186 lines
5.2 KiB
Lua
186 lines
5.2 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 onSetFightMode(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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g_game.setFightMode(fightMode)
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end
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local function onSetChaseMode(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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g_game.setChaseMode(chaseMode)
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end
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local function onSetSafeFight(self, checked)
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g_game.setSafeFight(not checked)
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end
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-- public functions
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function CombatControls.init()
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combatControlsButton = TopMenu.addRightGameToggleButton('combatControlsButton', tr('Combat Controls'), 'combatcontrols.png', CombatControls.toggle)
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combatControlsButton:setOn(true)
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combatControlsWindow = g_ui.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 = UIRadioGroup.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 = onSetFightMode })
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connect(chaseModeButton, { onCheckChange = onSetChaseMode })
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connect(safeFightButton, { onCheckChange = onSetSafeFight })
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connect(g_game, {
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onGameStart = CombatControls.online,
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onGameEnd = CombatControls.offline,
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onFightModeChange = CombatControls.update,
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onChaseModeChange = CombatControls.update,
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onSafeFightChange = CombatControls.update,
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onWalk = CombatControls.check
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})
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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, {
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onGameStart = CombatControls.online,
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onGameEnd = CombatControls.offline,
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onFightModeChange = CombatControls.update,
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onChaseModeChange = CombatControls.update,
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onSafeFightChange = CombatControls.update,
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onWalk = CombatControls.check
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})
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CombatControls = nil
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end
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function CombatControls.update()
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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.check()
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if(Options.getOption('autoChaseOverride')) then
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if(g_game.isAttacking() and g_game.getChaseMode() == ChaseOpponent) then
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g_game.setChaseMode(DontChase)
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end
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end
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end
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function CombatControls.online()
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local player = g_game.getLocalPlayer()
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if(player) then
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local char = player:getName()
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local lastCombatControls = g_settings.getNode('LastCombatControls')
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if(not table.empty(lastCombatControls)) then
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if(lastCombatControls[char]) then
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g_game.setFightMode(lastCombatControls[char].fightMode)
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g_game.setChaseMode(lastCombatControls[char].chaseMode)
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g_game.setSafeFight(lastCombatControls[char].safeFight)
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end
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end
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end
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combatControlsWindow:setVisible(combatControlsButton:isOn())
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CombatControls.update()
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end
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function CombatControls.offline()
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local lastCombatControls = g_settings.getNode('LastCombatControls')
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if(not lastCombatControls) then
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lastCombatControls = {}
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end
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local player = g_game.getLocalPlayer()
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if(player) then
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local char = player:getName()
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lastCombatControls[char] = {
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fightMode = g_game.getFightMode(),
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chaseMode = g_game.getChaseMode(),
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safeFight = g_game.isSafeFight()
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}
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-- save last combat control settings
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g_settings.setNode('LastCombatControls', lastCombatControls)
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end
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end
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function CombatControls.toggle()
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if combatControlsButton:isOn() then
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combatControlsWindow:close()
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combatControlsButton:setOn(false)
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else
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combatControlsWindow:open()
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combatControlsButton:setOn(true)
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end
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end
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function CombatControls.onMiniWindowClose()
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combatControlsButton:setOn(false)
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end
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