tibia-client/modules/game_combatcontrols/combatcontrols.lua

144 lines
4.0 KiB
Lua

CombatControls = {}
-- private variables
local combatControlsButton
local combatControlsWindow
local fightOffensiveBox
local fightBalancedBox
local fightDefensiveBox
local chaseModeButton
local safeFightButton
local fightModeRadioGroup
-- private functions
local function onSetFightMode(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
g_game.setFightMode(fightMode)
end
local function onSetChaseMode(self, checked)
local chaseMode
if checked then
chaseMode = ChaseOpponent
else
chaseMode = DontChase
end
g_game.setChaseMode(chaseMode)
end
local function onSetSafeFight(self, checked)
g_game.setSafeFight(not checked)
end
-- public functions
function CombatControls.init()
combatControlsButton = TopMenu.addGameToggleButton('combatControlsButton', tr('Combat Controls'), 'combatcontrols.png', CombatControls.toggle)
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')
fightModeRadioGroup = RadioGroup.create()
fightModeRadioGroup:addWidget(fightOffensiveBox)
fightModeRadioGroup:addWidget(fightBalancedBox)
fightModeRadioGroup:addWidget(fightDefensiveBox)
connect(fightModeRadioGroup, { onSelectionChange = onSetFightMode })
connect(chaseModeButton, { onCheckChange = onSetChaseMode })
connect(safeFightButton, { onCheckChange = onSetSafeFight })
connect(g_game, {
onGameStart = CombatControls.online,
onGameEnd = CombatControls.offline,
onFightModeChange = CombatControls.update,
onChaseModeChange = CombatControls.update,
onSafeFightChange = CombatControls.update
})
if g_game.isOnline() then
CombatControls.online()
end
end
function CombatControls.terminate()
if g_game.isOnline() then
CombatControls.offline()
end
fightModeRadioGroup:destroy()
fightModeRadioGroup = nil
fightOffensiveBox = nil
fightBalancedBox = nil
fightDefensiveBox = nil
chaseModeButton = nil
safeFightButton = nil
combatControlsButton:destroy()
combatControlsButton = nil
combatControlsWindow:destroy()
combatControlsWindow = nil
disconnect(g_game, {
onGameStart = CombatControls.online,
onGameEnd = CombatControls.offline,
onFightModeChange = CombatControls.update,
onChaseModeChange = CombatControls.update,
onSafeFightChange = CombatControls.update
})
CombatControls = nil
end
function CombatControls.update()
local fightMode = g_game.getFightMode()
if fightMode == FightOffensive then
fightModeRadioGroup:selectWidget(fightOffensiveBox)
elseif fightMode == FightBalanced then
fightModeRadioGroup:selectWidget(fightBalancedBox)
else
fightModeRadioGroup:selectWidget(fightDefensiveBox)
end
local chaseMode = g_game.getChaseMode()
chaseModeButton:setChecked(chaseMode == ChaseOpponent)
local safeFight = g_game.isSafeFight()
safeFightButton:setChecked(not safeFight)
end
function CombatControls.online()
combatControlsWindow:setVisible(combatControlsButton:isOn())
CombatControls.update()
end
function CombatControls.offline()
end
function CombatControls.toggle()
if combatControlsButton:isOn() then
combatControlsWindow:close()
combatControlsButton:setOn(false)
else
combatControlsWindow:open()
combatControlsButton:setOn(true)
end
end
function CombatControls.onMiniWindowClose()
combatControlsButton:setOn(false)
end