tibia-client/modules/game_combatcontrols/combatcontrols.lua

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CombatControls = {}
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-- private variables
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local combatControlsButton
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local combatControlsWindow
local fightOffensiveBox
local fightBalancedBox
local fightDefensiveBox
local chaseModeButton
local safeFightButton
local fightModeRadioGroup
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-- private functions
local function onFightModeChange(self, selectedFightButton)
if selectedFightButton == nil then return end
local buttonId = selectedFightButton:getId()
local fightMode
if buttonId == 'fightOffensiveBox' then
fightMode = FightOffensive
elseif buttonId == 'fightBalancedBox' then
fightMode = FightBalanced
else
fightMode = FightDefensive
end
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if g_game.getFightMode() ~= fightMode then
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g_game.setFightMode(fightMode)
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end
end
local function onChaseModeChange(self, checked)
local chaseMode
if checked then
chaseMode = ChaseOpponent
else
chaseMode = DontChase
end
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if g_game.getChaseMode() ~= chaseMode then
g_game.setChaseMode(chaseMode)
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end
end
local function onSafeFightChange(self, checked)
local safeFight = not checked
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if g_game.isSafeFight() ~= safeFight then
g_game.setSafeFight(not checked)
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end
end
-- public functions
function CombatControls.init()
combatControlsButton = TopMenu.addGameToggleButton('combatControlsButton', tr('Combat Controls'), 'combatcontrols.png', CombatControls.toggle)
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combatControlsButton:setOn(true)
combatControlsWindow = loadUI('combatcontrols.otui', GameInterface.getRightPanel())
fightOffensiveBox = combatControlsWindow:recursiveGetChildById('fightOffensiveBox')
fightBalancedBox = combatControlsWindow:recursiveGetChildById('fightBalancedBox')
fightDefensiveBox = combatControlsWindow:recursiveGetChildById('fightDefensiveBox')
chaseModeButton = combatControlsWindow:recursiveGetChildById('chaseModeBox')
safeFightButton = combatControlsWindow:recursiveGetChildById('safeFightBox')
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fightModeRadioGroup = RadioGroup.create()
fightModeRadioGroup:addWidget(fightOffensiveBox)
fightModeRadioGroup:addWidget(fightBalancedBox)
fightModeRadioGroup:addWidget(fightDefensiveBox)
connect(fightModeRadioGroup, { onSelectionChange = onFightModeChange })
connect(chaseModeButton, { onCheckChange = onChaseModeChange })
connect(safeFightButton, { onCheckChange = onSafeFightChange })
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connect(g_game, { onGameStart = CombatControls.online })
connect(g_game, { onGameEnd = CombatControls.offline })
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if g_game.isOnline() then
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CombatControls.online()
end
end
function CombatControls.terminate()
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if g_game.isOnline() then
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CombatControls.offline()
end
fightModeRadioGroup:destroy()
fightModeRadioGroup = nil
fightOffensiveBox = nil
fightBalancedBox = nil
fightDefensiveBox = nil
chaseModeButton = nil
safeFightButton = nil
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combatControlsButton:destroy()
combatControlsButton = nil
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combatControlsWindow:destroy()
combatControlsWindow = nil
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disconnect(g_game, { onGameStart = CombatControls.online })
disconnect(g_game, { onGameEnd = CombatControls.offline })
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CombatControls = nil
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end
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function CombatControls.online()
combatControlsWindow:setVisible(combatControlsButton:isOn())
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local fightMode = g_game.getFightMode()
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if fightMode == FightOffensive then
fightModeRadioGroup:selectWidget(fightOffensiveBox)
elseif fightMode == FightBalanced then
fightModeRadioGroup:selectWidget(fightBalancedBox)
else
fightModeRadioGroup:selectWidget(fightDefensiveBox)
end
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local chaseMode = g_game.getChaseMode()
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chaseModeButton:setChecked(chaseMode == ChaseOpponent)
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local safeFight = g_game.isSafeFight()
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safeFightButton:setChecked(not safeFight)
end
function CombatControls.offline()
end
function CombatControls.toggle()
local visible = not combatControlsWindow:isExplicitlyVisible()
combatControlsWindow:setVisible(visible)
combatControlsButton:setOn(visible)
end