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Location: games/Awakening/utils.lua - annotation

Silverwing
0.8.1
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--[[
	Общие утилиты для игр на Instead. Скорее всего будут повторно использоваться в следующих играх, если таковые будут.
]]

--[[Translate utils]]

language = "ru"

translate = function(table, key)
    return function()
        return table[language][key];
    end;
end;

--[[
    ]]
ArrayUtils = {
    indexOf = function(array, item)
        for i = 1, #array do
            if (array[i] == item) then
                return i;
            end;
        end;
        return 0;
    end;
};

--[[

]]
PartyUtils = {
    addToParty = function(object)
        if (object.home) then
            if (ArrayUtils.indexOf(pl.party, object.nam) == 0) then
                move(object, object.home);
                table.insert(pl.party, object.nam);
            end;
        end;
    end;
};

--[[
    functions, design to simplify some typical actions while developing Instead game
]]
EngineUtils = {
    getStringValue = function(source, param)
        local value = "";
        if (type(source) == "function") then
            value = source(param);
        else
            value = source;
        end;

        return value;
    end;

    getValue = function(source, param)
        local value;
        if (type(source) == "function") then
            value = source(param);
        else
            value = source;
        end;

        return value;
    end;
};

--[[
        internal space
    ]]
_kh = {
    vroom_enter = function(s)
        local v = EngineUtils.getValue(s.where);
        if (v) then
            walk(v);
        else
            return false;
        end;
    end;
    vroom_save = function(s)
        if need then
            local t = stead.string.format("%s = kh_vroom(%s, %q, %s);\n",
                name, stead.tostring(s.disp),
                stead.deref(s.where), stead.deref(s.nam));
            h:write(t);
        end
        stead.savemembers(h, s, name, false);
    end;
};

function toggle(obj)
    if obj:disabled() then
        obj:enable();
    else
        obj:disable();
    end;
end;

function kh_vobj(nam, dsc, act, used)
    return obj {
        nam = nam;
        dsc = dsc;
        act = act;
        used = used;
    };
end;

function kh_vway(disp, dsc, target, seen_level)
    local temp = vway(disp, dsc, target);
    temp.seen_level = seen_level;
    return temp;
end;

--[[
    vroom with additional functionality
]]
function kh_vroom(disp, target, nam, seen_level)
    if (type(nam) == "number") then
        seen_level = nam;
        nam = disp;
    end;
    if (not nam) then
        nam = disp;
    end;
    return room {
        nam = nam;
        disp = disp;
        where = target;
        enter = _kh.vroom_enter;
        seen_level = seen_level;
    };
end;

if not kh_utils_installed then
    room = inherit(room, function(v)
        v.entered = stead.hook(v.entered, function(f, s, ...)
            if s.showhp then
                hp_indicator:enable();
            else
                hp_indicator:disable();
            end;
            return f(s, ...)
        end)

        return v;
    end);

    dlg = inherit(dlg, function(v)
        v.hideinv = true;
        v.noautosave = true;
        return v;
    end);

    obj = inherit(obj, function(v)
        v.disable_implicit = hook(v.disable, function(f, s, ...)
            s._disabled_implicit = true;
            return f(s, unpack({...}));
        end);

        v.disable = hook(v.disable, function(f, s, ...)
            s._disabled_explicit = true;
            return f(s, unpack({...}));
        end);

        v.enable_implicit = hook(v.enable, function(f, s, ...)
            s._disabled_implicit = false;
            if (s._disabled_explicit) then
                return s; --mimic original enable() behavior
            else
                return f(s, unpack({...}));
            end;
        end);

        v.enable = hook(v.enable, function(f, s, ...)
            s._disabled_explicit = false;
            if (s._disabled_implicit) then
                return s; --mimic original enable() behavior
            else
                return f(s, unpack({...}));
            end;
        end);

        v.toggle = toggle;

        return v;
    end);

    kh_utils_installed = true;
end;

