2020-03-14 10:05:10 +01:00

304 lines
10 KiB
Lua

local imbuingWindow
local bankGold = 0
local inventoryGold = 0
local itemImbuements = {}
local emptyImbue
local groupsCombo
local imbueLevelsCombo
local protectionBtn
local clearImbue
local selectedImbue
local imbueItems = {}
local protection = false
local clearConfirmWindow
local imbueConfirmWindow
function init()
connect(g_game, {
onGameEnd = hide,
onResourceBalance = onResourceBalance,
onImbuementWindow = onImbuementWindow,
onCloseImbuementWindow = onCloseImbuementWindow
})
imbuingWindow = g_ui.displayUI('imbuing')
emptyImbue = imbuingWindow.emptyImbue
groupsCombo = emptyImbue.groups
imbueLevelsCombo = emptyImbue.imbuement
protectionBtn = emptyImbue.protection
clearImbue = imbuingWindow.clearImbue
imbuingWindow:hide()
groupsCombo.onOptionChange = function(widget)
imbueLevelsCombo:clear()
if itemImbuements ~= nil then
local selectedGroup = widget:getCurrentOption()["text"]
selectedImbue = itemImbuements[widget.currentIndex]
for _,imbuement in ipairs(itemImbuements) do
if imbuement["group"] == selectedGroup then
emptyImbue.imbuement:addOption(imbuement["name"])
end
end
end
end
imbueLevelsCombo.onOptionChange = function(widget)
setProtection(false)
for _,imbuement in ipairs(itemImbuements) do
if imbuement["group"] == selectedImbue["group"] then
if #imbuement["sources"] == widget.currentIndex then
selectedImbue = imbuement
for i,source in ipairs(imbuement["sources"]) do
for _,item in ipairs(imbueItems) do
if item:getId() == source["item"]:getId() then
if item:getCount() >= source["item"]:getCount() then
emptyImbue.imbue:setImageSource("/images/game/imbuing/imbue_green")
emptyImbue.imbue:setEnabled(true)
emptyImbue.requiredItems:getChildByIndex(i).count:setColor("white")
end
if item:getCount() < source["item"]:getCount() then
emptyImbue.imbue:setEnabled(false)
emptyImbue.imbue:setImageSource("/images/game/imbuing/imbue_empty")
emptyImbue.requiredItems:getChildByIndex(i).count:setColor("red")
end
emptyImbue.requiredItems:getChildByIndex(i).count:setText(item:getCount() .. "/" .. source["item"]:getCount())
end
end
emptyImbue.requiredItems:getChildByIndex(i).item:setItemId(source["item"]:getId())
emptyImbue.requiredItems:getChildByIndex(i).item:setTooltip("The imbuement requires " .. source["description"] .. ".")
end
for i = 3, widget.currentIndex + 1, -1 do
emptyImbue.requiredItems:getChildByIndex(i).count:setText("")
emptyImbue.requiredItems:getChildByIndex(i).item:setItemId(0)
emptyImbue.requiredItems:getChildByIndex(i).item:setTooltip("")
end
emptyImbue.protectionCost:setText(imbuement["protectionCost"])
emptyImbue.cost:setText(imbuement["cost"])
if not protection and (bankGold + inventoryGold) < imbuement["cost"] then
emptyImbue.imbue:setEnabled(false)
emptyImbue.imbue:setImageSource("/images/game/imbuing/imbue_empty")
emptyImbue.cost:setColor("red")
end
if not protection and (bankGold + inventoryGold) >= imbuement["cost"] then
emptyImbue.cost:setColor("white")
end
if protection and (bankGold + inventoryGold) < (imbuement["cost"] + imbuement["protectionCost"]) then
emptyImbue.imbue:setEnabled(false)
emptyImbue.imbue:setImageSource("/images/game/imbuing/imbue_empty")
emptyImbue.cost:setColor("red")
end
if protection and (bankGold + inventoryGold) >= (imbuement["cost"] + imbuement["protectionCost"]) then
emptyImbue.cost:setColor("white")
end
emptyImbue.successRate:setText(imbuement["successRate"] .. "%")
if selectedImbue["successRate"] > 50 then
emptyImbue.successRate:setColor("white")
else
emptyImbue.successRate:setColor("red")
end
emptyImbue.description:setText(imbuement["description"])
end
end
end
end
protectionBtn.onClick = function()
setProtection(not protection)
end
end
function setProtection(value)
protection = value
if protection then
emptyImbue.successRate:setText("100%")
emptyImbue.successRate:setColor("green")
protectionBtn:setImageClip(torect("66 0 66 66"))
else
if selectedImbue then
emptyImbue.successRate:setText(selectedImbue["successRate"] .. "%")
if selectedImbue["successRate"] > 50 then
emptyImbue.successRate:setColor("white")
else
emptyImbue.successRate:setColor("red")
end
end
protectionBtn:setImageClip(torect("0 0 66 66"))
end
end
function terminate()
disconnect(g_game, {
onGameEnd = hide,
onResourceBalance = onResourceBalance,
onImbuementWindow = onImbuementWindow,
onCloseImbuementWindow = onCloseImbuementWindow
})
imbuingWindow:destroy()
end
function resetSlots()
emptyImbue:setVisible(false)
clearImbue:setVisible(false)
for i=1,3 do
imbuingWindow.itemInfo.slots:getChildByIndex(i):setText("Slot " .. i)
imbuingWindow.itemInfo.slots:getChildByIndex(i):setEnabled(false)
imbuingWindow.itemInfo.slots:getChildByIndex(i):setTooltip("Items can have up to three imbuements slots. This slot is not available for this item.")
