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[magian] Add support for day/weather condition to trials
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* Add optional parameter to getWeather in CLuaBaseEntity to ignore scholar effects
* Remove unnecessary global exceptions in lua CI

Add support for multiple elements to support light or darkness trials

Add appropriate dayWeather groups and use those to support trial messages

Add mobSuperFamily condition

Return true if no dayWeather condition is set in a trial

Add Trial 82 for example usage of dayWeather and mobSuperFamily condition
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claywar committed Sep 19, 2023
1 parent 411b1ee commit 17e3cc4
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Showing 6 changed files with 148 additions and 14 deletions.
1 change: 1 addition & 0 deletions scripts/enum/item.lua
Original file line number Diff line number Diff line change
Expand Up @@ -5785,6 +5785,7 @@ xi.item =
PUGILISTS = 19327,
SIMIAN_FISTS = 19328,
MANTIS = 19329,
CATS_CLAWS = 19331,
PEELER = 19332,
RENEGADE = 19333,
KARTIKA = 19334,
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130 changes: 123 additions & 7 deletions scripts/globals/magian.lua
Original file line number Diff line number Diff line change
Expand Up @@ -444,10 +444,15 @@ xi.magian.magianEventUpdate = function(player, csid, option, npc)
local requiredElement = trialData.requiredElement and trialData.requiredElement or 0
local optParam = 0

-- NOTE: optParam value is required for certain messages, and even though
-- this system can support more complex combinations, it may not display correctly
-- if customizing.
if trialData.tradeItem then
optParam = getRequiredTradeItem(trialId)
elseif trialData.minDamage then
optParam = trialData.minDamage
elseif trialData.dayWeather then
optParam = trialData.dayWeather
end

player:updateEvent(trialData.numRequired, 0, progress, 0, 0, optParam, requiredElement)
Expand Down Expand Up @@ -768,8 +773,106 @@ xi.magian.deliveryCrateOnEventFinish = function(player, csid, option)
end
end

-- NOTE: These values align with the optParam in the event update for a trial, and are the
-- only groupings supported by the message. These enum is to be used in the dayWeather
-- condition for trial data.
xi.magian.element =
{
FIRE = 0,
ICE = 1,
WIND = 2,
EARTH = 3,
THUNDER = 4,
WATER = 5,
LIGHT = 6,
DARK = 7,
ANY_LIGHT = 8,
ANY_DARK = 9,
ANY = 10,
}

-- [elementId] = { validDay, { weatherEffect1, weatherEffect2 } },
local dayWeatherElement =
{
[xi.element.FIRE ] = { xi.day.FIRESDAY, { xi.weather.HOT_SPELL, xi.weather.HEAT_WAVE } },
[xi.element.ICE ] = { xi.day.ICEDAY, { xi.weather.SNOW, xi.weather.BLIZZARDS } },
[xi.element.WIND ] = { xi.day.WINDSDAY, { xi.weather.WIND, xi.weather.GALES } },
[xi.element.EARTH ] = { xi.day.EARTHSDAY, { xi.weather.DUST_STORM, xi.weather.SAND_STORM } },
[xi.element.THUNDER] = { xi.day.LIGHTNINGDAY, { xi.weather.THUNDER, xi.weather.THUNDERSTORMS } },
[xi.element.WATER ] = { xi.day.WATERSDAY, { xi.weather.RAIN, xi.weather.SQUALL } },
[xi.element.LIGHT ] = { xi.day.LIGHTSDAY, { xi.weather.AURORAS, xi.weather.STELLAR_GLARE } },
[xi.element.DARK ] = { xi.day.DARKSDAY, { xi.weather.GLOOM, xi.weather.DARKNESS } },
}

local elementData =
{
[xi.magian.element.FIRE ] = { xi.element.FIRE },
[xi.magian.element.ICE ] = { xi.element.ICE },
[xi.magian.element.WIND ] = { xi.element.WIND },
[xi.magian.element.EARTH ] = { xi.element.EARTH },
[xi.magian.element.THUNDER ] = { xi.element.THUNDER },
[xi.magian.element.WATER ] = { xi.element.WATER },
[xi.magian.element.LIGHT ] = { xi.element.LIGHT },
[xi.magian.element.DARK ] = { xi.element.DARK },
[xi.magian.element.ANY_LIGHT] =
{
xi.element.FIRE,
xi.element.WIND,
xi.element.THUNDER,
xi.element.LIGHT,
},

[xi.magian.element.ANY_DARK] =
{
xi.element.ICE,
xi.element.EARTH,
xi.element.WATER,
xi.element.DARK,
},

[xi.magian.element.ANY] =
{
xi.element.FIRE,
xi.element.ICE,
xi.element.WIND,
xi.element.EARTH,
xi.element.THUNDER,
xi.element.WATER,
xi.element.LIGHT,
xi.element.DARK,
},
}

local trialConditions =
{
-- NOTE: This condition is a bit of an outlier, as it is both a condition and
-- can have a higher reward value as opposed to a credit of 1. Light and Dark are special exceptions
-- that should be handled in magian trial data, if it is the case where multiple elements are allowed.
['dayWeather'] = function(trialData, player, mob, paramTable)
if trialData.dayWeather then
local dayWeatherResult = 0
local dayWeatherTable = elementData[trialData.dayWeather]

local currentWeather = player:getWeather(true)
for _, elementId in ipairs(dayWeatherTable) do
if dayWeatherElement[elementId][1] == VanadielDayOfTheWeek() then
dayWeatherResult = dayWeatherResult + 1
end

for _, weatherType in ipairs(dayWeatherElement[elementId][2]) do
if weatherType == currentWeather then
dayWeatherResult = dayWeatherResult and dayWeatherResult + 5
break
end
end
end

return dayWeatherResult > 0 and dayWeatherResult or false
end

return true
end,

['minDamage'] = function(trialData, player, mob, paramTable)
return not trialData.minDamage or paramTable.weaponskillDamage >= trialData.minDamage
end,
Expand All @@ -782,6 +885,10 @@ local trialConditions =
return not trialData.mobFamily or trialData.mobFamily[mob:getFamily()]
end,

