All pastes #445382 Raw Edit

Mine

public lua v1 · immutable
·published 2007-04-17 20:49 UTC
rendered paste body
--[[ *** ESCAPE_DIALOG.SCRIPT ***function run_tutorial_pda(first_speaker, second_speaker)	printf("!-!-!")	first_speaker:stop_talk()	second_speaker:stop_talk()	local dlg = ui_repair_items.uiRepairDialog( first_speaker, (2/3) )	dlg.Open()	wait( 10000 )	game.start_tutorial("part_1_pda")end]]---- db.actor is the player character-- ui_repair_items.uiRepairDialog( repairer, cost_modifier )class "uiRepairDialog" (CUIScriptWnd)function logf(fmt,...)	local console = get_console()	local now = tostring( game.time() )		local text = string.gsub( now ..'__'.. string.format(fmt, ... ), ' ', '_' )	console:execute( text )endlocal color_valid = GetARGB( 255, 255, 255, 255 )local color_invalid = GetARGB( 255, 255, 0, 0 )-- find repairable items on someonefunction find_repairable_items( owner, repair_table )	logf( "find_repairable_items() called")-- the to-be-filled table of repairable items from owner	local items_repairable = {}-- for find_repairable_items - what is iterated over each item	function iterant_find_repairable_item( owner, item )		logf( "iterant_find_repairable_item() called")	    if repair_table.length == 0 then	    	table.insert( items_repairable, item )	    	return	    end		local item_section = item:section()		local item_repairable = repair_table[item_section]		if item_repairable ~= nil then			local item_condition = item:condition()			if item_repairable >= 0 then				if item_condition < item_repairable then					table.insert( items_repairable, item )				end			elseif item_repairable == -1 then			    table.insert( items_repairable, item )			end		end		logf( "iterant_find_repairable_item() complete")	end-- fill the items_repairable table	owner:iterate_inventory( iterant_find_repairable_item, owner )	logf( "find_repairable_items() complete")	return items_repairableendfunction calculate_cost_at_condition( cost, condition )	return math.ceil( cost - ( cost * condition ) )end-- returns 2 values: condition repaired to, and cost of repairsfunction calculate_repairable( cost_modifier, condition_current, target_condition, budget )	logf( "calculate_repairable() called")	-- check current condition against target condition	if condition_current > target_condition then	logf( "calculate_repairable() complete")		return condition_current, 0	end	-- calculate amount of repair needed	local repair_needed = target_condition - condition_current	-- calculate maximum repair cost for fractional cost	local repair_max_cost = math.ceil( item:cost() * cost_modifier )	-- calculate amount repairable under budget	local repair_budgeted = budget / repair_max_cost	-- repair to target condition can be made under budget	if repair_budgeted > repair_needed then		logf( "calculate_repairable() complete")		return repair_needed, math.ceil( repair_needed * repair_max_cost )	end	-- repair can only be made to budget cap	logf( "calculate_repairable() complete")	return repair_budgeted, budgetendfunction condition_as_color( condition )	logf( "condition_as_color() called")	local n	local r, g	-- to scale down means n*v, the opposite, scale up, means (1-n)*v	if        condition >= 0.75   then -- lime   (255,   0) -> green  (128,   0)	    n = ( condition -  0.75 ) * 4		-- scale down green from full to half		r, g =          0     , ((  n)*128)+127	elseif    condition >= 0.50   then -- green  (128,   0) -> yellow (255, 255)	    n = ( condition -  0.50 ) * 4	    -- scale