--[[
	character object
	represents character, with whom you can interact
]]
function npc(tab)
	if (not tab.act) then
		tab.act = function(s)
            local dlg;
			if s.dlg then
                dlg = EngineUtils.getValue(s.dlg, s);
		    end;
            if dlg then
                walkin(dlg);      
			else
                local phrases = EngineUtils.getValue(s.phrases, s);
				return phrases[rnd(#phrases)];
			end;
		end;
	end;
	
	return obj(tab);
end;

function darkroom(tab)
	local life;
	local entered;
	local left;
	if not tab.has_light then
		tab.has_light = false;
	end;
	if tab.life then
		life = tab.life;
	end;
	if tab.entered then
		entered = tab.entered;
	end;
	if tab.left then
		left = tab.left;
	end;
	tab.entered = function(s)
		lifeon(s);
		if (entered) then
			entered(s);
		end;
	end;
	tab.left = function(s)
		lifeoff(s);
		if (left) then
			left(s);
		end;
	end;
	tab.life = function(s)
        local hasLight = EngineUtils.getValue(s.has_light, s);
        local plLight = EngineUtils.getValue(me().has_light, pl);
		if (hasLight) then
			-- show all objects that were not explicitly disabled(any seen_level)
			for i = 1, #objs(s) do
				objs(s)[i]:enable_implicit();
			end;
			for i = 1, #ways(s) do
				ways(s)[i]:enable_implicit();
			end;
		elseif (plLight) then
			-- show all objects that were not explicitly disabled and marked as seen in halflight (seen_level = 1 or higher)
			for i = 1, #objs(s) do
				if (type(objs(s)[i].seen_level) == "number" and objs(s)[i].seen_level >= 1) then
					objs(s)[i]:enable_implicit();
				else
					objs(s)[i]:disable_implicit();
				end;
			end;
			for i = 1, #ways(s) do
				if (type(ways(s)[i].seen_level) == "number" and ways(s)[i].seen_level >= 1) then
					ways(s)[i]:enable_implicit();
				else
					ways(s)[i]:disable_implicit();
				end;
			end;
		else
			-- show all objects that were not explicitly disabled and marked as seen in darkness (seen_level = 2 or higher)
			for i = 1, #objs(s) do
				if (type(objs(s)[i].seen_level) == "number" and objs(s)[i].seen_level >= 2) then
					objs(s)[i]:enable_implicit();
				else
					objs(s)[i]:disable_implicit();
				end;
			end;
			for i = 1, #ways(s) do
				if (type(ways(s)[i].seen_level) == "number" and ways(s)[i].seen_level >= 2) then
					ways(s)[i]:enable_implicit();
				else
					ways(s)[i]:disable_implicit();
				end;
			end;
		end;
		
		if (life) then
			life(s);
		end;
	end;
	if not tab.dsc then
		tab.dsc = function(s)
			local lt;
            local hasLight = EngineUtils.getValue(s.has_light, s);
            local plLight = EngineUtils.getValue(me().has_light, pl);
			if (hasLight) then
				lt = EngineUtils.getValue(s.dsc_lit);
			elseif (plLight) then
				lt = EngineUtils.getValue(s.dsc_halflit);
			else
				lt = EngineUtils.getValue(s.dsc_dark);
			end;
			return lt;
		end;
	end;
	
	return room(tab);
end;

function game_over(nam, dsc, disp)
    return room {
        nam = nam;
        not_follow = true;
        disp = function(s)
            if disp then
                return disp;
            end;
            return "Игра окончена";
        end;
        hideinv = true;
        dsc = dsc;
        way = {
            kh_vroom("Попробовать еще раз", function(s)
                restore_snapshot();
                return false;
            end);
        }
    };
end;

function ending(nam, dsc, disp)
    return room {
        nam = nam;
        nosave = true;
        noautosave = true;
        not_follow = true;
        disp = function(s)
            if disp then
                return disp;
            end;
            return "Игра окончена";
        end;
        hideinv = true;
        dsc = dsc;
    };
end;

function cutscene(nam, disp, dsc, nxt, entered, pic, enter)
    return room {
        nam = nam;
        not_follow = true;
        disp = disp;
        entered = entered;
        enter = enter;
        hideinv = true;
        cutscene = true;
        dsc = dsc;
        pic = pic;
        way = {
            kh_vroom("Продолжить", function(s)
                local x = EngineUtils.getValue(nxt);
                return x;
            end);
        };
    };
end;

