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https://bitbucket.org/Ioncannon/project-meteor-server.git
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MarketEntrance.lua - Script mostly laid out and documented. Some debugging info left in while various warp locations and PrivateAreas still need finishing up. CraftCommand.lua - WIP on crafting menu + minigame. Menu flow worked out for the most part, it's just a matter of plugging in various data for them to replace the debugging values I set currently. DummyCommand.lua - WIP on Mining minigame. Still lots missing but it's a start. Cannot use mining nodes ingame currently without modifying KickEventPacket.cs Removed orphaned individual ShopSalesman scripts since their info was tabled into a single script awhile back.
411 lines
No EOL
18 KiB
Lua
411 lines
No EOL
18 KiB
Lua
--[[
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HarvestJudge
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Operates the harvesting system for mining, logging, and fishing.
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Functions:
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loadTextData()
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Desc: Loads all gamesheets needed and instantiates a HarvestJudge.
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Params: None
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targetCancel()
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Desc: Cancels the player's target.
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Params: None
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turnToTarget()
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Desc: Turns to a direction
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Params: * harvestType - Harvest command used. Client script has a _waitForTurning() for Quarry/Harvest/Spearfishing
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* direction - The pi radian to turn the character towards, server has to calculate the vector between the actors.
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openInputWidget()
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Desc: Inits the widget system (call first).
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Params: * harvestType - Determines which text strings to load based on the harvestType
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* nodeGrade - The grade of the node. Retail went up to grade 5.
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orderInputWidget()
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Desc: Updates the node HP.
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Params: * nodeRemainder - Range goes from 0-100
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* unk1 -
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* harvestType - Doesn't appear to visually do anything? Script checks against harvest command id
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textInputWidget()
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Desc: Sets the result text after a minigame is performed.
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Params: * harvestType - The harvest command
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* unk1 - Actor to grab text from? Set to the harvestJudge so the rest of params function, otherwise widget prints whatever is set here.
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* textId - Id from the harvestJudge sheet.
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* textIdParam1 - Used to fill in textId details if the sheet requires it, Eg. textId #25 requires an itemId, HQ quality, and yield filled in.
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* textIdParam2
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* textIdParam3
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* commandId - If textId = nil, client script sets it to 64 and this parameter is assigned to Param1
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- Why does this exist? Setting textId to 64 and using commandId as textIdParam1 does the same job.
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askInputWidget()
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Desc: Gets user input after opening a ask widget. Returns two values, one being the id of the chosen command, and the "currentPower" of the minigame.
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Params: * harvestType - The harvest command
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* phase - The current minigame window to show. Valid ids 1 & 2.
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* showTutorial - Shows Tutorial menu option in the window if not = 0.
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* showFishWait -
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* showFishWaitAndJig -
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* updateFishHP -
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* showRareCatalystEffect-
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closeInputWidget()
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Desc: Closes the widget system (call last).
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Params: * harvestType - The harvest command
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rangeInputWidget()
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Desc: Unknown, currently errors the client...
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Params: * harvestType
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* phase
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* goodMin
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* goodMax
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* bool
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Notes:
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* Aim = Where on the aim gauge the player chose.
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* Remainder = How many attempts you get on the section portion of the minigame
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* Sweetspot = Where you hit on the second portion of the minigame
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--]]
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minerAnim = {0x14001000, 0x14002000, 0x14003000};
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--[[ Mooglebox - Aim
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+5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5
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0 10 20 30 40 50 60 70 80 90 100
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Sweetspots 1=10 2=30 3=70 4=100 for Mining
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Remainder A=40 B=60 C=70 D=80
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--]]
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harvestNodeContainer = { -- nodeGrade, harvestAttempts, #ofItemsBecauseICantIntoIpairs, Item1, Item2, etc
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[1001] = {2, 2, 3, 1, 2, 3},
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[1002] = {2, 4, 5, 3005, 3003, 3002, 3001, 3004}
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}
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harvestNodeItems = {
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--itemId, remainder, aim, sweetspot, max yield
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[1] = {10009104, 70, 30, 30, 4}, -- Rock Salt
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[2] = {10006001, 80, 10, 30, 4}, -- Bone Chip
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[3] = {10001006, 80, 20, 30, 3}, -- Copper Ore
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[3001] = {10001003, 80, 50, 30, 3},
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[3002] = {10001006, 70, 70, 10, 4},
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[3003] = {10001005, 80, 90, 70, 1},
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[3004] = {10009104, 40, 10, 100, 2},
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[3005] = {10001007, 40, 0, 30, 1}
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}
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require ("global")
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function onEventStarted(player, commandActor, triggerName, arg1, arg2, arg3, arg4, checkedActorId)
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debugMsg = false;
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powerCurrent = 0;
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powerLast = 0;
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powerRange = 10; -- 'Feels' look a good amount compared to vids/ARR's minigame.
