return
EndIf
TriggerSetup("TriggerDisabled:OnLoad")
endEVENT
EVENT OnTriggerLeave(ObjectReference ItemRef)
;~ Trace(Self + "TriggerDisabled:OnTriggerLeave() " + ItemRef + "; Base = " + ItemRef.GetBaseObject())
endEVENT
endSTATE
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;/------------------------------------------
This is a vanilla state and must be present to catch extant vanilla racks.
However, the contents have been significantly revised.
/;
auto STATE WaitingForReference
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;/ Catch newly enabled racks without player present.
Previously placed items must be renewed on every cell attach,
re-adjusting to current game mesh defined nodes.
/;
EVENT OnCellAttach()
TriggerSetup("WFR:OnCellAttach")
endEVENT
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EVENT OnLoad()
endEVENT
;/ It would be nice if we could filter out spurious events fired by bouncing
clutter etc, but we can't call any native methods on triggerRef such as
GetBaseObject() -- if the retrieved item was scripted, then by the time
this runs it may already be in the player's inventory and our pointer
will be broken. So we'll have to make do with just comparing the pointer
itself to our other stored pointers. --taleden
/;
EVENT OnTriggerLeave(objectReference triggerRef)
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If CheckConfiguration("WFR:OnTriggerLeave")
return
EndIf
; state ActivatorBusy
If !ActivatorRef.IsDisabled()
;~ Trace(Self + "OnTriggerLeave() CHECK: activator was enabled; 'ActivatorBusy' state.")
ActivatorRef = NONE
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ActivatorScript = NONE
return
EndIf
If ActivatorScript.RackWasTriggered(triggerRef, GetTriggerObjectCount())
GoToState("WaitingForReference")
;~ Trace(Self + "OnTriggerLeave() retain 'WaitingForReference' state.")
EndIf
ActivatorRef = NONE
ActivatorScript = NONE
endEVENT
endSTATE
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;/------------------------------------------
TriggerSetup() CheckConfiguration() immediately changes state,
suppressing OnLoad() and trigger events.
Called from OnLoad() and OnCellAttach() both here and there.
/;
Function TriggerSetup(String CallingEvent)
Bool wasHandled = AlreadyInit
AlreadyInit = True
If wasHandled
;~ Trace(Self + CallingEvent + "() TriggerSetup() was handled.")
Return
EndIf
If CheckConfiguration(CallingEvent)
Return
EndIf
; state ActivatorBusy
;~ Trace(Self + CallingEvent + "() " + ActivatorRef + " update setup.")
ActivatorScript.ActivatorSetup(CallingEvent)
ActivatorRef = NONE
ActivatorScript = NONE
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EndFunction