imbuingWindow.itemInfo.slots:getChildByIndex(i).onClick = nil
end
end
function selectSlot(widget, slotId, activeSlot)
if activeSlot then
emptyImbue:setVisible(false)
widget:setText(activeSlot[1]["name"])
clearImbue.title:setText('Clear Imbuement "' .. activeSlot[1]["name"] .. '"')
clearImbue.groups:clear()
clearImbue.groups:addOption(activeSlot[1]["group"])
clearImbue.imbuement:clear()
clearImbue.imbuement:addOption(activeSlot[1]["name"])
clearImbue.description:setText(activeSlot[1]["description"])
hours = string.format("%02.f", math.floor(activeSlot[2]/3600))
mins = string.format("%02.f", math.floor(activeSlot[2]/60 - (hours*60)))
clearImbue.time.timeRemaining:setText(hours..":"..mins.."h")
clearImbue.cost:setText(activeSlot[3])
if (bankGold + inventoryGold) < activeSlot[3] then
emptyImbue.clear:setEnabled(false)
emptyImbue.clear:setImageSource("/images/game/imbuing/imbue_empty")
emptyImbue.cost:setColor("red")
end
local yesCallback = function()
g_game.clearImbuement(slotId)
widget:setText("Slot " .. (slotId + 1))
if clearConfirmWindow then
clearConfirmWindow:destroy()
clearConfirmWindow=nil
end
end
local noCallback = function()
imbuingWindow:show()
if clearConfirmWindow then
clearConfirmWindow:destroy()
clearConfirmWindow=nil
end
end
clearImbue.clear.onClick = function()
imbuingWindow:hide()
clearConfirmWindow = displayGeneralBox(tr('Confirm Clearing'), tr('Do you wish to spend ' .. activeSlot[3] .. ' gold coins to clear the imbuement "' .. activeSlot[1]["name"] .. '" from your item?'), {
{ text=tr('Yes'), callback=yesCallback },
{ text=tr('No'), callback=noCallback },
anchor=AnchorHorizontalCenter}, yesCallback, noCallback)
end
clearImbue:setVisible(true)
else
emptyImbue:setVisible(true)
clearImbue:setVisible(false)
local yesCallback = function()
g_game.applyImbuement(slotId, selectedImbue["id"], protection)
if clearConfirmWindow then
clearConfirmWindow:destroy()
clearConfirmWindow=nil
end
widget:setText(selectedImbue["name"])
imbuingWindow:show()
end
local noCallback = function()
imbuingWindow:show()
if clearConfirmWindow then
clearConfirmWindow:destroy()
clearConfirmWindow=nil
end
end
emptyImbue.imbue.onClick = function()
imbuingWindow:hide()
clearConfirmWindow = displayGeneralBox(tr('Confirm Imbuing Attempt'), tr('You are about to imbue your item with "' .. selectedImbue["name"] .. '".\nYour chance to succeed is ' .. selectedImbue["successRate"] .. '. It will consume the required astral sources and '.. selectedImbue["cost"]..' gold coins.\nDo you wish to proceed?'), {
{ text=tr('Yes'), callback=yesCallback },
{ text=tr('No'), callback=noCallback },
anchor=AnchorHorizontalCenter}, yesCallback, noCallback)
end
end
end
function onImbuementWindow(itemId, slots, activeSlots, imbuements, needItems)
if not itemId then
return
end
resetSlots()
imbueItems = table.copy(needItems)
imbuingWindow.itemInfo.item:setItemId(itemId)
for i=1, slots do
local slot = imbuingWindow.itemInfo.slots:getChildByIndex(i)
slot.onClick = function(widget)
selectSlot(widget, i - 1)
end
slot:setTooltip("Use this slot to imbue your item. Depending on the item you can have up to three different imbuements.")
slot:setEnabled(true)
if slot:getId() == "slot0" then
selectSlot(slot, i - 1)
end
end
for i, slot in pairs(activeSlots) do
local activeSlotBtn = imbuingWindow.itemInfo.slots:getChildById("slot" .. i)
activeSlotBtn.onClick = function(widget)
selectSlot(widget, i, slot)
end
if activeSlotBtn:getId() == "slot0" then
selectSlot(activeSlotBtn, i, slot)
end
end
if imbuements ~= nil then
groupsCombo:clear()
imbueLevelsCombo:clear()
itemImbuements = table.copy(imbuements)
for _,imbuement in ipairs(itemImbuements) do
if not groupsCombo:isOption(imbuement["group"]) then
groupsCombo:addOption(imbuement["group"])
end
end
end
show()
end
function onResourceBalance(type, balance)
if type == 0 then
bankGold = balance
elseif type == 1 then
inventoryGold = balance
end
if type == 0 or type == 1 then
imbuingWindow.balance:setText(tr("Balance") .. ":\n" .. (bankGold + inventoryGold))
end
end
function onCloseImbuementWindow()
resetSlots()
end
function hide()
g_game.closeImbuingWindow()
imbuingWindow:hide()
end
function show()
imbuingWindow:show()
imbuingWindow:raise()
imbuingWindow:focus()
end
function toggle()
if imbuingWindow:isVisible() then
return hide()
end
show()
end