function lcutscene(nam, disp, dsc, msg, nxt)
    return room {
        var {
            state = 0;
        };
        not_follow = true;
        nam = nam;
        disp = disp;
        enter = function(s)
            if (s.state == 1) then
                x = EngineUtils.getValue(nxt);
                walk(nxt);
                pn(msg);
            end;
            s.state = 1;
        end;
        dsc = dsc;
        way = {
            kh_vroom("Продолжить", function(s)
                local x = EngineUtils.getValue(nxt);
                return nxt;
            end);
        };
    };
end;

--[[
	Создает комнату с полем для ввода числа длиной не более tab.maxlen
	По нажатии enter вызывает метод tab.сheck
	Приглашение для ввода: tab.label
	Вводимый текст: tab.input
]]
function input_number(tab)
	if (not tab.maxlen) then
		tab.maxlen = 2;
	end;
	tab.forcedsc = true;
    tab.not_follow = true;
	tab.noinv = true;
	tab.input = "";
	tab.dsc = function(s)
		pr(tab.label .. tab.input .. "_");
		return false;
		--return tab.label .. tab.input .. "_";
	end;
	tab.entered = function(s)
		s.input = "";
		hook_keys('0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'backspace', 'return', 'escape');
	end;
	tab.left = function(s)
		unhook_keys('0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'backspace', 'return', 'escape');
	end;
	tab.kbd = function(s, down, key)
		if (not down) then
            if (key == "escape") then
                back();
            elseif (key == "return") then
				if (s.input) then
					s:check(s.input);
				end;
			elseif (key == "backspace") then
				if (s.input:len() > 0) then
					s.input = s.input:sub(1, s.input:len() - 1);
				end;
			else
				if (string.len(s.input) < s.maxlen) then
					s.input = s.input .. key;
					-- hide buttons :)
				end;
			end;
		end;
		pr("");
	end;
	tab.obj = {
		"_kh_input1",
        "_kh_input2",
        "_kh_input3",
        "_kh_input4",
        "_kh_input5",
        "_kh_input6",
        "_kh_input7",
        "_kh_input8",
        "_kh_input9",
        "_kh_input0",
        "_kh_backspace",
        "_kh_cancel",
        "_kh_enter"
	};

	return room(tab);
end;

function input_number_nav(tab)
    if (not tab.maxlen) then
        tab.maxlen = 2;
    end;
    tab.forcedsc = true;
    tab.noinv = true;
    tab.not_follow = true;
    tab.input = "";
    tab.dsc = function(s)
        pr(tab.label .. tab.input .. "_");
        return false;
        --return tab.label .. tab.input .. "_";
    end;
    tab.entered = function(s)
        s.input = "";
        hook_keys('0', '1', '2', '3', '4', '5', 'backspace', 'return', 'escape');
    end;
    tab.left = function(s)
        unhook_keys('0', '1', '2', '3', '4', '5', 'backspace', 'return', 'escape');
    end;
    tab.kbd = function(s, down, key)
        if (not down) then
            if (key == "escape") then
                back();
            elseif (key == "return") then
                if (s.input) then
                    s:check(s.input);
                end;
            elseif (key == "backspace") then
                if (s.input:len() > 0) then
                    s.input = s.input:sub(1, s.input:len() - 1);
                end;
            else
                if (string.len(s.input) < s.maxlen) then
                    s.input = s.input .. key;
                    -- hide buttons :)
                end;
            end;
        end;
        pr("");
    end;
    tab.obj = {
        "_kh_input1",
        "_kh_input2",
        "_kh_input3",
        "_kh_input4",
        "_kh_input5",
        "_kh_input0",
        "_kh_backspace",
        "_kh_cancel",
        "_kh_enter"
    };

    return room(tab);
end;

