mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
556 lines
18 KiB
Lua
556 lines
18 KiB
Lua
local Event = require 'utils.event'
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local Token = require 'utils.token'
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local Task = require 'utils.task'
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local Global = require 'utils.global'
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local Command = require 'utils.command'
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local Debug = require 'utils.debug'
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local Gui = require 'utils.gui'
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local set_timeout_in_ticks = Task.set_timeout_in_ticks
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local debug_print = Debug.print
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local skip_btn_name = Gui.uid_name()
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local backward_btn_name = Gui.uid_name()
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local forward_btn_name = Gui.uid_name()
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local Public = {}
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local handler
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local cutscene_functions = {}
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local running_cutscenes = {}
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local replay = {
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identifier = nil,
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final_transition_time = nil
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}
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Global.register(
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{
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cutscene_functions = cutscene_functions,
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running_cutscenes = running_cutscenes,
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replay = replay
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},
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function(tbl)
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cutscene_functions = tbl.cutscene_functions
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running_cutscenes = tbl.running_cutscenes
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replay = tbl.replay
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end
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)
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local function valid(entity)
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return entity and entity.valid
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end
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local function waypoint_still_active(tick, player_index)
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local running_cutscene = running_cutscenes[player_index]
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tick = tick or -1
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if tick == -1 then
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debug_print('Tick was nil', 5)
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end
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if not running_cutscene or tick < running_cutscene.start_tick then
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return false
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end
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return true
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end
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local toggle_gui_delayed =
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Token.register(
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function(params)
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local player = params.player
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if (not valid(player)) then
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return
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end
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if not waypoint_still_active(params.tick, player.index) then
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debug_print('Cutscene is no longer active. Skipping toggle_gui')
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return
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end
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local event = {player = player}
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local clear = params.clear
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if clear == 'left' then
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player.gui.left.clear()
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elseif clear == 'top' then
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player.gui.top.clear()
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elseif clear == 'center' then
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player.gui.center.clear()
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end
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params.gui.toggle(event)
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end
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)
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function Public.toggle_gui(tick, player, gui, initial_delay, clear)
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--[[if type(gui) == 'table' then
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debug_print('Provided GUI is invalid.')
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return
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end]]
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if (not valid(player)) then
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return
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end
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set_timeout_in_ticks(initial_delay, toggle_gui_delayed, {tick = tick, player = player, gui = gui, clear = clear})
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end
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local play_sound_delayed =
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Token.register(
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function(params)
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local player = params.player
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if (not valid(player)) then
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return
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end
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if not waypoint_still_active(params.tick, player.index) then
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debug_print('Cutscene is no longer active. Skipping play_sound')
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return
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end
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player.play_sound {path = params.path}
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end
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)
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function Public.play_sound(tick, player, path, times, delay, initial_delay)
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if (not valid(player)) then
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return
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end
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if not game.is_valid_sound_path(path) then
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debug_print('Provided SoundPath is invalid. Try opening /radio and browse for a valid path')
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return
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end
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if not waypoint_still_active(tick, player.index) then
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debug_print('Cutscene is no longer active. Skipping play_sound')
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return
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end
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times = times or 1
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if times == 1 and not delay and initial_delay then
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delay = initial_delay
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end
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if times > 1 or delay then
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delay = delay or 20
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initial_delay = initial_delay or 0
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for i = 1, times, 1 do
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set_timeout_in_ticks(initial_delay + delay * i, play_sound_delayed, {tick = tick, player = player, path = path})
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end
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else
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player.play_sound {path = path}
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end
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end
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local remove_renderings =
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Token.register(
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function(renderings)
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for _, v in pairs(renderings) do
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if rendering.is_valid(v) then
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rendering.destroy(v)
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debug_print('Deleted rendering with id: ' .. v)
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end
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end
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end
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)
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---Asserts if a given variable is of the expected type using type().