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showTutorial = 0;
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commandMine = 22002;
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commandLog = 22003;
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commandFish = 22004;
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harvestNodeId = 1001; -- What the server should send eventually
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harvestNode = BuildHarvestNode(player, harvestNodeId); -- [1-11] = {itemId, remainder, sweetspot, maxYield}
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harvestGrade = harvestNodeContainer[harvestNodeId][1] or 0;
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harvestAttempts = harvestNodeContainer[harvestNodeId][2] or 0;
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nodeRemainder = 0;
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harvestType = commandMine;
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worldMaster = GetWorldMaster();
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harvestJudge = GetStaticActor("HarvestJudge");
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callClientFunction(player, "delegateCommand", harvestJudge, "loadTextData", commandActor);
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--callClientFunction(player, "delegateCommand", harvestJudge, "targetCancel", commandActor);
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--callClientFunction(player, "delegateCommand", harvestJudge, "turnToTarget", commandActor, harvestType, nodeGrade);
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player:ChangeState(50);
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if harvestType == commandMine then
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player:SendGameMessage(harvestJudge, 26, MESSAGE_TYPE_SYSTEM, 1, harvestGrade);
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callClientFunction(player, "delegateCommand", harvestJudge, "openInputWidget", commandActor, harvestType, harvestGrade);
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callClientFunction(player, "delegateCommand", harvestJudge, "orderInputWidget", commandActor, nodeRemainder, nil, harvestType);
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callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, nil, 0, 0, 0, 0);
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while harvestAttempts > 0 do
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-- "Aim", 0 = Top of bar, 100 = Bottom.
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menuResult, sliderPhase, unk3 = callClientFunction(player, "delegateCommand", harvestJudge, "askInputWidget", commandActor, harvestType, 1, showTutorial, false, false, nil, false);
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if debugMsg then player:SendMessage(0x20, "", "menuResult: "..tostring(menuResult).." sliderPhase: "..tostring(sliderPhase).." Unk: "..tostring(unk3)); end
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if menuResult == 22701 then -- Begin.
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local aimSlot = (sliderPhase/10)+1; -- Thanks LUA index = 1
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local nodeDetails = harvestNode[aimSlot];
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local nodeItem = nodeDetails[1];
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local nodeRemainder = nodeDetails[2];
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local nodeSweetspot = nodeDetails[3];
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local nodeYield = nodeDetails[4];
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local isFirstSwing = true;
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local sweetspotDifference;
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local sweetspotDifferencePrevious;
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if debugMsg then
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player:SendMessage(0x20, "", "aimSlot: "..(aimSlot).." itemId:"..tostring(nodeDetails[1]).." remainder: "..tostring(nodeDetails[2]));
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end
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player:SendGameMessage(harvestJudge, 36, MESSAGE_TYPE_SYSTEM); -- "You set your sights on an area."
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callClientFunction(player, "delegateCommand", harvestJudge, "orderInputWidget", commandActor, nodeRemainder, nil, harvestType);
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while true do
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callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, nil, 0, 0, 0, 0);
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-- "Strike" 0 = Empty, 100 = Filled. Mooglebox sweespots are 1=10, 2=30, 3=70, 4=100 for Mining
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chosenCommand, powerCurrent = callClientFunction(player, "delegateCommand", harvestJudge, "askInputWidget", commandActor, harvestType, 2, showTutorial, false, false, nil, false); -- Strike
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if debugMsg then player:SendMessage(0x20, "", tostring(chosenCommand).." Power: "..tostring(powerCurrent)); end
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if chosenCommand == 22702 then -- Cancel.