up green from half to full, scale up red from none to full		r, g = ((1-n)*255)    , ((1-n)*128)+127	elseif    condition >= 0.25   then -- yellow (255, 255) -> olive  (128, 128)	    n = ( condition -  0.25 ) * 4	    -- scale down green from full to half, scale down red from full to half		r, g = ((  n)*128)+127, ((  n)*128)+127	else -- ( condition >= 0.00 ) then -- olive  (128, 128) -> red    (255,   0)	    n =   condition          * 4	    -- scale down green from half to none, scale up red from half to full		r, g = ((1-n)*128)+127, ((  n)*128)	end	logf( "condition_as_color() complete")	return GetARGB( 255, math.floor( r ), math.ceil( g ), 0 );endfunction translate( string )	return game.translate_string( "ui_repair_items_" .. string )end--[[  set of registered in game fonts: GetFontArialN21Russian() GetFontGraffiti32Russian() GetFontDI() GetFontHeaderRussian() GetFontGraffiti19Russian() GetFontLetterica25() GetFontMedium() GetFontLetterica16Russian() GetFontSmall() GetFontGraffiti22Russian() GetFontLetterica18Russian() GetFontBigDigit() GetFontHeaderEurope() GetFontGraffiti50Russian()--]]--[[ take control by name, dependent on type GetCheckButton(string) GetFrameLineWnd(string) GetPropertiesBox(string) GetListWnd(string) GetStatic(string) GetEditBox(string) GetTabControl(string) GetRadioGroup(string) GetDialogWnd(string) GetButton(string) GetMessageBox(string) GetProgressBar(string) GetRadioButton(string) GetFrameWindow(string)--]]function main( repairer, cost_modifier )	logf( "main() called")	local dlg	if repairer.repair_cost_modifier ~= nil and cost_modifier ~= nil then		dlg = ui_repair_items.uiRepairDialog( repairer, repairer.repair_cost_modifier * cost_modifier )	elseif repairer.repair_cost_modifier ~= nil then		dlg = ui_repair_items.uiRepairDialog( repairer, repairer.repair_cost_modifier )	elseif cost_modifier ~= nil then	    dlg = ui_repair_items.uiRepairDialog( repairer, cost_modifier )	else		dlg = ui_repair_items.uiRepairDialog( repairer, (2/3) )	end	dlg.Open()	while dlg.IsOpen do		wait( 1000 )	end	logf( "main() complete")endfunction uiRepairDialog:__init( repairer, cost_modifier ) super()	logf( "uiRepairDialog:__init() called")	self.repairer = repairer	self.cost_modifier = cost_modifier	self.last_recalc_params = { nil, nil }	self.valid_repair = false	self.IsOpen = false	-- set base font for dialog	self:SetFont( GetFontMedium() )	self:InitControls()	self:InitCallBacks()	logf( "uiRepairDialog:__init() complete")endfunction uiRepairDialog:__finalize()	logf( "uiRepairDialog:__finalize() called")	self:Close()	logf( "uiRepairDialog:__finalize() complete")endfunction uiRepairDialog:SetClGame( game_cl )	logf( "uiRepairDialog:SetClGame() called")	self.m_game_cl = game_cl	logf( "uiRepairDialog:SetClGame() complete")endfunction uiRepairDialog:InitControls()	logf( "uiRepairDialog:InitControls() called")	local money = db.actor:money()	local dev = device()	local screen_w, screen_h = dev.width, dev.height	local size_w, size_h = screen_w-100, screen_h-100	local pos_x, pos_y = (screen_w/2) - (size_w/2), (screen_h/2) - (size_h/2)	local margin_size = 10	local top_margin, left_margin = margin_size, margin_size	local bottom_margin, right_margin = size_h-margin_size, size_w-margin_size		-- init self position and size	--  position & size: x (from left), y (from top), width, height	self:Init( pos_x, pos_y, size_w, size_h )	logf("pos_x: %s   pos_y: %s   $size_w: %s   $size_h: %s", tostring(pos_x),tostring(pos_y),tostring(size_w),tostring(size_h) )	    ---------------------------------------------------------------- BACKGROUND	local bkg_repair_wnd = CUIStatic()	local bkg_repair_wnd_r = {		--[[ [0] left   ]] 0,		--[[ [1] top    ]] 0,		--[[ [2] width  ]] size_w,		--[[ [3] height ]] size_h	}	bkg_repair_wnd:SetAutoDelete( true )	bkg_repair_wnd:SetWindowName( "bkg_repair_wnd" )	bkg_repair_wnd:Init( unpack( bkg_repair_wnd_r ) )	bkg_repair_wnd:SetColor( GetARGB( 255, 0, 0, 0 ) )	self:AttachChild( bkg_repair_wnd )		-- Start creating controls from bottom of window up up	logf("left_margin: %s   bottom_margin: %s", tostring(left_margin), tostring(bottom_margin) )		------------------------------------------------------------- REPAIR BUTTON	logf( "constructing btn_repair" )	local btn_repair = CUIButton()	local btn_repair_r = {		--[[ [0] left   ]] left_margin,		--[[ [1] top    ]] bottom_margin-40,		--[[ [2] width  ]] 135,		--[[ [3] height ]] 40	}	logf( "constructing btn_repair 1" )	local btn_repair = CUIButton()	logf( "constructing btn_repair 2" )	btn_repair:SetAutoDelete( true )	logf( "constructing btn_repair 3" )	btn_repair:SetWindowName( "btn_repair" )	logf( "constructing btn_repair 4" )	btn_repair:Init( unpack( btn_repair_r ) )	logf( "constructing btn_repair 5" )	btn_repair:SetText( translate( "btn_repair" ) )	logf( "constructing btn_repair 6" )	btn_repair:SetTextAlign( CGameFont.alCenter )	logf( "constructing btn_repair 7" )	btn_repair:SetTextY( -1 )	logf( "constructing btn_repair 8" )	self:Register( btn_repair )	logf( "constructing btn_repair 9" )	bkg_repair_wnd:AttachChild( btn_repair )	logf( "constructing btn_repair 10" )	------------------------------------------------------------- CANCEL BUTTON	logf( "constructing btn_cancel" )	local btn_cancel = CUIButton()	local btn_cancel_r = {		--[[ [0] left   ]] right_margin-btn_repair_r[2],		--[[ [1] top    ]] btn_repair_r[1],		--[[ [2] width  ]] btn_repair_r[2],		--[[ [3] height ]] btn_repair_r[3]	}	btn_cancel:SetAutoDelete( true )	btn_cancel:SetWindowName( "btn_cancel" )	btn_cancel:Init( unpack( btn_cancel_r ) )	btn_cancel:SetText( translate( "btn_cancel" ) )	btn_cancel:SetTextAlign( CGameFont.alCenter )	btn_cancel:SetTextY( -1 )	self:Register( btn_cancel )	bkg_repair_wnd:AttachChild( btn_cancel )	----------------------------------------------------------- TIME COST LABEL	logf( "constructing lbl_repair_time" )	local lbl_repair_time = CUIStatic()	local lbl_repair_time_r = {		--[[ [0] left   ]] left_margin,		--[[ [1] top    ]] btn_repair_r[1]-5,		--[[ [2] width  ]] size_w-(margin_size*2),		--[[ [3] height ]] btn_repair_r[3]	}	logf( "constructing lbl_repair_time 1" )	lbl_repair_time:SetAutoDelete( true )	logf( "constructing lbl_repair_time 2" )	lbl_repair_time:SetWindowName( "lbl_repairable_items" )	logf( "constructing lbl_repair_time 3" )	lbl_repair_time:Init( unpack( lbl_repair_time_r ) )	logf( "constructing lbl_repair_time 4" )	lbl_repair_time:SetTextColor( GetARGB(255,0,0,0) )	logf( "constructing lbl_repair_time 5" )	lbl_repair_time:SetText( translate( "time_unknown" ) )	logf( "constructing lbl_repair_time 6" )	lbl_repair_time:SetTextAlign( CGameFont.alCenter )	logf( "constructing lbl_repair_time 7" )	lbl_repair_time:SetTextY( -1 )	logf( "constructing lbl_repair_time 8" )	bkg_repair_wnd:AttachChild( lbl_repair_time )	-------------------------------------------------- IMPROVED CONDITION LABEL	logf( "constructing lbl_condition_result" )	local lbl_condition_result = CUIStatic()	local lbl_condition_result_r = {		