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---
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---@param expected_type string
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---@param given any
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---@param variable_reference_message string displayed when the expectation is not met
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local function assert_type(expected_type, given, variable_reference_message, allow_nil)
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local given_type = type(given)
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if given_type ~= expected_type and (allow_nil and given_type ~= 'nil') then
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error('Argument ' .. variable_reference_message .. " must be of type '" .. expected_type .. "', given '" .. given_type .. "'")
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end
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end
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function Public.register_cutscene_function(identifier, waypoints, func, terminate_func)
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assert_type('string', identifier, 'identifier of function cutscene_controller.register_cutscene_function')
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assert_type('table', waypoints, 'waypoints of function cutscene_controller.register_cutscene_function')
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assert_type('number', func, 'func of function cutscene_controller.register_cutscene_function')
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assert_type('number', terminate_func, 'func of function cutscene_controller.register_cutscene_function', true)
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cutscene_functions[identifier] = {func = func, waypoints = waypoints, update = false, terminate_func = terminate_func}
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end
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function Public.register_running_cutscene(player_index, identifier, final_transition_time)
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assert_type('number', player_index, 'player_index of function cutscene_controller.register_running_cutscene')
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assert_type('string', identifier, 'identifier of function cutscene_controller.register_running_cutscene')
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assert_type('number', final_transition_time, 'identifier of function cutscene_controller.register_running_cutscene', true)
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local player = game.get_player(player_index)
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if not valid(player) then
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return
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end
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if player.controller_type ~= 1 then
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player.print('Cannot start cutscene without a character')
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return
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end
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local cutscene_function = cutscene_functions[identifier]
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if not cutscene_function then
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return
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end
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local waypoints = cutscene_function.waypoints
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if not waypoints then
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return
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end
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if running_cutscenes[player_index] then
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player.print({'cutscene_controller.cannot_start_new'})
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return
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end
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running_cutscenes[player_index] = {
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func = cutscene_function.func,
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waypoints = waypoints,
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update = cutscene_function.update,
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final_transition_time = final_transition_time,
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character = player.character,
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terminate_func = cutscene_function.terminate_func,
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rendering = {},
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current_index = -1,
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start_tick = 0
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}
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local running_cutscene = running_cutscenes[player_index]
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if player.controller_type == defines.controllers.cutscene then
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debug_print('' .. player.name .. ' was already in another cutscene not controlled by this module. It has been stopped')
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player.exit_cutscene()
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end
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player.set_controller {type = defines.controllers.ghost}
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final_transition_time = final_transition_time >= 0 and final_transition_time or 60
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running_cutscene.final_transition_time = final_transition_time
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running_cutscene.identifier = identifier
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player.set_controller {
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type = defines.controllers.cutscene,
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waypoints = waypoints,
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final_transition_time = final_transition_time
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}
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local flow = player.gui.top.add {type = 'flow'}
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running_cutscene.btn = flow
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local btn = flow.add {type = 'sprite-button', name = skip_btn_name, caption = 'Skip cutscene'}
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btn.style.minimal_height = 28
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btn.style.minimal_width = 150
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btn.style.font = 'default-large-bold'
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btn.style.font_color = {r = 255, g = 215, b = 0}
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local back_btn = flow.add {type = 'sprite-button', name = backward_btn_name, caption = 'Go back'}
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back_btn.style.minimal_height = 28
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back_btn.style.minimal_width = 100
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back_btn.style.font = 'default-large-bold'
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back_btn.style.font_color = {r = 255, g = 215, b = 0}
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local forward_btn = flow.add {type = 'sprite-button', name = forward_btn_name, caption = 'Go forward'}
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forward_btn.style.minimal_height = 28
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forward_btn.style.minimal_width = 100
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forward_btn.style.font = 'default-large-bold'
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forward_btn.style.font_color = {r = 255, g = 215, b = 0}
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handler({player_index = player_index, waypoint_index = -1, tick = game.tick})
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end
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local function restart_cutscene(player_index, waypoints, start_index)
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local current_running = running_cutscenes[player_index]
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local final_transition_time = current_running.final_transition_time
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current_running.update = false
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local character = current_running.character
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if not character then
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log('Player index: ' .. player_index .. ' managed to lose their character in a cutscene')
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end
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local end_waypoint = {
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-- end waypoint
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position = character.position,
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transition_time = final_transition_time,
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time_to_wait = 1,
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zoom = 1,
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terminate = true
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}
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table.insert(waypoints, end_waypoint)
