h1-mod/data/ui_scripts/custom_depot/depot_override.lua

310 lines
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Lua
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2022-07-01 03:22:54 -04:00
GetCurrencyBalance = function(currency_type)
return custom_depot.get_function("get_currency")(currency_type)
end
Inventory_PurchaseItem_orig = Engine.Inventory_PurchaseItem
Engine.Inventory_PurchaseItem = function(controller, item_guid, unk2)
if not custom_depot.get_function("has_item")(item_guid) then
custom_depot.get_function("add_item")(item_guid, true)
local item_value = Engine.TableLookup(LootTable.File, LootTable.Cols.GUID, item_guid, LootTable.Cols.Value)
custom_depot.get_function("remove_currency")(InventoryCurrencyType.Parts, item_value)
custom_depot.get_function("save_depot_data")()
if custom_depot.collection_details_menu then
custom_depot.collection_details_menu:OnCraftedItem()
end
end
return Inventory_PurchaseItem_orig(controller, item_guid, unk2)
end
GetItemLockState_orig = Engine.GetItemLockState
Engine.GetItemLockState = function(controller, item_guid)
if custom_depot.get_function("has_item")(item_guid) then
return "Unlocked", 0, ""
end
return GetItemLockState_orig(controller, item_guid)
end
GetItemSet_orig = GetItemSet
GetItemSet = function(item_set_id)
local item_set = GetItemSet_orig(item_set_id)
local items_unlocked = 0
for k, v in pairs(item_set.setItems) do
if custom_depot.get_function("has_item")(v.guid) and (not v.isOwned or v.lockState == "Unlocked") then
v.isOwned = true
v.lockState = "Unlocked"
items_unlocked = items_unlocked + 1
end
end
if items_unlocked == #item_set.setItems then
if not item_set.completed then
item_set.completed = true
end
if not custom_depot.get_function("has_item")(item_set.setReward.guid) then
custom_depot.get_function("add_item")(item_set.setReward.guid, true)
custom_depot.get_function("save_depot_data")()
if custom_depot.collection_details_menu then
custom_depot.collection_details_menu:OnCompletedSet()
end
end
end
item_set.numOwned = items_unlocked
return item_set
end
GetItemSets_orig = GetItemSets
GetItemSets = function()
local item_sets = GetItemSets_orig()
local completed_sets = 0
for i = 1, #item_sets.seasons do
local seasons_completed_sets = 0
local sets = item_sets.seasons[i].sets
local rewardData = item_sets.seasons[i].rewardData
for i = 1, #sets do
if sets[i].completed then
completed_sets = completed_sets + 1
seasons_completed_sets = seasons_completed_sets + 1
end
end
if item_sets.seasons[i].completedSets == #sets then
rewardData.setReward.isOwned = true
rewardData.setReward.lockState = "Unlocked"
rewardData.completed = true
if not custom_depot.get_function("has_item")(rewardData.setReward.guid) then
custom_depot.get_function("add_item")(rewardData.setReward.guid, true)
custom_depot.get_function("save_depot_data")()
end
end
item_sets.seasons[i].completedSets = seasons_completed_sets
end
for k, v in pairs(item_sets.itemToSetMap) do
local items_unlocked = 0
for i = 1, #v.setItems do
if custom_depot.get_function("has_item")(v.setItems[i].guid) and
(not v.setItems[i].isOwned or v.setItems[i].lockState == "Unlocked") then
v.setItems[i].isOwned = true
v.setItems[i].lockState = "Unlocked"
items_unlocked = items_unlocked + 1
end
end
if items_unlocked == #v.setItems then
if not v.completed then
v.completed = true
completed_sets = completed_sets + 1
end
if not custom_depot.get_function("has_item")(v.setReward.guid) then