function input_alphabet_nav(tab)
    if (not tab.maxlen) then
        tab.maxlen = "16";
    end;
    tab.forcedsc = true;
    tab.noinv = true;
    tab.not_follow = true;
    tab.input = "";
    tab.dsc = function(s)
        pr(tab.label .. tab.input .. "_");
        return false;
    end;
    tab.entered = function(s)
        s.input = "";
        hook_keys('0', '1', '2', '3', '4', '5', 
            'a', 'd', 'e', 'f', 'h', 'i', 'j', 'k', 'l', 'n', 'p', 'r', 's', 't', 'v', 'y', 'z',"'",'space',
            'backspace', 'return', 'escape');
    end;
    tab.left = function(s)
        unhook_keys('0', '1', '2', '3', '4', '5', 
            'a', 'd', 'e', 'f', 'h', 'i', 'j', 'k', 'l', 'n', 'p', 'r', 's', 't', 'v', 'y', 'z',"'",'space',
            'backspace', 'return', 'escape');
    end;
    tab.kbd = function(s, down, key)
        if (not down) then
            if (key == "escape") then
                back();
            elseif (key == "return") then
                if (s.input) then
                    s:check(s.input);
                end;
            elseif (key == "backspace") then
                if (s.input:len() > 0) then
                    s.input = s.input:sub(1, s.input:len() - 1);
                end;
            else
                if (string.len(s.input) < s.maxlen) then
                    s.input = s.input .. key;
                    -- hide buttons :)
                end;
            end;
        end;
        pr("");
    end;
    tab.obj = {
        "_kh_input1",
        "_kh_input2",
        "_kh_input3",
        "_kh_input4",
        "_kh_input5",
        "_kh_inputa",
        "_kh_inputd",
        "_kh_inpute",
        "_kh_inputf",
        "_kh_inputh",
        "_kh_inputi",
        "_kh_inputj",
        "_kh_inputk",
        "_kh_inputl",
        "_kh_inputn",
        "_kh_inputp",
        "_kh_inputr",
        "_kh_inputs",
        "_kh_inputt",
        "_kh_inputv",
        "_kh_inputy",
        "_kh_inputz",
        "_kh_inputhp",
        "_kh_inputsp",
        "_kh_backspace",
        "_kh_cancel",
        "_kh_enter"
    };
    return room(tab);
end;

_kh_input_key = function(key, key_text)
    if not key_text then
        key_text = key;
    end;
    return obj {
        nam = "_kh_input" .. key;
        dsc = "{" .. key_text .. "}";
        act = function(s)
            if (here().input:len() < here().maxlen) then
                here().input = here().input .. key;
            end;
            return "";
        end;
    };
end;

_kh_inputa = _kh_input_key("a");
_kh_inputb = _kh_input_key("b");
_kh_inputc = _kh_input_key("c");
_kh_inputd = _kh_input_key("d");
_kh_inpute = _kh_input_key("e");
_kh_inputf = _kh_input_key("f");
_kh_inputg = _kh_input_key("g");
_kh_inputh = _kh_input_key("h");
_kh_inputi = _kh_input_key("i");
_kh_inputj = _kh_input_key("j");
_kh_inputk = _kh_input_key("k");
_kh_inputl = _kh_input_key("l");
_kh_inputm = _kh_input_key("m");
_kh_inputn = _kh_input_key("n");
_kh_inputo = _kh_input_key("o");
_kh_inputp = _kh_input_key("p");
_kh_inputq = _kh_input_key("q");
_kh_inputr = _kh_input_key("r");
_kh_inputs = _kh_input_key("s");
_kh_inputt = _kh_input_key("t");
_kh_inputu = _kh_input_key("u");
_kh_inputv = _kh_input_key("v");
_kh_inputw = _kh_input_key("w");
_kh_inputx = _kh_input_key("x");
_kh_inputy = _kh_input_key("y");
_kh_inputz = _kh_input_key("z");
_kh_inputsp = _kh_input_key(" ", "Пробел");
_kh_inputhp = _kh_input_key("'", "'");

_kh_input1 = obj {
    nam = "_kh_input1";
    dsc = "{1}";
    act = function(s)
        if (here().input:len() < here().maxlen) then
            here().input = here().input .. "1";
        end;
        return "";
    end;
};