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running_cutscenes[player_index] = {
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func = current_running.func,
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waypoints = waypoints,
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update = false,
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final_transition_time = final_transition_time,
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character = character,
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terminate_func = current_running.terminate_func,
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rendering = current_running.rendering,
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btn = current_running.btn,
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current_index = current_running.current_index,
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start_tick = current_running.start_tick
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}
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debug_print('Updating cutscene for player_index ' .. player_index)
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debug_print(running_cutscenes[player_index])
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local player = game.get_player(player_index)
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if not valid(player) then
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return
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end
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if player.controller_type == defines.controllers.cutscene then
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player.exit_cutscene()
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player.set_controller {type = defines.controllers.ghost}
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end
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player.set_controller {
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type = defines.controllers.cutscene,
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waypoints = waypoints,
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final_transition_time = final_transition_time
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}
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if start_index then
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player.jump_to_cutscene_waypoint(start_index + 1)
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else
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start_index = -1
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end
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handler({player_index = player_index, waypoint_index = start_index, tick = game.tick})
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end
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function Public.inject_waypoint(player_index, waypoint, waypoint_index, override)
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local running_cutscene = running_cutscenes[player_index]
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if not running_cutscene then
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return
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end
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local waypoints = running_cutscene.waypoints
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if not waypoints then
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return
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end
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local copy_waypoints = {}
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for i = 1, #waypoints do
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table.insert(copy_waypoints, waypoints[i])
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end
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if override then
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copy_waypoints[waypoint_index] = waypoint
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else
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table.insert(copy_waypoints, waypoint_index, waypoint)
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end
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running_cutscene.update = copy_waypoints
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end
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local callback_function =
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Token.register(
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function(params)
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local player_index = params.player_index
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local func_params = params.params
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if waypoint_still_active(func_params.tick, player_index) then
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Token.get(params.func)(player_index, params.waypoint_index, func_params)
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else
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debug_print('Skipping callback function. Cutscene got terminated!')
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end
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end
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)
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local reconnect_character =
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Token.register(
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function(params)
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local player_index = params.player_index
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local player = game.get_player(player_index)
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local running_cutscene = params.running_cutscene
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local character = running_cutscene.character
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local func = running_cutscene.terminate_func
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if valid(player) then
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player.exit_cutscene()
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if valid(character) then
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player.set_controller {type = defines.controllers.character, character = character}
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else
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params.skip_btn_flag = true
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player.ticks_to_respawn = 3600
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player.print('[color=red][font=compi]Oops - You Died! Please go to a safe location and restart the cutscene[/font][/color]')
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end
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if func then
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Token.get(func)(player_index, params.skip_btn_flag)
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end
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Token.get(remove_renderings)(running_cutscene.rendering)
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running_cutscene.btn.destroy()
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running_cutscenes[player_index] = nil
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end
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end
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)
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function Public.terminate_cutscene(player_index, ticks,skip_btn_flag)
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local running_cutscene = running_cutscenes[player_index]
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if not running_cutscene then
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return
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end
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ticks = ticks and ticks or 1
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debug_print('Terminating cutscene in ' .. ticks .. ' Ticks')
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if skip_btn_flag == nil then
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skip_btn_flag = false
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end
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debug_print('Is terminate_func ignored = ' .. tostring(skip_btn_flag))
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set_timeout_in_ticks(
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ticks,
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reconnect_character,
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{
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player_index = player_index,
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running_cutscene = running_cutscene,
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skip_btn_flag = skip_btn_flag
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}
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)
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end
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function Public.register_rendering_id(player_index, tick, render_id)
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if type(render_id) ~= 'table' then
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render_id = {render_id}
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end
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local running_cutscene = running_cutscenes[player_index]
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for _, id in pairs(render_id) do
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if rendering.is_valid(id) then
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if not waypoint_still_active(tick, player_index) then
