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OpenMW/files/data/scripts/omw/activationhandlers.lua

101 lines
3.4 KiB
Lua

local async = require('openmw.async')
local types = require('openmw.types')
local world = require('openmw.world')
local EnableObject = async:registerTimerCallback('EnableObject', function(obj) obj.enabled = true end)
local function ESM4DoorActivation(door, actor)
-- TODO: Implement lockpicking minigame
-- TODO: Play door opening animation and sound
local Door4 = types.ESM4Door
if Door4.isTeleport(door) then
actor:teleport(Door4.destCell(door), Door4.destPosition(door), Door4.destRotation(door))
else
door.enabled = false
async:newSimulationTimer(5, EnableObject, door)
end
return false -- disable activation handling in C++ mwmechanics code
end
local function ESM4BookActivation(book, actor)
if actor.type == types.Player then
actor:sendEvent('AddUiMode', { mode = 'Book', target = book })
end
end
local handlersPerObject = {}
local handlersPerType = {}
handlersPerType[types.ESM4Book] = { ESM4BookActivation }
handlersPerType[types.ESM4Door] = { ESM4DoorActivation }
local function onActivate(obj, actor)
if world.isWorldPaused() then
return
end
if obj.parentContainer then
return
end
local handlers = handlersPerObject[obj.id]
if handlers then
for i = #handlers, 1, -1 do
if handlers[i](obj, actor) == false then
return -- skip other handlers
end
end
end
handlers = handlersPerType[obj.type]
if handlers then
for i = #handlers, 1, -1 do
if handlers[i](obj, actor) == false then
return -- skip other handlers
end
end
end
types.Actor.activeEffects(actor):remove('invisibility')
world._runStandardActivationAction(obj, actor)
end
return {
interfaceName = 'Activation',
---
-- @module Activation
-- @usage require('openmw.interfaces').Activation
interface = {
--- Interface version
-- @field [parent=#Activation] #number version
version = 0,
--- Add new activation handler for a specific object.
-- If `handler(object, actor)` returns false, other handlers for
-- the same object (including type handlers) will be skipped.
-- @function [parent=#Activation] addHandlerForObject
-- @param openmw.core#GameObject obj The object.
-- @param #function handler The handler.
addHandlerForObject = function(obj, handler)
local handlers = handlersPerObject[obj.id]
if handlers == nil then
handlers = {}
handlersPerObject[obj.id] = handlers
end
handlers[#handlers + 1] = handler
end,
--- Add new activation handler for a type of objects.
-- If `handler(object, actor)` returns false, other handlers for
-- the same object (including type handlers) will be skipped.
-- @function [parent=#Activation] addHandlerForType
-- @param #any type A type from the `openmw.types` package.
-- @param #function handler The handler.
addHandlerForType = function(type, handler)
local handlers = handlersPerType[type]
if handlers == nil then
handlers = {}
handlersPerType[type] = handlers
end
handlers[#handlers + 1] = handler
end,
},
engineHandlers = { onActivate = onActivate },
}