custom_depot.get_function("add_item")(v.setReward.guid, true)
custom_depot.get_function("save_depot_data")()
end
end
v.numOwned = items_unlocked
end
item_sets.completedSets = completed_sets
return item_sets
end
IsContentPromoUnlocked_orig = IsContentPromoUnlocked
IsContentPromoUnlocked = function()
return true
end
TryShowCollectionCompleted_orig = TryShowCollectionCompleted
TryShowCollectionCompleted = function(controller, reward_data, unk1)
if reward_data.completed then
if not custom_depot.get_function("has_reward_splash")(reward_data.setReward.guid) then
LUI.FlowManager.RequestAddMenu(nil, "MPDepotCollectionRewardSplash", true, controller, false, {
collectionData = reward_data
})
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if custom_depot.collection_details_menu then
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custom_depot.collection_details_menu:OnCompletedSet()
end
custom_depot.get_function("add_reward_splash")(reward_data.setReward.guid, true)
custom_depot.get_function("save_depot_data")()
end
return true
else
return false
end
end
TryShowSeasonCompleted_orig = TryShowSeasonCompleted
TryShowSeasonCompleted = function(controller, reward_data, unk1)
if reward_data.completed then
if not custom_depot.get_function("has_reward_splash")(reward_data.setReward.guid) then
LUI.FlowManager.RequestAddMenu(nil, "MPDepotCollectionRewardSplash", true, controller, false, {
collectionData = reward_data
})
if custom_depot.collection_details_menu then
custom_depot.collection_details_menu:OnCompletedSet()
end
custom_depot.get_function("add_reward_splash")(reward_data.setReward.guid, true)
custom_depot.get_function("save_depot_data")()
end
return true
else
return false
end
end
MPDepotCollectionDetailsMenu_orig = LUI.MenuBuilder.m_types_build["MPDepotCollectionDetailsMenu"]
MPDepotCollectionDetailsMenu = function(unk1, unk2)
custom_depot.collection_details_menu = MPDepotCollectionDetailsMenu_orig(unk1, unk2)
return custom_depot.collection_details_menu
end
LUI.MenuBuilder.m_types_build["MPDepotCollectionDetailsMenu"] = MPDepotCollectionDetailsMenu
MPDepotOpenLootMenu_orig = LUI.MenuBuilder.m_types_build["MPDepotOpenLootMenu"]
MPDepotOpenLootMenu = function(unk1, unk2)
local open_loot_menu = MPDepotOpenLootMenu_orig(unk1, unk2)
local supply_drop_orig = open_loot_menu.m_eventHandlers["supply_drop"]
open_loot_menu:registerEventHandler("supply_drop", function(f48_arg0, f48_arg1)
f48_arg1.success = true
f48_arg1.transaction = f48_arg0.supplyDropTransaction
f48_arg1.duplicateRefund = false
f48_arg1.items = {}
f48_arg1.currencies = {}
f48_arg1.replacements = {}
f48_arg1.cards = {}
local supply_drop_price = LUI.MPDepot.GetSupplyDropPrice(f48_arg0.supplyDropType)
custom_depot.get_function("remove_currency")(supply_drop_price.type, supply_drop_price.amount)
custom_depot.get_function("save_depot_data")()
for i = 1, unk2.crateType:find("_basic") and math.random(1, 2) or math.random(2, 3) do
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local items_list = LUI.MPLootDropsBase.GetGenericItemList(x, LUI.MPDepot.LootDropsData[LUI.MPDepot
.SuppyDropLootStream[unk2.crateType]].lootTableColName)
local random_item = items_list[math.random(#items_list)]
while random_item.inventoryItemType ~= Cac.InventoryItemType.Loot do
random_item = items_list[math.random(#items_list)]
end
if random_item then
f48_arg1.items[i] = random_item.guid
end
end
