enderalse/source/scripts/mineoreenderal.psc

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scriptName MineOreEnderal extends objectReference
;
;This script handles the Ore Veins and handshakes with the mining furniture
;===================================================================
sound property DrScOreOpen auto
{sound played when Ore is acquired}
formlist property mineOreToolsList auto
{Optional: Player must have at least one item from this formlist to interact}
Message Property FailureMessage Auto
{Message to say why you can't use this without RequiredWeapon}
Message Property DepletedMessage Auto
{Message to say that this vein is depleted}
MiscObject Property Ore Auto
{what you get from this Ore Vein}
LeveledItem property lItemGems10 auto
{Optional: Gems that may be mined along with ore}
int Property ResourceCount = 1 Auto
{how many resources you get per drop}
int property ResourceCountTotal = 3 auto
{how many resources this has before it is depleted}
int property ResourceCountCurrent = -1 auto Hidden
{Used to track the current remaining resources}
int property StrikesBeforeCollection = 1 Auto
{how many times this is struck before giving a resource}
int property StrikesCurrent = -1 Auto hidden
{Current number of strikes}
int property AttackStrikesBeforeCollection = 3 Auto
{how many times this is struck by attacks before giving a resource}
int property AttackStrikesCurrent = -1 Auto hidden
{Current number of attack strikes}
Actor Property PlayerREF Auto
GlobalVariable Property _00E_OreVeinsMined Auto
Form[] EquippedTorches
Bool PlayerIsInFurniture = False
Bool PlayerActivationLocked = False
;===================================================================
;;EVENT BLOCK
;===================================================================
event onCellAttach()
; debug.Trace(self + ": is running onCellAttach")
blockActivation()
SetNoFavorAllowed()
If !PlayerREF ; Just in case
PlayerREF = Game.GetForm(0x14) as Actor
EndIf
if !getLinkedRef()
; debug.Trace(self + ": does not have a linked ref, going to depleted state")
depleteOreDueToFailure()
endif
; Failsafes
PlayerIsInFurniture = False
PlayerActivationLocked = False
Int iHand = 0
While iHand < EquippedTorches.Length
EquippedTorches[iHand] = None
iHand += 1
EndWhile
endEvent
Event OnUnload()
; Do not do here failsafes or safety measures. The event is triggered on the vein's depletion
endEvent
Function TryPlayerActivate(ObjectReference myLinkedRef)
If PlayerIsInFurniture == False || myLinkedRef.isFurnitureInUse() == False ; Entering the furniture
; Fail if the player is in combat
; Yes, the furniture has a check for this built into the engine, but the furniture's code has no way to know about it,
; so if the player IS in combat, the furniture still enters the "busy" state and does not leave it until a second try by the player or until it's unloaded.
; The check is not a panacea for this bug, but it decreases the probability of it happening.
; As a bonus, this early check prevents useless fail messages, forced exit from sneaking, and so on.
If PlayerREF.IsInCombat()
Debug.Notification(Game.GetGameSettingString("sCombatCannotActivate"))
Return
EndIf
If ResourceCountCurrent == 0
DepletedMessage.Show()
Return
EndIf
if _FS_TheriantrophistControlQuest.getControlQuest().IsTransformed()
(Game.GetFormFromFile(0x2F032, "Enderal - Forgotten Stories.esm") as Message).Show()
return
endif
If PlayerREF.GetItemCount(mineOreToolsList) < 1
FailureMessage.Show()
Return
EndIf
;USKP 1.3.0 FixStart - Deactivate sneaking before mining to prevent sneak issues.
if PlayerREF.IsSneaking()
PlayerREF.StartSneaking()
EndIf
;USKP 1.3.0 FixEnd
EquippedTorches = New Form[2]
If _00E_TorchControl.UnequipTorches(EquippedTorches)
Utility.Wait(0.25) ; Give some time for torch unequip animations to settle
EndIf
; Do combat check again (up to one third of a second may have passed since the previous check)
If PlayerREF.IsInCombat()
Debug.Notification(Game.GetGameSettingString("sCombatCannotActivate"))
Return
EndIf
PlayerIsInFurniture = True
EndIf
(myLinkedRef as MineOreFurnitureEnderal).lastActivateRef = self
myLinkedRef.activate(PlayerREF)
; Give some time for the animations to warm up/settle down before we can start reacting on OnActivate again.
; Without this the furniture (MineOreFurnitureScript) may get stuck in "reseting" state until it's unloaded.
