/
doors.lua
244 lines (239 loc) · 9 KB
/
doors.lua
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local openOddDoors = {
[12695] = { locked = 13237, closed = 12692 },
[12703] = { locked = 13236, closed = 12701 },
[14635] = { locked = 14634, closed = 14633 },
[17435] = { locked = 14641, closed = 14640 },
[26533] = { locked = 26530, closed = 26529 },
[26534] = { locked = 26532, closed = 26531 },
[31176] = { locked = 31175, closed = 27559 },
[31024] = { locked = 31021, closed = 31020 },
[31025] = { locked = 31023, closed = 31022 },
[31541] = { locked = 31314, closed = 31314 },
[31542] = { locked = 31315, closed = 31315 },
[32691] = { locked = 32705, closed = 32689 },
[32692] = { locked = 32706, closed = 32690 },
[32695] = { locked = 32707, closed = 32693 },
[32696] = { locked = 32708, closed = 32694 },
[33432] = { locked = 33429, closed = 33428 },
[33433] = { locked = 33431, closed = 33430 },
[33493] = { locked = 33490, closed = 33489 },
[33494] = { locked = 33492, closed = 33491 },
[34152] = { locked = 34150, closed = 34150 },
[34153] = { locked = 34151, closed = 34151 },
[36292] = { locked = 36289, closed = 36288 },
[36293] = { locked = 36291, closed = 36290 },
[37596] = { locked = 37593, closed = 37592 },
[37597] = { locked = 37595, closed = 37594 },
[39119] = { locked = 39116, closed = 39115 },
[39120] = { locked = 39118, closed = 39117 }
}
local closedOddDoors = {
[12692] = { locked = 13237, open = 12695 },
[12701] = { locked = 13236, open = 12703 },
[14633] = { locked = 14634, open = 14635 },
[14640] = { locked = 14641, open = 17435 },
[26529] = { locked = 26530, open = 26533 },
[26531] = { locked = 26532, open = 26534 },
[27559] = { locked = 31175, open = 31176 },
[31020] = { locked = 31021, open = 31024 },
[31022] = { locked = 31023, open = 31025 },
[31314] = { locked = 31314, open = 31541 },
[31315] = { locked = 31315, open = 31542 },
[32689] = { locked = 32705, open = 32691 },
[32690] = { locked = 32706, open = 32692 },
[32693] = { locked = 32707, open = 32695 },
[32694] = { locked = 32708, open = 32696 },
[33428] = { locked = 33429, open = 33432 },
[33430] = { locked = 33431, open = 33433 },
[33489] = { locked = 33490, open = 33493 },
[33491] = { locked = 33492, open = 33494 },
[34150] = { locked = 34150, open = 34152 },
[34151] = { locked = 34151, open = 34153 },
[36288] = { locked = 36289, open = 36292 },
[36290] = { locked = 36291, open = 36293 },
[37592] = { locked = 37593, open = 37596 },
[37594] = { locked = 37595, open = 37597 },
[39115] = { locked = 39116, open = 39119 },
[39117] = { locked = 39118, open = 39120 }
}
local lockedOddDoors = {
[13237] = { closed = 12692, open = 12695 },
[13236] = { closed = 12701, open = 12703 },
[14634] = { closed = 14633, open = 14635 },
[14641] = { closed = 14640, open = 17435 },
[26530] = { closed = 26529, open = 26533 },
[26532] = { closed = 26531, open = 26534 },
[31175] = { closed = 27559, open = 31176 },
[31021] = { closed = 31020, open = 31024 },
[31023] = { closed = 31022, open = 31025 },
[32705] = { closed = 32689, open = 32691 },
[32706] = { closed = 32690, open = 32692 },
[32707] = { closed = 32693, open = 32695 },
[32708] = { closed = 32694, open = 32696 },
[33429] = { closed = 33428, open = 33432 },
[33431] = { closed = 33430, open = 33433 },
[33490] = { closed = 33489, open = 33493 },
[33492] = { closed = 33491, open = 33494 },
[36289] = { closed = 36288, open = 36292 },
[36291] = { closed = 36290, open = 36293 },
[37593] = { closed = 37592, open = 37596 },
[37595] = { closed = 37594, open = 37597 },
[39116] = { closed = 39115, open = 39119 },
[39118] = { closed = 39117, open = 39120 }
}
local positionOffsets = {
{x = 1, y = 0}, -- east
{x = 0, y = 1}, -- south
{x = -1, y = 0}, -- west
{x = 0, y = -1}, -- north
}
--[[
When closing a door with a creature in it findPushPosition will find the most appropriate
adjacent position following a prioritization order.
The function returns the position of the first tile that fulfills all the checks in a round.
The function loops trough east -> south -> west -> north on each following line in that order.
In round 1 it checks if there's an unhindered walkable tile without any creature.
In round 2 it checks if there's a tile with a creature.
In round 3 it checks if there's a tile blocked by a movable tile-blocking item.
