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Location: games/Awakening/utils.lua - annotation

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

--[[
]]
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 = nil;
        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(self.disp), 
					stead.deref(self.where), stead.deref(self.nam));
			h:write(t);
		end
		stead.savemembers(h, self, name,false);
	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;
		--enter = _kh.vroom_enter;
		--save = _kh.vroom_save;
	};
end;

--[[room = inherit(room, function(v)
    v.forcedsc = true;
    return v;
end);]]

dlg = inherit(dlg, function(v)
    v.hideinv = 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(arg));
	end);

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

--[[
	character object
	represents character, with whom you can interact
]]
function npc(tab)
	if (not tab.act) then
		tab.act = function(s)
			if (s.dlg) then
				walkin(s.dlg);
			else
				return s.phrases[rnd(#s.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(pl.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(pl.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)
    return room {
        nam = nam;
        disp = "Игра окончена";
        hideinv = true;
        dsc = dsc;
    };
end;

function cutscene(nam, disp, dsc, nxt, entered)
    return room {
        nam = nam;
        disp = disp;
        entered = entered;
        hideinv = true;
        cutscene = true;
        dsc = dsc;
        obj = {
            vway("continue", "{Продолжить}", nxt);
        };
    };
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.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.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;

_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(s.input);
        end;
        return "";
    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_suit_menu = dlg {
	nam = "Скафандр";
	_item = nil;
	dsc = [[
		Что вы хотите сделать?
	]];
	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", "Снять скафандр", function(s)
			if (EngineUtils.getValue(_atlantis_suit_menu._item.cantakeoff, _atlantis_suit_menu._item)) then
				drop(_atlantis._uit_menu._item);
				back();
				return "Вы снимаете скафандр";
			else
				back();
				return "Вы не можете снять скафандр сейчас";
			end;
		end};
		{3, always = "true", "Отмена", function(s)
			back();
			return "";
		end};
	};
};

_atlantis = {
	suit_inv = function(s)
		_atlantis_suit_menu._item = s;
		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;
    tab.enter = function(s)
        path('e1'):disable();
        path('e2'):disable();
        path('e3'):disable();
        path('e4'):disable();
        path('ex'):disable();
        
        local e1open = s.map[s.position].e1 and not EngineUtils.getValue(s.map[s.position].e1lock, s);
        local e2open = s.map[s.position].e2 and not EngineUtils.getValue(s.map[s.position].e2lock, s);
        local e3open = s.map[s.position].e3 and not EngineUtils.getValue(s.map[s.position].e3lock, s);
        local e4open = s.map[s.position].e4 and not EngineUtils.getValue(s.map[s.position].e4lock, s);
        local exopen = s.map[s.position].ex and not EngineUtils.getValue(s.map[s.position].exlock, s);
        
        if (e1open) then
            path('e1'):enable();
        end;
        if (e2open) then
            path('e2'):enable();
        end;
        if (e3open) then
            path('e3'):enable();
        end;
        if (e4open) then
            path('e4'):enable();
        end;
        if (exopen) then
            path('ex'):enable();
        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);
        else
            return dsc .. s.map[s.position].name;
        end;
    end;
    tab.way = {
        kh_vroom(tab.dir1, function()
            lab.oldposition = lab.position;
            lab.position = lab.map[lab.position].e1;
            return lab;
        end, "e1");
        kh_vroom(tab.dir2, function()
            lab.oldposition = lab.position;
            lab.position = lab.map[lab.position].e2;
            return lab;
        end, "e2");
        kh_vroom(tab.dir3, function()
            lab.oldposition = lab.position;
            lab.position = lab.map[lab.position].e3;
            return lab;
        end, "e3");
        kh_vroom(tab.dir4, function()
            lab.oldposition = lab.position;
            lab.position = lab.map[lab.position].e4;
            return lab;
        end, "e4");
        kh_vroom(tab.ex, function()
            return lab.map[lab.position].ex;
        end, "ex");
        kh_vroom("Ждать", function()
            lab.oldposition = lab.position;
            return lab;
        end, "wt");
    };
    
    lab = room(tab);
    print(tab);
    print(lab);
    if (not tab.position) then
        stead.add_var(tab, { position = "00"; });
    end;
    
    stead.add_var(tab, { oldposition = tab.position; });
    return lab;
end;