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debug_print('The rendering with id ' .. id .. ' was not added. Destroying it instead')
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rendering.destroy(id)
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else
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table.insert(running_cutscene.rendering, id)
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end
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end
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end
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end
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function Public.register_replay(identifier, final_transition_time)
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replay.identifier = identifier
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replay.final_transition_time = final_transition_time
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debug_print('Identifier ' .. identifier .. ' registered as replay cutscene')
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end
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handler = function(event)
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local player_index = event.player_index
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local waypoint_index = event.waypoint_index
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local tick = event.tick
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debug_print('Waypoint_index ' .. waypoint_index .. ' has finished at tick: ' .. tick)
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local running_cutscene = running_cutscenes[player_index]
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if not running_cutscene then
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return
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end
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running_cutscene.current_index = waypoint_index + 1
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running_cutscene.start_tick = tick
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local update = running_cutscene.update
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if update then
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restart_cutscene(player_index, update, waypoint_index)
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return
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end
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local ticks = running_cutscene.waypoints[waypoint_index + 2]
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if ticks then
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ticks = ticks.transition_time
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else
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ticks = running_cutscene.final_transition_time
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end
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local func = running_cutscene.func
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if not func then
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return
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end
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local current_waypoint = running_cutscene.waypoints[waypoint_index + 2]
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if not current_waypoint or current_waypoint.terminate then
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Public.terminate_cutscene(player_index, ticks)
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return
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end
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local params = {
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position = current_waypoint.position,
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time_to_wait = current_waypoint.time_to_wait,
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transition_time = current_waypoint.transition_time,
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zoom = current_waypoint.zoom,
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name = current_waypoint.name,
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tick = tick
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}
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debug_print('Waypoint_index ' .. waypoint_index + 1 .. ' (waypoint #' .. waypoint_index + 2 .. ') callback in ' .. ticks .. ' ticks')
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set_timeout_in_ticks(ticks, callback_function, {func = running_cutscene.func, player_index = player_index, waypoint_index = waypoint_index, params = params})
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end
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function Public.goTo(player_index, waypoint_index)
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local running_cutscene = running_cutscenes[player_index]
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if waypoint_index < 0 or waypoint_index > #running_cutscene.waypoints - 2 then
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return false
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end
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Token.get(remove_renderings)(running_cutscene.rendering)
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game.get_player(player_index).jump_to_cutscene_waypoint(waypoint_index)
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handler({player_index = player_index, waypoint_index = waypoint_index - 1, tick = game.tick})
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running_cutscene.current_index = waypoint_index
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return true
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end
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local function restore(event)
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Public.terminate_cutscene(event.player_index, 1, true)
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end
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Event.add(defines.events.on_cutscene_waypoint_reached, handler)
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Event.add(defines.events.on_pre_player_left_game, restore)
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Event.add(defines.events.on_player_joined_game, restore)
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local replay_cutscene =
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Token.register(
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function(params)
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Public.register_running_cutscene(params.event.player_index, replay.identifier, replay.final_transition_time)
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end
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)
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local function replay_handler(_, player)
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if not replay.identifier then
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player.print({'cutscene_controller.cannot_replay'})
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return
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end
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Token.get(replay_cutscene)({event = {player_index = player.index}})
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end
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Command.add(
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'replay',
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{
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description = {'cutscene_controller.replay'},
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capture_excess_arguments = false,
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allowed_by_server = false
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},
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replay_handler
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)
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local function skip_cutscene(_, player)
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if not player or not player.valid then
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return
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end
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if player.controller_type == defines.controllers.cutscene then
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Public.terminate_cutscene(player.index, 1, true)
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end
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end
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Command.add(
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'skip',
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{
|
|
description = {'cutscene_controller.skip'},
|
|
capture_excess_arguments = false,
|
|
allowed_by_server = false
|
|
},
|
|
skip_cutscene
|
|
)
|
|
|
|
Gui.on_click(
|
|
skip_btn_name,
|
|
function(event)
|
|
skip_cutscene(nil, game.get_player(event.player_index))
|
|
end
|
|
)
|
|
|
|
Gui.on_click(
|
|
backward_btn_name,
|
|
function(event)
|
|
local player_index = event.player_index
|
|
if Public.goTo(player_index, running_cutscenes[player_index].current_index - 1) == false then
|
|
game.get_player(player_index).print("Cutscene: You're already at the beginning")
|
|
end
|
|
end
|
|
)
|
|
|
|
Gui.on_click(
|
|
forward_btn_name,
|
|
function(event)
|
|
local player_index = event.player_index
|
|
if Public.goTo(event.player_index, running_cutscenes[player_index].current_index + 1) == false then
|
|
game.get_player(player_index).print("Cutscene: You're already at the end")
|
|
end
|
|
end
|
|
)
|
|
|
|
return Public
|