--[[ [0] left   ]] left_margin,		--[[ [1] top    ]] lbl_repair_time_r[1]-5,		--[[ [2] width  ]] 200,		--[[ [3] height ]] btn_repair_r[3]	}	lbl_condition_result:SetAutoDelete( true )	lbl_condition_result:SetWindowName( "lbl_condition_result" )	lbl_condition_result:Init( unpack( lbl_condition_result_r ) )	lbl_condition_result:SetText( translate( "lbl_condition_result" ) )	lbl_condition_result:SetTextAlign( CGameFont.alRight )	lbl_condition_result:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_condition_result )    logf( "uiRepairDialog:InitControls() complete" )endfunction uiRepairDialog:register_callbacks( element, event_action_pairs )    logf( "register_callbacks() called" )	    self:AddCallback( element, ui_events.BUTTON_CLICKED, self, "on_btn_cancel_clicked" )    logf( "register_callbacks() complete" )endfunction uiRepairDialog:InitCallBacks()    logf( "uiRepairDialog:InitCallBacks() called" )	--[[	register_callbacks( "chb_repair_rush", {			{ ui_events.CHECK_BUTTON_SET,   "on_chb_repair_rush_set"   },			{ ui_events.CHECK_BUTTON_RESET, "on_chb_repair_rush_reset" }		} )	register_callbacks( "ebx_condition_improve_v", {			{ ui_events.EDIT_TEXT_CHANGED, "on_ebx_condition_improve_v_changed" },			{ ui_events.EDIT_TEXT_COMMIT,  "on_ebx_condition_improve_v_commit"  }		} )	register_callbacks( "ebx_condition_result_v", {			{ ui_events.EDIT_TEXT_CHANGED, "on_ebx_condition_result_v_changed" },			{ ui_events.EDIT_TEXT_COMMIT,  "on_ebx_condition_result_v_commit"  }		} )	register_callbacks( "ebx_money_spending_v", {			{ ui_events.EDIT_TEXT_CHANGED, "on_ebx_money_spending_v_changed" },			{ ui_events.EDIT_TEXT_COMMIT,  "on_ebx_money_spending_v_commit"  }		} )	register_callbacks( "ebx_money_remaining_v", {			{ ui_events.EDIT_TEXT_CHANGED, "on_ebx_money_remaining_v_changed" },			{ ui_events.EDIT_TEXT_COMMIT,  "on_ebx_money_remaining_v_commit"  }		} )	register_callbacks( "btn_repair", {			{ ui_events.BUTTON_CLICKED, "on_btn_repair_clicked" }		} )			self:register_callbacks( "btn_cancel", {			{ ui_events.BUTTON_CLICKED, "on_btn_cancel_clicked" }		} )		--]]				--'self:AddCallback( "btn_cancel", ui_events.BUTTON_CLICKED,self, "on_btn_cancel_clicked" )    logf( "uiRepairDialog:InitCallBacks() complete" )endfunction uiRepairDialog:on_btn_cancel_clicked()	logf( "on_btn_cancel_clicked() called")	self:Close()	logf( "on_btn_cancel_clicked() complete")endfunction uiRepairDialog:Open()	logf( "uiRepairDialog:Open() called")	holder = self:GetHolder()	self:Show( true )	self.Enabled( true )	if holder == nil then 	    holder = level	end	if not self.isOpen then	    holder.start_stop_menu( self, true )	end	self.IsOpen = true	logf( "uiRepairDialog:Open() complete")endfunction uiRepairDialog:Close()	logf( "uiRepairDialog:Close() called")	--[[	holder = self:GetHolder()	self:Show( false )	--'self:Enabled( false )	if holder == nil then 	    holder = level	end	if self.isOpen then	    holder.start_stop_menu( self, true )	end	self.IsOpen = false	--]]		--'self.m_game_cl:StopMenu(self, true) --close dialog		--'self:GetHolder():start_stop_menu(self, true)		logf( "uiRepairDialog:Close() complete")endfunction uiRepairDialog:RecalcMoney( budget )	logf( "uiRepairDialog:RecalcMoney() called")	uiRepairDialog:Recalc( 1, budget )	logf( "uiRepairDialog:RecalcMoney() complete")endfunction uiRepairDialog:RecalcCondition( condition_target )	logf( "uiRepairDialog:RecalcCondition() called")	uiRepairDialog:Recalc( condition_target, nil )	logf( "uiRepairDialog:RecalcCondition() complete")endfunction