['mobSuperFamily'] = function(trialData, player, mob, paramTable)
return not trialData.mobSuperFamily or trialData.mobSuperFamily[mob:getSuperFamily()]
end,

['useWeaponskill'] = function(trialData, player, mob, paramTable)
local weaponskillTable = type(trialData.useWeaponskill) == 'table' and trialData.useWeaponskill or set{ trialData.useWeaponskill }

Expand All @@ -794,13 +901,19 @@ local trialConditions =
}

local function checkConditions(trialData, player, mob, paramTable)
local creditReward = 1

for conditionName, conditionFunc in pairs(trialConditions) do
if not conditionFunc(trialData, player, mob, paramTable) then
local conditionResult = conditionFunc(trialData, player, mob, paramTable)

if not conditionResult then
return false
elseif type(conditionResult) == 'number' then
creditReward = conditionResult
end
end

return true
return creditReward
end

-----------------------------------
Expand Down Expand Up @@ -829,7 +942,6 @@ xi.magian.onItemEquip = function(player, itemObj)
-- require the player to both be alive and the mob be experience-granting (NMs are handled separately)

-- TODO:
-- Weather Type / Day (Weather = 5, Day = 1, Additive) Special exception for Light/Dark
-- Elemental Damage (Anyone counts!)
-- Pet kill
-- Avatar Kill (Summon must be out, but another of the same type can cause credit)
Expand All @@ -839,17 +951,21 @@ xi.magian.onItemEquip = function(player, itemObj)
if trialData.defeatMob then
player:addListener('DEFEATED_MOB', 'TRIAL_' .. itemTrialId, function(mobObj, playerObj, optParams)
if not playerObj:isDead() and playerObj:checkKillCredit(mobObj) then
if checkConditions(trialData, playerObj, mobObj, optParams) then
progressPlayerTrial(playerObj, itemTrialId, 1)
local conditionResult = checkConditions(trialData, playerObj, mobObj, optParams)

if conditionResult then
progressPlayerTrial(playerObj, itemTrialId, conditionResult)
end
end
end)

elseif trialData.useWeaponskill then
player:addListener('WEAPONSKILL_USE', 'TRIAL_' .. itemTrialId, function(playerObj, mobObj, weaponskillId, tpSpent, action, damage)
if not playerObj:isDead() and playerObj:checkKillCredit(mobObj) then
if checkConditions(trialData, playerObj, mobObj, { weaponskillUsed = weaponskillId, weaponskillDamage = damage }) then
progressPlayerTrial(playerObj, itemTrialId, 1)
local conditionResult = checkConditions(trialData, playerObj, mobObj, optParams)

if conditionResult then
progressPlayerTrial(playerObj, itemTrialId, conditionResult)
end
end
end)
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20 changes: 20 additions & 0 deletions scripts/globals/magian_data.lua
Original file line number Diff line number Diff line change
Expand Up @@ -500,6 +500,26 @@ xi.magian.trials =
},
},

[82] =
{
previousTrial = 0,
requiredItem =
{
itemId = xi.item.PUGILISTS,
},

textOffset = 99,
dayWeather = xi.magian.element.ANY,
defeatMob = true,
mobSuperFamily = set{ 56 },
numRequired = 50,

rewardItem =
{
itemId = xi.item.CATS_CLAWS,
},
},

[150] = -- Serpopard Ishtar x3
{
previousTrial = 0,
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5 changes: 3 additions & 2 deletions src/map/lua/lua_baseentity.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2204,13 +2204,14 @@ void CLuaBaseEntity::updateNPCHideTime(sol::object const& seconds)
* Example : if player:getWeather() == xi.weather.WIND then
************************************************************************/

uint8 CLuaBaseEntity::getWeather()
uint8 CLuaBaseEntity::getWeather(sol::object const& ignoreScholar)
{
WEATHER weather = WEATHER_NONE;

if (m_PBaseEntity->objtype & TYPE_PC || m_PBaseEntity->objtype & TYPE_MOB)
{
weather = battleutils::GetWeather(static_cast<CBattleEntity*>(m_PBaseEntity), false);
bool ignoreScholarWeather = ignoreScholar.is<bool>() ? ignoreScholar.as<bool>() : false;
weather = battleutils::GetWeather(static_cast<CBattleEntity*>(m_PBaseEntity), ignoreScholarWeather);
}
else
{
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2 changes: 1 addition & 1 deletion src/map/lua/lua_baseentity.h
Original file line number Diff line number Diff line change
Expand Up @@ -150,7 +150,7 @@ class CLuaBaseEntity
void hideNPC(sol::object const& seconds); // hide an NPC
void updateNPCHideTime(sol::object const& seconds); // Updates the length of time a NPC remains hidden, if shorter than the original hide time.

uint8 getWeather();
uint8 getWeather(sol::object const& ignoreScholar);
void setWeather(uint8 weatherType); // Set Weather condition (GM COMMAND)

// PC Instructions
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4 changes: 0 additions & 4 deletions tools/ci/lua.sh
Original file line number Diff line number Diff line change
Expand Up @@ -114,10 +114,6 @@ global_objects=(
TPMOD_ATTACK
TPMOD_DURATION
INT_BASED
CHR_BASED
MND_BASED
ForceCrash
BuildString
Expand Down

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