mirror of
https://gitlab.com/OpenMW/openmw.git
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190 lines
7.0 KiB
Lua
190 lines
7.0 KiB
Lua
local core = require('openmw.core')
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local input = require('openmw.input')
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local self = require('openmw.self')
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local util = require('openmw.util')
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local ui = require('openmw.ui')
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local Actor = require('openmw.types').Actor
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local Player = require('openmw.types').Player
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local storage = require('openmw.storage')
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local I = require('openmw.interfaces')
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local settingsGroup = 'SettingsOMWControls'
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local function boolSetting(key, default)
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return {
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key = key,
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renderer = 'checkbox',
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name = key,
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description = key..'Description',
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default = default,
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}
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end
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I.Settings.registerPage({
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key = 'OMWControls',
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l10n = 'OMWControls',
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name = 'ControlsPage',
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description = 'ControlsPageDescription',
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})
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I.Settings.registerGroup({
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key = settingsGroup,
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page = 'OMWControls',
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l10n = 'OMWControls',
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name = 'MovementSettings',
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permanentStorage = true,
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settings = {
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boolSetting('alwaysRun', false),
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boolSetting('toggleSneak', false),
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},
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})
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local settings = storage.playerSection(settingsGroup)
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local attemptJump = false
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local startAttack = false
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local autoMove = false
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local movementControlsOverridden = false
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local combatControlsOverridden = false
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local function processMovement()
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local controllerMovement = -input.getAxisValue(input.CONTROLLER_AXIS.MoveForwardBackward)
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local controllerSideMovement = input.getAxisValue(input.CONTROLLER_AXIS.MoveLeftRight)
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if controllerMovement ~= 0 or controllerSideMovement ~= 0 then
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-- controller movement
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if util.vector2(controllerMovement, controllerSideMovement):length2() < 0.25
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and not self.controls.sneak and Actor.isOnGround(self) and not Actor.isSwimming(self) then
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self.controls.run = false
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self.controls.movement = controllerMovement * 2
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self.controls.sideMovement = controllerSideMovement * 2
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else
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self.controls.run = true
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self.controls.movement = controllerMovement
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self.controls.sideMovement = controllerSideMovement
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end
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else
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-- keyboard movement
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self.controls.movement = 0
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self.controls.sideMovement = 0
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if input.isActionPressed(input.ACTION.MoveLeft) then
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self.controls.sideMovement = self.controls.sideMovement - 1
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end
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if input.isActionPressed(input.ACTION.MoveRight) then
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self.controls.sideMovement = self.controls.sideMovement + 1
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end
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if input.isActionPressed(input.ACTION.MoveBackward) then
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self.controls.movement = self.controls.movement - 1
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end
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if input.isActionPressed(input.ACTION.MoveForward) then
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self.controls.movement = self.controls.movement + 1
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end
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self.controls.run = input.isActionPressed(input.ACTION.Run) ~= settings:get('alwaysRun')
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end
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if self.controls.movement ~= 0 or not Actor.canMove(self) then
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autoMove = false
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elseif autoMove then
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self.controls.movement = 1
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end
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self.controls.jump = attemptJump and input.getControlSwitch(input.CONTROL_SWITCH.Jumping)
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if not settings:get('toggleSneak') then
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self.controls.sneak = input.isActionPressed(input.ACTION.Sneak)
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end
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end
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local function processAttacking()
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if startAttack then
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self.controls.use = 1
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elseif Actor.stance(self) == Actor.STANCE.Spell then
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self.controls.use = 0
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elseif input.getAxisValue(input.CONTROLLER_AXIS.TriggerRight) < 0.6
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and not input.isActionPressed(input.ACTION.Use) then
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-- The value "0.6" shouldn't exceed the triggering threshold in BindingsManager::actionValueChanged.
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-- TODO: Move more logic from BindingsManager to Lua and consider to make this threshold configurable.
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self.controls.use = 0
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end
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end
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local function onFrame(dt)
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controlsAllowed = input.getControlSwitch(input.CONTROL_SWITCH.Controls) and not core.isWorldPaused()
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if not movementControlsOverridden then
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if controlsAllowed then
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processMovement()
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else
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self.controls.movement = 0
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self.controls.sideMovement = 0
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self.controls.jump = false
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end
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end
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if controlsAllowed and not combatControlsOverridden then
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processAttacking()
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end
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attemptJump = false
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startAttack = false
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end
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local function onInputAction(action)
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if core.isWorldPaused() or not input.getControlSwitch(input.CONTROL_SWITCH.Controls) then
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return
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end
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if action == input.ACTION.Jump then
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attemptJump = true
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elseif action == input.ACTION.Use then
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startAttack = true
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elseif action == input.ACTION.AutoMove and not movementControlsOverridden then
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autoMove = true
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elseif action == input.ACTION.AlwaysRun and not movementControlsOverridden then
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settings:set('alwaysRun', not settings:get('alwaysRun'))
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elseif action == input.ACTION.Sneak and not movementControlsOverridden then
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if settings:get('toggleSneak') then
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self.controls.sneak = not self.controls.sneak
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end
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elseif action == input.ACTION.ToggleSpell and not combatControlsOverridden then
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if Actor.stance(self) == Actor.STANCE.Spell then
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Actor.setStance(self, Actor.STANCE.Nothing)
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elseif input.getControlSwitch(input.CONTROL_SWITCH.Magic) then
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if Player.isWerewolf(self) then
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ui.showMessage(core.getGMST('sWerewolfRefusal'))
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else
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Actor.setStance(self, Actor.STANCE.Spell)
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end
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end
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elseif action == input.ACTION.ToggleWeapon and not combatControlsOverridden then
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if Actor.stance(self) == Actor.STANCE.Weapon then
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Actor.setStance(self, Actor.STANCE.Nothing)
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elseif input.getControlSwitch(input.CONTROL_SWITCH.Fighting) then
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Actor.setStance(self, Actor.STANCE.Weapon)
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end
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end
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end
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return {
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engineHandlers = {
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onFrame = onFrame,
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onInputAction = onInputAction,
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},
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interfaceName = 'Controls',
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---
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-- @module Controls
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-- @usage require('openmw.interfaces').Controls
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interface = {
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--- Interface version
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-- @field [parent=#Controls] #number version
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version = 0,
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--- When set to true then the movement controls including jump and sneak are not processed and can be handled by another script.
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-- If movement should be dissallowed completely, consider to use `input.setControlSwitch` instead.
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-- @function [parent=#Controls] overrideMovementControls
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-- @param #boolean value
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overrideMovementControls = function(v) movementControlsOverridden = v end,
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--- When set to true then the controls "attack", "toggle spell", "toggle weapon" are not processed and can be handled by another script.
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-- If combat should be dissallowed completely, consider to use `input.setControlSwitch` instead.
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-- @function [parent=#Controls] overrideCombatControls
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-- @param #boolean value
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overrideCombatControls = function(v) combatControlsOverridden = v end,
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}
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}
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