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