for i = 1, #f48_arg1.items do
if not custom_depot.get_function("has_item")(f48_arg1.items[i]) then
custom_depot.get_function("add_item")(f48_arg1.items[i], true)
else
local dismantled_amount = math.random(1, 1000)
table.insert(f48_arg1.replacements, {
item_index = i,
currency = {
amount = dismantled_amount
}
})
custom_depot.get_function("add_currency")(InventoryCurrencyType.Parts, dismantled_amount)
end
end
custom_depot.get_function("save_depot_data")()
supply_drop_orig(f48_arg0, f48_arg1)
end)
local slow_purchase_transfer_orig = open_loot_menu.m_eventHandlers["slow_purchase_transfer"]
open_loot_menu:registerEventHandler("slow_purchase_transfer", function(f33_arg0, f33_arg1)
local f33_local0 = 0
if f33_arg0.slowPurchaseTimer then
f33_arg0.slowPurchaseTimer:close()
f33_arg0.slowPurchaseTimer = nil
end
local f33_local1 = CoD.CreateState(-500, 0, 500, 20, CoD.AnchorTypes.Top)
f33_local1.font = CoD.TextSettings.BodyFont.Font
f33_local1.verticalAlignment = LUI.VerticalAlignment.Top
f33_local1.horizontalAlignment = LUI.HorizontalAlignment.Center
f33_local1.color = Colors.mw1_green
f33_local1.alpha = 1
f33_arg0.slowPurchaseText = LUI.UIText.new(f33_local1)
f33_arg0:addElement(f33_arg0.slowPurchaseText)
f33_arg0.slowPurchaseText:setText(Engine.Localize("@DEPOT_TRANSFER_IN_PROGRESS_DOT"))
f33_arg0.slowPurchaseText.textState = 1
f33_arg0.slowPurchaseText:registerEventHandler("update_slow_purchase_text", f0_local30)
f33_arg0.slowPurchaseText:addElement(LUI.UITimer.new(1000, "update_slow_purchase_text"))
local f33_local2 = LUI.MenuBuilder.BuildRegisteredType("progressBar")
f33_local2:registerAnimationState("default", {
topAnchor = false,
bottomAnchor = true,
leftAnchor = false,
rightAnchor = false,
top = 0,
height = 40
})
f33_local2:animateToState("default")
f33_arg0.slowPurchaseText:addElement(f33_local2)
f33_local2:animateFill(f33_local0)
f33_arg0.purchaseTimeoutTimer = LUI.UITimer.new(f33_local0, "abort_purchase_transfer", nil, true)
f33_arg0:addElement(f33_arg0.purchaseTimeoutTimer)
end)
return open_loot_menu
end
LUI.MenuBuilder.m_types_build["MPDepotOpenLootMenu"] = MPDepotOpenLootMenu
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AddLootDropTabSelector_orig = LUI.MPDepotBase.AddLootDropTabSelector
LUI.MPDepotBase.AddLootDropTabSelector = function(unk1, unk2)
if not custom_depot.get_function("has_accepted_mod_eula")() then
local item_sets = GetItemSets()
unk1:AddButtonWithInfo("depot_collections", "@DEPOT_COLLECTIONS", "MPDepotCollectionsMenu", nil, nil,
Engine.Localize("@MPUI_X_SLASH_Y", item_sets.completedSets, item_sets.numSets))
unk1:AddButtonWithInfo("depot_armory", "@DEPOT_ARMORY", "MPDepotArmoryMenu")
return
end
AddLootDropTabSelector_orig(unk1, unk2)
end
MPDepotMenu_orig = LUI.MenuBuilder.m_types_build["MPDepotMenu"]
MPDepotMenu = function(unk1, unk2)
local depot_menu = MPDepotMenu_orig(unk1, unk2)
if not custom_depot.get_function("has_seen_mod_eula")() then
LUI.FlowManager.RequestAddMenu(nil, "mod_eula", true, 0, false, {
acceptCallback = function()
custom_depot.get_function("set_has_accepted_mod_eula")(true)
custom_depot.get_function("set_has_seen_mod_eula")(true)
LUI.FlowManager.RequestLeaveMenu(depot_menu)
end,
declineCallback = function()
custom_depot.get_function("set_has_accepted_mod_eula")(false)
custom_depot.get_function("set_has_seen_mod_eula")(true)
end
})
end
return depot_menu
end
LUI.MenuBuilder.m_types_build["MPDepotMenu"] = MPDepotMenu