147 lines
4.0 KiB
Plaintext
147 lines
4.0 KiB
Plaintext
Scriptname ETR_TrackFoundItems extends ReferenceAlias
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Actor Property PlayerRef Auto
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FormList Property ETR_ItemsNew Auto
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FormList Property ETR_ItemsFound Auto
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FormList Property ETR_ItemsStored Auto
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FormList Property ETR_PersistentStorageList Auto
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Container Property ETR_CellStorageContainer Auto
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Keyword Property LocTypePlayerHouse Auto
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bool bBusy = false
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int iFollowerIndex = 0
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bool bAtHome = false
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bool bRescanHome = false
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bool bRescanPersistent = false
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ObjectReference lastDestContainer = None
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bool lastDestIsPersistent = false
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int iUpdateCount
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event OnInit()
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OnPlayerLoadGame()
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endevent
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Event OnPlayerLoadGame()
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AddInventoryEventFilter(ETR_ItemsFound)
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Location currentLocation = PlayerRef.GetCurrentLocation()
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bAtHome = currentLocation && currentLocation.HasKeyword(LocTypePlayerHouse)
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lastDestContainer = None
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EndEvent
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Event OnLocationChange(Location akOldLoc, Location akNewLoc)
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bAtHome = akNewLoc && akNewLoc.HasKeyword(LocTypePlayerHouse)
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lastDestContainer = None
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int iCurrentFollowers = 0;
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Actor[] aFollowers = ETR_Functions.GetPlayerFollowers()
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int i = aFollowers.length
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while i > 0
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i -= 1
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iCurrentFollowers += aFollowers[i].GetFormID()
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endwhile
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if iCurrentFollowers != iFollowerIndex
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iFollowerIndex = iCurrentFollowers
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bRescanHome = false
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bRescanPersistent = false
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RegisterForSingleUpdate(5.0) ; wait until followers load into the location
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endif
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endEvent
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Event OnMenuClose(String MenuName)
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UnregisterForUpdate()
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OnUpdate()
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EndEvent
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Event OnUpdate()
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if UI.IsMenuOpen("ContainerMenu")
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RegisterForMenu("ContainerMenu")
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return
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endif
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while bBusy
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Debug.Notification("Found OnUpdate is busy")
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Utility.wait(0.5)
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endwhile
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bBusy = true
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iUpdateCount += 1
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Debug.Notification("Running Found OnUpdate " + iUpdateCount)
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if bRescanHome
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if lastDestContainer && lastDestContainer as Actor && (lastDestContainer as Actor).IsPlayerTeammate()
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lastDestContainer = None
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return
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endif
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bRescanHome = false
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ObjectReference cellStorage = ETR_Functions.GetCellStorage(PlayerRef, ETR_PersistentStorageList, ETR_CellStorageContainer)
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ETR_Functions.SyncCellStorage(cellStorage)
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if ! bRescanPersistent
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ETR_Functions.AddArtifactsToList(cellStorage, ETR_ItemsStored)
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endif
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endif
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if bRescanPersistent
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bRescanPersistent = false
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Form[] aContainers = ETR_PersistentStorageList.ToArray()
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int n = aContainers.length
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while n > 0
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n -= 1
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ETR_Functions.AddArtifactsToList(aContainers[n], ETR_ItemsStored)
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endwhile
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endif
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ETR_ItemsFound.Revert()
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ETR_Functions.AddArtifactsToList(PlayerRef, ETR_ItemsFound, ETR_ItemsStored)
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ETR_Functions.AddArtifactsFromFollowersToList(ETR_ItemsFound, ETR_ItemsStored)
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bBusy = false
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EndEvent
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event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
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if akDestContainer
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if lastDestContainer != akDestContainer
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lastDestContainer = akDestContainer
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lastDestIsPersistent = ETR_PersistentStorageList.HasForm(akDestContainer)
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endif
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; Moving items without latent functions should help with avoiding stack dumps
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if lastDestIsPersistent
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bRescanHome = false
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bRescanPersistent = true
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RegisterForSingleUpdate(0.5)
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elseif bAtHome
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bRescanHome = true
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bRescanPersistent = false
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RegisterForSingleUpdate(0.5)
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elseif PlayerRef.GetItemCount(akBaseItem) == 0 && ! ETR_Functions.FollowersHaveItem(akBaseItem)
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ETR_ItemsFound.RemoveAddedForm(akBaseItem)
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ETR_ItemsNew.AddForm(akBaseItem)
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endif
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elseif bAtHome && akItemReference
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ETR_ItemsFound.RemoveAddedForm(akBaseItem)
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ETR_ItemsStored.AddForm(akBaseItem)
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ETR_Functions.GetCellStorage(PlayerRef, ETR_PersistentStorageList, ETR_CellStorageContainer).AddItem(akBaseItem, 1, true)
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elseif PlayerRef.GetItemCount(akBaseItem) == 0 && ! ETR_Functions.FollowersHaveItem(akBaseItem)
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ETR_ItemsFound.RemoveAddedForm(akBaseItem)
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ETR_ItemsNew.AddForm(akBaseItem)
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endif
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endevent
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