uiRepairDialog:Recalc( condition_target, budget )	logf( "uiRepairDialog:Recalc() called")	-- TODO: Factor in 'goodwill' towards db.actor	local money = db.actor:money()	if condition_target == nil or condition_target > 1 then		condition_target = 1	end	self.valid_repair = true	if budget == nil then		budget = money	elseif budget > money then		budget = money	end	self.last_recalc_params = { condition_target, budget }	local lst_repairable_items = self:GetListWnd( "lst_repairable_items" )	local lst_repairable_items_index = list:GetSelectedItem()	if lst_repairable_items_index == -1 then		logf( "uiRepairDialog:Recalc() complete")		return	end	local repairable_item = self.items[index]	local chb_repair_rush = self:GetCheckButton( "chb_repair_rush" )	local ebx_condition_current_v = self:GetEditBox( "ebx_condition_current_v" )	local ebx_condition_improve_v = self:GetEditBox( "ebx_condition_improve_v" )	local ebx_condition_result_v = self:GetEditBox( "ebx_condition_result_v" )	local ebx_money_spending_v = self:GetEditBox( "ebx_money_spending_v" )	local ebx_money_remaining_v = self:GetEditBox( "ebx_money_remaining_v" )		if money <= 0 then		self.valid_repair = false		ebx_condition_current_v:SetTextColor( color_invalid )	end	local rush_state = chb_repair_rush:GetCheck()		local condition = repairable_item:condition()	local condition_value = math.floor( condition * 10000 ) / 100	local condition_target_value    local condition_amount, expense	if condition > condition_target then		condition_target = condition		condition_target_value = condition_value		condition_ammount = 0		expense = 0		self.valid_repair = false		ebx_money_spending_v:SetTextColor( color_invalid )		ebx_condition_improve_v:SetTextColor( color_invalid )	else		condition_target_value = math.floor( condition_target * 10000 ) / 100		condition_amount, expense = calculate_repairable(			self.cost_modifier, condition_value, condition_target, budget )		ebx_money_spending_v:SetTextColor( color_valid )		ebx_condition_improve_v:SetTextColor( color_valid )	end	local condition_amount_value = math.floor( condition_amount * 10000 ) / 100		ebx_condition_current_v:SetText( condition_value )	ebx_condition_result_v:SetText( condition_target_value )	ebx_condition_improve_v:SetText( condition_amount_value )	local balance = money - expense    ebx_money_spending_v:SetText( expense )    ebx_money_remaining_v:SetText( balance )	if balance < 0 then		self.valid_repair = false		ebx_money_remaining_v:SetTextColor( color_invalid )		else		ebx_money_remaining_v:SetTextColor( color_valid )	end	ebx_condition_current_v:SetTextColor( condition_as_color( condition ) )	ebx_condition_result_v:SetTextColor( condition_as_color( condition_target ) )	logf( "uiRepairDialog:Recalc() complete")endfunction uiRepairDialog:on_chb_repair_rush_set()	logf( "on_chb_repair_rush_set() called")	self:Recalc( unpack( self.last_calc_value ) )	logf( "on_chb_repair_rush_set() complete")endfunction uiRepairDialog:on_chb_repair_rush_reset()	logf( "on_chb_repair_rush_reset() called")	self:Recalc( unpack( self.last_calc_value ) )	logf( "on_chb_repair_rush_reset() complete")endfunction uiRepairDialog:on_ebx_condition_improve_v_changed()	logf( "on_ebx_condition_improve_v_changed() called")	local ebx_condition_improve_v = self:GetEditBox( "ebx_condition_improve_v" )	self:RecalcCondition( tonumber( ebx_condition_improve_v:GetText() ) )	logf( "on_ebx_condition_improve_v_changed() complete")endfunction