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harvestAttempts = harvestAttempts - 1;
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if harvestAttempts > 0 then
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-- You can make # more gathering attempts.
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player:SendGameMessage(player, worldMaster, 40344, 0x20, harvestAttempts);
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else
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-- There is nothing left to gather at this location.
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player:SendGameMessage(player, worldMaster, 40339, 0x20, harvestAttempts);
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end
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break;
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elseif chosenCommand == 22703 then -- Strike.
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nodeRemainder = nodeRemainder - 20;
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if nodeRemainder < 0 then
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nodeRemainder = 0;
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end
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callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, nil, 0, 0, 0, 0);
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player:PlayAnimation(minerAnim[math.random(1,3)]);
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wait(2);
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sweetspotDifference = math.abs(powerCurrent - nodeSweetspot);
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if powerRange >= sweetspotDifference then
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callClientFunction(player, "delegateCommand", harvestJudge, "orderInputWidget", commandActor, nodeRemainder, false, harvestType);
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-- "You obtain <yield> <item> <quality>"
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callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, 25, nodeItem, 0, nodeYield, 0);
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player:SendGameMessage(player, worldMaster, 40301, MESSAGE_TYPE_SYSTEM, player, nodeItem, nodeYield); -- TODO: Refer to caps to see wtf is going on here
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HarvestReward(player, nodeItem, nodeYield);
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nodeRemainder = 0;
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else
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if isFirstSwing then
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if sweetspotDifference < 19 then -- TODO: TWEAK THESE, likely need to be larger
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callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, 45);
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player:SendGameMessage(harvestJudge, 45, MESSAGE_TYPE_SYSTEM); -- "You feel something promising."
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elseif sweetspotDifference > 20 then
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callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, 42);
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player:SendGameMessage(harvestJudge, 42, MESSAGE_TYPE_SYSTEM); -- "You feel nothing promising."
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end
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else
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if sweetspotDifference > sweetspotDifferencePrevious then
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callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, 43);
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player:SendGameMessage(harvestJudge, 43, MESSAGE_TYPE_SYSTEM); -- "You are getting farther from the mark."
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elseif sweetspotDifference < sweetspotDifferencePrevious then
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callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, 44);
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player:SendGameMessage(harvestJudge, 44, MESSAGE_TYPE_SYSTEM); -- "You are getting closer to the mark."
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else
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callClientFunction(player, "delegateCommand", harvestJudge, "textInputWidget", commandActor, harvestType, harvestJudge, 42);
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player:SendGameMessage(harvestJudge, 42, MESSAGE_TYPE_SYSTEM); -- "You feel nothing promising."
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end
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end
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end
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if not isFirstSwing then
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powerLast = powerCurrent;
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end;
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callClientFunction(player, "delegateCommand", harvestJudge, "orderInputWidget", commandActor, nodeRemainder, false, harvestType);
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if nodeRemainder == 0 then
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harvestAttempts = harvestAttempts - 1;
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if harvestAttempts > 0 then
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-- You can make # more gathering attempts.
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player:SendGameMessage(player, worldMaster, 40344, 0x20, harvestAttempts);
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else
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-- There is nothing left to gather at this location.
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player:ChangeMusic(101);
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player:SendGameMessage(player, worldMaster, 40339, 0x20, harvestAttempts);
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end
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wait(2);
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break;
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end
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if isFirstSwing and debugMsg then player:SendMessage(0x20, "", "First swing"); end
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isFirstSwing = false;
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sweetspotDifferencePrevious = sweetspotDifference;
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elseif chosenCommand == 22710 then -- "Strike" Tutorial.
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SendTutorial(player, harvestJudge, 2);
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end
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end
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elseif menuResult == 22702 then -- Cancel.
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break;
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elseif menuResult == 22710 then -- "Aim" Tutorial.
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SendTutorial(player, harvestJudge, 1);
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end
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end
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elseif harvestType == commandLog then
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elseif harvestType == commandFish then
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end
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player:SendGameMessage(harvestJudge, 31, MESSAGE_TYPE_SYSTEM);
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if harvestAttempts == 0 then
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player:SendGameMessage(player, worldMaster, 40310, 0x20); -- "The deposit has been exhausted."