Utility.Wait(1)
EndFunction
event onActivate(objectReference akActivator)
; debug.Trace(self + ": onActivate by " + akActivator)
ObjectReference myLinkedRef = GetLinkedRef()
If !myLinkedRef
Debug.Trace(self + " error: this ore does not have a linkedRef")
Return
EndIf
;Actor is attempting to mine
if akActivator as actor
;if the actor is the player
if akActivator == PlayerREF
If PlayerActivationLocked == False
PlayerActivationLocked = True
TryPlayerActivate(myLinkedRef)
PlayerActivationLocked = False
EndIf
Else
myLinkedRef.Activate(akActivator)
EndIf
;Furniture is telling ore it has been struck
ElseIf akActivator == myLinkedRef
; debug.Trace(self + ": has been activated by" + akActivator)
ProccessStrikes()
;Something unexpected has activated the ore
Else
; debug.Trace(self + "has been activated by: " + akActivator + " why?")
endif
endEvent
;;;May add on hit with pickaxe here later
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
; ADDED IN ENDERAL - FORGOTTEN STORIES
if ResourceCountCurrent == -1
ResourceCountCurrent = ResourceCountTotal
EndIf
_00E_PlayerFunctions.GetMiningControl().TransmuteOre(akSource, self as MineOreEnderal, ResourceCountCurrent)
; ADDED IN ENDERAL - FORGOTTEN STORIES
; debug.Trace(self + ": onHit - akAgressor = " + akAggressor + "; akSource = " + akSource)
if akAggressor == PlayerREF
if mineOreToolsList.hasForm(akSource)
proccessAttackStrikes()
endif
endif
endEvent
event onReset()
; debug.Trace(self + ": is running onReset")
;THIS WASN'T WORKING RIGHT
self.Reset()
self.clearDestruction()
self.setDestroyed(False)
; if getLinkedRef()
resourceCountCurrent = -1
; else
; depleteOreDueToFailure()
; endif
;USKP 1.3.0 FixStart - if ore is enabled then disable and enable to avoid becoming un-mineable upon respawn.
if self.isEnabled()
self.disable()
self.enable()
endif
;USKP 1.3.0 FixEnd
endEvent
; Called from the linkedRef (MineOreFurnitureScript)
Function OnFurnitureExit()
; Debug.Trace(self + ": OnFurnitureExit")
If PlayerIsInFurniture
PlayerIsInFurniture = False
_00E_TorchControl.ReequipTorches(EquippedTorches)
EndIf
EndFunction
;===================================================================
;;FUNCTION BLOCK
;===================================================================
function proccessAttackStrikes()
if AttackStrikesCurrent <= -1
AttackStrikesCurrent = AttackStrikesBeforeCollection
EndIf
AttackStrikesCurrent -= 1
if AttackStrikesCurrent == 0
AttackstrikesCurrent = AttackStrikesBeforeCollection
giveOre()
endIf
endFunction
function proccessStrikes()
if StrikesCurrent <= -1
StrikesCurrent = StrikesBeforeCollection
EndIf
StrikesCurrent -= 1
if StrikesCurrent == 0
strikesCurrent = StrikesBeforeCollection
giveOre()
endIf
endFunction
function giveOre()
ObjectReference myLinkedRef = GetLinkedRef()
If !myLinkedRef
Debug.Trace(self + " error: this ore does not have a linkedRef")
Return
EndIf
if ResourceCountCurrent == -1
ResourceCountCurrent = ResourceCountTotal
EndIf
if ResourceCountCurrent > 0
ResourceCountCurrent -= 1
; debug.Trace(self + ": ResourceCountCurrent = " + ResourceCountCurrent)
if ResourceCountCurrent == 0
; debug.Trace(self + ": ResourceCountCurrent == 0 - depleted" )
self.damageObject(50)
myLinkedRef.activate(self)
DrScOreOpen.play(self)
self.setDestroyed(true)
; if this vein has ore and/or gems defined, give them.
if ore
PlayerREF.addItem(Ore, ResourceCount)
endif
if lItemGems10
PlayerREF.addItem(lItemGems10)
endif
_00E_OreVeinsMined.SetValueInt(_00E_OreVeinsMined.GetValueInt() +1)
DepletedMessage.Show()
else
DrScOreOpen.play(self)
; if this vein has ore and/or gems defined, give them.
if ore
PlayerREF.addItem(Ore, ResourceCount)
endif
if lItemGems10
PlayerREF.addItem(lItemGems10)
endif
endif
elseif ResourceCountCurrent == 0
myLinkedRef.activate(self)
(myLinkedRef as MineOreFurnitureEnderal).goToDepletedState()
DepletedMessage.Show()
endif
EndFunction
function depleteOreDueToFailure()
self.damageObject(50)
;THIS WASN'T WORKING RIGHT
self.setDestroyed(true)
ResourceCountCurrent = 0
endFunction