65 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Python
		
	
	
			
		
		
	
	
			65 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Python
		
	
	
# -*- coding: utf-8 -*-
 | 
						|
# QuestTriggerConnect.py - A generic script to trigger connections based on Quest progress
 | 
						|
#
 | 
						|
# Copyright (C) 2010 The Crossfire Development Team
 | 
						|
#
 | 
						|
# This program is free software; you can redistribute it and/or modify
 | 
						|
# it under the terms of the GNU General Public License as published by
 | 
						|
# the Free Software Foundation; either version 2 of the License, or
 | 
						|
# (at your option) any later version.
 | 
						|
#
 | 
						|
# This program is distributed in the hope that it will be useful,
 | 
						|
# but WITHOUT ANY WARRANTY; without even the implied warranty of
 | 
						|
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 | 
						|
# GNU General Public License for more details.
 | 
						|
#
 | 
						|
# You should have received a copy of the GNU General Public License
 | 
						|
# along with this program; if not, write to the Free Software
 | 
						|
# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
 | 
						|
#
 | 
						|
#
 | 
						|
# This script is intended to be bound to event objects in order to conditionally trigger
 | 
						|
# connections based on the status of a quest, used correctly it can reduce the need for
 | 
						|
# markers to use checkinvs on.
 | 
						|
# Usage: /python/quests/QuestTriggerConnect.py QUEST STATE CONNECTION [EDGE]
 | 
						|
#  QUEST - quest identifier string
 | 
						|
#  STATE - stages to trigger on
 | 
						|
#  CONNECTION - connection number
 | 
						|
#  EDGE - optional trigger edge, 1 (release) by default
 | 
						|
 | 
						|
import Crossfire
 | 
						|
 | 
						|
def trigger_connected(conn, state, player):
 | 
						|
    if state == 0:
 | 
						|
        name = "push"
 | 
						|
    else:
 | 
						|
        name = "release"
 | 
						|
    Crossfire.Log(Crossfire.LogDebug, "QuestTriggerConnect.py: triggering connection number %d (%s)" % (conn, name))
 | 
						|
    Crossfire.WhoAmI().Map.TriggerConnected(conn, state, player)
 | 
						|
 | 
						|
def trigger():
 | 
						|
    player = Crossfire.WhoIsActivator()
 | 
						|
    params = Crossfire.ScriptParameters()
 | 
						|
    args = params.split()
 | 
						|
    edge = 1 # transition type, 0 for push, 1 for release
 | 
						|
    if len(args) < 3:
 | 
						|
        raise IndexError("QuestTriggerConnect used with incorrect number of arguments")
 | 
						|
    if len(args) >= 4:
 | 
						|
        edge = int(args[3])
 | 
						|
    conn = int(args[2])
 | 
						|
    if type(player) != Crossfire.Player:
 | 
						|
        return
 | 
						|
    questname = args[0]
 | 
						|
    currentstep = player.QuestGetState(questname)
 | 
						|
    condition = args[1]
 | 
						|
    if condition.find("-") == -1:
 | 
						|
        startstep = int(condition)
 | 
						|
        endstep = startstep
 | 
						|
    else:
 | 
						|
        startstep = int(condition.split("-")[0])
 | 
						|
        endstep= int(condition.split("-")[1])
 | 
						|
    if currentstep >= startstep and currentstep <= endstep:
 | 
						|
        trigger_connected(conn, edge, player)
 | 
						|
 | 
						|
trigger()
 |