uiRepairDialog:on_ebx_condition_improve_v_commit()	logf( "on_ebx_condition_improve_v_commit() called")	local ebx_condition_improve_v = self:GetEditBox( "ebx_condition_improve_v" )	self:RecalcCondition( tonumber( ebx_condition_improve_v:GetText() ) )	logf( "on_ebx_condition_improve_v_commit() complete")endfunction uiRepairDialog:on_ebx_condition_result_v_changed()	logf( "on_ebx_condition_result_v_changed() called")	local ebx_condition_result_v = self:GetEditBox( "ebx_condition_result_v" )	self:RecalcCondition( tonumber( ebx_condition_result_v:GetText() ) )	logf( "on_ebx_condition_result_v_changed() complete")endfunction uiRepairDialog:on_ebx_ebx_condition_result_v_commit()	logf( "on_ebx_ebx_condition_result_v_commit() called")	local ebx_condition_result_v = self:GetEditBox( "ebx_condition_result_v" )	self:RecalcCondition( tonumber( ebx_condition_result_v:GetText() ) )	logf( "on_ebx_ebx_condition_result_v_commit() complete")endfunction uiRepairDialog:on_ebx_money_spending_v_changed()	logf( "on_ebx_money_spending_v_commit() called")	local ebx_money_spending_v = self:GetEditBox( "ebx_money_spending_v" )	self:RecalcMoney( tonumber( ebx_money_spending_v:GetText() ) )	logf( "on_ebx_money_spending_v_commit() complete")endfunction uiRepairDialog:on_ebx_money_spending_v_commit()	logf( "on_ebx_money_spending_v_commit() called")	local ebx_money_spending_v = self:GetEditBox( "ebx_money_spending_v" )	self:RecalcMoney( tonumber( ebx_money_spending_v:GetText() ) )	logf( "on_ebx_money_spending_v_commit() complete")endfunction uiRepairDialog:on_ebx_money_remaining_v_changed()	logf( "on_ebx_money_remaining_v_changed() called")	local ebx_money_remaining_v = self:GetEditBox( "ebx_money_remaining_v" )	self:RecalcMoney( tonumber( ebx_money_remaining_v:GetText() ) )	logf( "on_ebx_money_remaining_v_changed() complete")endfunction uiRepairDialog:on_ebx_money_remaining_v_commit()	logf( "on_ebx_money_remaining_v_commit() called")	local ebx_money_remaining_v = self:GetEditBox( "ebx_money_remaining_v" )	self:RecalcMoney( tonumber( ebx_money_remaining_v:GetText() ) )	logf( "on_ebx_money_remaining_v_commit() complete")endfunction uiRepairDialog:on_btn_repair_clicked()	logf( "on_btn_repair_clicked() called")	local lst_repairable_items = self:GetListWnd( "lst_repairable_items" )	local index = list:GetSelectedItem()	if index == -1 then return end	local item = self.items[index]	local ebx_condition_result_v = self:GetEditBox( "ebx_condition_result_v" )	local ebx_money_spending_v = self:GetEditBox( "ebx_money_spending_v" )	-- db.actor:transfer_money( ebx_money_spending_v:GetText(), self.repairer )		-- TODO: Hide weapon in inaccessible virtual stash with repair and date info		-- the player will be able to retrieve his weapon by asking the repairer	-- even if the repairs aren't complete, and still get a partial repair	-- maybe partial to full refunds depending on goodwill and time spent repairing?	self:Close()	logf( "on_btn_repair_clicked() complete")end-- virtual function (overloaded?)function uiRepairDialog:OnKeyboard( dik, keyboard_action )	CUIScriptWnd.OnKeyboard( self, dik, keyboard_action )	-- translate DirectInputKey to bound function (in user.ltx)	local bind = dik_to_bind(dik)	if keyboard_action == ui_events.WINDOW_KEY_PRESSED then		logf("pressed dik=%d bind=%d", dik, bind )	elseif keyboard_action == ui_events.WINDOW_KEY_RELEASED then		logf("released dik=%d bind=%d", dik, bind )	end		if bind == key_bindings.kQUIT then		self:Close()	end	return true -- catch all keys.end