_kh_input2 = obj {
    nam = "_kh_input2";
    dsc = "{2}";
    act = function(s)
        if (here().input:len() < here().maxlen) then
            here().input = here().input .. "2";
        end;
        return "";
    end;
};

_kh_input3 = obj {
    nam = "_kh_input3";
    dsc = "{3}";
    act = function(s)
        if (here().input:len() < here().maxlen) then
            here().input = here().input .. "3";
        end;
        return "";
    end;
};

_kh_input4 = obj {
    nam = "_kh_input4";
    dsc = "{4}";
    act = function(s)
        if (here().input:len() < here().maxlen) then
            here().input = here().input .. "4";
        end;
        return "";
    end;
};

_kh_input5 = obj {
    nam = "_kh_input5";
    dsc = "{5}";
    act = function(s)
        if (here().input:len() < here().maxlen) then
            here().input = here().input .. "5";
        end;
        return "";
    end;
};

_kh_input6 = obj {
    nam = "_kh_input6";
    dsc = "{6}";
    act = function(s)
        if (here().input:len() < here().maxlen) then
            here().input = here().input .. "6";
        end;
        return "";
    end;
};

_kh_input7 = obj {
    nam = "_kh_input7";
    dsc = "{7}";
    act = function(s)
        if (here().input:len() < here().maxlen) then
            here().input = here().input .. "7";
        end;
        return "";
    end;
};

_kh_input8 = obj {
    nam = "_kh_input8";
    dsc = "{8}";
    act = function(s)
        if (here().input:len() < here().maxlen) then
            here().input = here().input .. "8";
        end;
        return "";
    end;
};

_kh_input9 = obj {
    nam = "_kh_input9";
    dsc = "{9}";
    act = function(s)
        if (here().input:len() < here().maxlen) then
            here().input = here().input .. "9";
        end;
        return "";
    end;
};

_kh_input0 = obj {
    nam = "_kh_input0";
    dsc = "{0}";
    act = function(s)
        if (here().input:len() < here().maxlen) then
            here().input = here().input .. "0";
        end;
        return "";
    end;
};

_kh_backspace = obj {
    nam = "_kh_back";
    dsc = "{Стереть}";
    act = function(s)
        if (here().input:len() > 0) then
            here().input = here().input:sub(1, here().input:len() - 1);
        end;
        return "";
    end;
};

_kh_cancel = obj {
    nam = "_kh_cancel";
    dsc = "{Отмена}";
    act = function(s)
        back();
        return "";
    end;
};

_kh_enter = obj {
    nam = "_kh_enter";
    dsc = "{Ввод}";
    act = function(s)
        if (here().input) then
            here():check(here().input);
        end;
    end;
};


--[[
	Создает obj, который добавляет другой obj на сцену при активации и становится неинтерактивным
	nam - имя объекта
	dsc_a - описание до активации
	dsc_b - описание после активации
	act_a - описание взаимодействия до активации
	act_b - описание взаимодействия после активации
	o2 - obj, добавляемый на сцену
	r - удаляет объект после активации
]]
function obscured_obj(nam, dsc_a, act_a, o2, r, dsc_b, act_b)
	return obj {
		var {
			activated = false;
		};
		nam = nam;
		dsc = function(s)
			if (s.activated) then
				return dsc_b;
			else 
				return dsc_a;
			end;
		end;
		act = function(s)
			if (s.activated) then
				return act_b;
			else
				s.activated = true;
				put(o2, here());
				if (r) then
					remove(r, here());
				end;
				return act_a;
			end;
		end;
	};
end;

_atlantis_coder = input_alphabet_nav {
    nam = "Кодировщик";
    maxlen = 32;
    label = "Сообщение:";
    check = function(s, input)
        if type(_atlantis_suit_menu._here.checkCoder) == "function" then
            pn(_atlantis_suit_menu._here:checkCoder(input));
        else
            pn [[Лампочки кодировщика зажигаются в заданной последовательности, но ничего не происходит. ]];
        end;
        back();
    end;
};