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--TO:DO Despawn node + whatever logic to respawn an exsiting expired node in the area.
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end
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callClientFunction(player, "delegateCommand", harvestJudge, "closeInputWidget", commandActor, harvestType);
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player:ChangeState(0);
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player:EndEvent();
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end
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-- Returns a table in the following format: nodeTable = { [1-11] = {itemId, remainder, sweetspot, maxYield} }
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function BuildHarvestNode(player, sentNode)
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if harvestNodeContainer[sentNode] then
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local node = harvestNodeContainer[sentNode];
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local nodeTable = {};
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local nodeItems = {};
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local nodeItemCount = node[3];
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local grade = node[1];
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local attempts = node[2];
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-- Load up nodeItems[] with the harvestNodeItems{} key and Aim point
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for i=1, nodeItemCount do
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local nodeItemKey = node[3+i];
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local item = harvestNodeItems[ node[3+i] ]
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nodeItems[i] = { nodeItemKey, ((item[3] / 10)+1) };
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if debugMsg then player:SendMessage(0x20, "", "nodeItems: "..nodeItems[i][1].." "..nodeItems[i][2]); end
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end
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-- Iterate through the 11 Aim spots
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for i=1,11,1 do
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local hasItem = false;
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-- See if there's a nodeItems[] that has an Aim spot that matches the current loop
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-- TODO: Just set nodeItems[] keys to the actual slots to skip this loop inside a loop
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for j=1, nodeItemCount do
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if nodeItems[j][2] == i then
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hasItem = j;
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break;
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end
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end
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if hasItem then
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local item = harvestNodeItems[ nodeItems[hasItem][1] ];
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-- Assign itemId, remainder, sweetspot, yield to this slot
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nodeTable[i] = {item[1], item[2], item[4], item[5] };
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if debugMsg then
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player:SendMessage(0x20, "", "nodeTable: "..i.." "..nodeTable[i][1].." "..nodeTable[i][2].." "..nodeTable[i][3].." "..nodeTable[i][3]);
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end
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else
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nodeTable[i] = {0,0,0,0};
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if debugMsg then player:SendMessage(0x20, "", "nodeTable: "..i); end
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end
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end
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return nodeTable
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end
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end
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function SendTutorial(player, harvestJudge, id)
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if id == 1 then
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player:SendGameMessage(harvestJudge, 1, MESSAGE_TYPE_SYSTEM);
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wait(3);
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player:SendGameMessage(harvestJudge, 4, MESSAGE_TYPE_SYSTEM);
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elseif id == 2 then
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player:SendGameMessage(harvestJudge, 7, MESSAGE_TYPE_SYSTEM);
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wait(3);
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player:SendGameMessage(harvestJudge, 10, MESSAGE_TYPE_SYSTEM);
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wait(3);
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player:SendGameMessage(harvestJudge, 13, MESSAGE_TYPE_SYSTEM);
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wait(3);
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player:SendGameMessage(harvestJudge, 16, MESSAGE_TYPE_SYSTEM);
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end
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end
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function HarvestReward(player, item, qty) -- Really should get a helper function for this
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local worldMaster = GetWorldMaster();
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local location = INVENTORY_NORMAL;
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local invCheck = player:getItemPackage(location):addItem(item, qty, 1);
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if (invCheck == INV_ERROR_FULL) then
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-- Your inventory is full.
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player:SendGameMessage(player, worldMaster, 60022, MESSAGE_TYPE_SYSTEM_ERROR);
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elseif (invCheck == INV_ERROR_ALREADY_HAS_UNIQUE) then
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-- You cannot have more than one <itemId> <quality> in your possession at any given time.
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player:SendGameMessage(player, worldMaster, 40279, MESSAGE_TYPE_SYSTEM_ERROR, item, 1);
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elseif (invCheck == INV_ERROR_SYSTEM_ERROR) then
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player:SendMessage(MESSAGE_TYPE_SYSTEM_ERROR, "", "[DEBUG] Server Error on adding item.");
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elseif (invCheck == INV_ERROR_SUCCESS) then
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--player:SendMessage(MESSAGE_TYPE_SYSTEM, "", message);
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player:SendGameMessage(player, worldMaster, 25246, MESSAGE_TYPE_SYSTEM, item, qty);
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end
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end |