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artifact-tracker/Source/Scripts/ETR_TrackFoundItems.psc

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