_atlantis_suit_menu = dlg {
	nam = "Скафандр";
	_item = nil;
	dsc = [[
		Что вы хотите сделать?
	]];
    entered = function(s)
        if (s._item.has_coder) then
            pon(3);
        else
            poff(3);
        end;
    end;   
	phr = {
		{1, always = "true", "[Использовать рацию]", function(s)
			local val = EngineUtils.getValue(_atlantis_suit_menu._item.dlg, _atlantis_suit_menu._item);
			if (val) then
				walkin(val);
				stead.ref(val).__from__ = _atlantis_suit_menu.__from__;
			else
				back();
				return "Никто не отвечает.";
			end;
		end};
        {2, always = "true", function(s)
            if (me().has_light) then
                return "[Выключить фонарь]";
            else
                return "[Включить фонарь]";
            end;
        end, function(s)
            if (me().has_light) then
                me().has_light = false;
                return "Вы выключаете фонарь. ";
            else
                me().has_light = true;
                return "Вы включаете фонарь. ";
            end;
        end};
        {3, always = "true", "[Использовать кодировщик]", code [[ walkin("_atlantis_coder"); ]]};
		{4, always = "true", "Отмена", function(s)
            stead.need_scene();
			back();
			return "";
		end};
	};
};

_atlantis = {
	suit_inv = function(s)
		_atlantis_suit_menu._item = s;
        _atlantis_suit_menu._here = here();
		walkin(_atlantis_suit_menu);
	end;
};

suit = function(tab)
	if (not tab.inv) then
		tab.inv = _atlantis.suit_inv;
	end;
	
	return obj(tab);
end;

labyrinth = function(tab)
    local enter = tab.enter;
    local exit = tab.exit;
    local dsc = tab.dsc;
    local lab;

    paths = {}

    for i = 1, #tab.dir do
        local ename = 'e' .. tostring(i)
        local exname = 'ex' .. tostring(i)
        paths[i] = kh_vroom(tab.dir[i], function()
            if lab.map[lab.position][ename] then
                lab.oldposition = lab.position;
                lab.position = lab.map[lab.position][ename];
                return lab;
            elseif lab.map[lab.position][exname] then
                return lab.map[lab.position][exname];
            else
                p "Labyrinth: Ходу нет! Если вы видите это сообщение -- это баг";
                return false;
            end;
        end, "e" .. tostring(i));
    end;

    paths[#tab.dir + 1] = kh_vroom("Ждать", function()
        lab.oldposition = lab.position;
        return lab;
    end, "wt");

    tab.way = paths;

    tab.enter = function(s)
        for p = 1, #s.way - 1 do
            if (s.map[s.position]['e' .. tostring(p)] or s.map[s.position]['ex' .. tostring(p)])
                and not EngineUtils.getValue(s.map[s.position]['e' .. tostring(p) .. 'lock'], s) then
                s.way[p]:enable();
            else
                s.way[p]:disable();
            end;
        end;

        if (type(enter) == 'function') then
            enter(s);
        end;
        if (type(s.map[s.position].enter) == 'function') then
            s.map[s.position].enter(s);
        end;
    end;
    tab.exit = function(s)
        if (type(exit) == 'function') then
            exit(s);
        end;
        if (type(s.map[s.position].exit) == 'function') then
            s.map[s.position].exit(s);
        end;
    end;
    tab.dsc = function(s)
        if (type(dsc) == "function") then
            return dsc(s);
        elseif dsc == nil then
            return s.map[s.position].name;
        else
            return dsc .. s.map[s.position].name;
        end;
    end;
    
    lab = room(tab);
    if (not tab.position) then
        stead.add_var(tab, { position = "00"; });
    end;
    
    stead.add_var(tab, { oldposition = tab.position; });
    return lab;
end;

function deepcopy(orig)
    local orig_type = type(orig)
    local copy
    if orig_type == 'table' then
        copy = {}
        for orig_key, orig_value in next, orig, nil do
            copy[deepcopy(orig_key)] = deepcopy(orig_value)
        end
        setmetatable(copy, deepcopy(getmetatable(orig)))
    else -- number, string, boolean, etc
        copy = orig
    end
    return copy
end;