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