In round 4 it checks if there's a tile blocked by a magic wall or wild growth.
]]
local function findPushPosition(creature, round)
local pos = creature:getPosition()
for _, offset in ipairs(positionOffsets) do
local offsetPosition = Position(pos.x + offset.x, pos.y + offset.y, pos.z)
local tile = Tile(offsetPosition)
if tile then
local creatureCount = tile:getCreatureCount()
if round == 1 then
if tile:queryAdd(creature) == RETURNVALUE_NOERROR and creatureCount == 0 then
if not tile:hasFlag(TILESTATE_PROTECTIONZONE) or (tile:hasFlag(TILESTATE_PROTECTIONZONE) and creature:canAccessPz()) then
return offsetPosition
end
end
elseif round == 2 then
if creatureCount > 0 then
if not tile:hasFlag(TILESTATE_PROTECTIONZONE) or (tile:hasFlag(TILESTATE_PROTECTIONZONE) and creature:canAccessPz()) then
return offsetPosition
end
end
elseif round == 3 then
local topItem = tile:getTopDownItem()
if topItem then
if topItem:getType():isMovable() then
return offsetPosition
end
end
else
if tile:getItemById(ITEM_MAGICWALL) or tile:getItemById(ITEM_WILDGROWTH) then
return offsetPosition
end
end
end
end
if round < 4 then
return findPushPosition(creature, round + 1)
end
end
local door = Action()
function door.onUse(player, item, fromPosition, target, toPosition, isHotkey)
local itemId = item:getId()
local transformTo = 0
if table.contains(closedQuestDoors, itemId) then
if player:getStorageValue(item.actionid) ~= -1 or player:getGroup():getAccess() then
item:transform(itemId + 1)
player:teleportTo(toPosition, true)
else
player:sendTextMessage(MESSAGE_EVENT_ADVANCE, "The door seems to be sealed against unwanted intruders.")
end
return true
elseif table.contains(closedLevelDoors, itemId) then
if item.actionid > 0 and player:getLevel() >= item.actionid - actionIds.levelDoor or player:getGroup():getAccess() then
item:transform(itemId + 1)
player:teleportTo(toPosition, true)
else
player:sendTextMessage(MESSAGE_EVENT_ADVANCE, "Only the worthy may pass.")
end
return true
elseif table.contains(keys, itemId) then
local tile = Tile(toPosition)
if not tile then
return false
end
target = tile:getTopVisibleThing()
if target.actionid == 0 then
return false
end
if table.contains(keys, target.itemid) then
return false
end
if not table.contains(openDoors, target.itemid) and not table.contains(closedDoors, target.itemid) and not table.contains(lockedDoors, target.itemid) then
return false
end
if item.actionid ~= target.actionid then
player:sendTextMessage(MESSAGE_STATUS_SMALL, "The key does not match.")
return true
end
if lockedOddDoors[target.itemid] then
transformTo = lockedOddDoors[target.itemid].open
else
transformTo = target.itemid + 2
end
if table.contains(openDoors, target.itemid) then
if openOddDoors[target.itemid] then
transformTo = openOddDoors[target.itemid].locked
else
transformTo = target.itemid - 2
end
elseif table.contains(closedDoors, target.itemid) then
if closedOddDoors[target.itemid] then
transformTo = closedOddDoors[target.itemid].locked
else
transformTo = target.itemid - 1
end
end
target:transform(transformTo)
return true
elseif table.contains(lockedDoors, itemId) then
player:sendTextMessage(MESSAGE_INFO_DESCR, "It is locked.")
return true
elseif table.contains(openDoors, itemId) or table.contains(openExtraDoors, itemId) or table.contains(openHouseDoors, itemId) then
local creaturePositionTable = {}
local doorCreatures = Tile(toPosition):getCreatures()
if doorCreatures and #doorCreatures > 0 then
for _, doorCreature in pairs(doorCreatures) do
local pushPosition = findPushPosition(doorCreature, 1)
if not pushPosition then
player:sendCancelMessage(RETURNVALUE_NOTENOUGHROOM)
return true
end
table.insert(creaturePositionTable, {creature = doorCreature, position = pushPosition})
end
for _, tableCreature in ipairs(creaturePositionTable) do
tableCreature.creature:teleportTo(tableCreature.position, true)
end
end
if openOddDoors[itemId] then
transformTo = openOddDoors[itemId].closed
else
transformTo = itemId - 1
end
item:transform(transformTo)
return true
elseif table.contains(closedDoors, itemId) or table.contains(closedExtraDoors, itemId) or table.contains(closedHouseDoors, itemId) then
if closedOddDoors[itemId] then
transformTo = closedOddDoors[itemId].open
else
transformTo = itemId + 1
end
item:transform(transformTo)
return true
end
return false
end
local doorTables = {keys, openDoors, closedDoors, lockedDoors, openExtraDoors, closedExtraDoors, openHouseDoors, closedHouseDoors, closedQuestDoors, closedLevelDoors}
for _, doors in pairs(doorTables) do
for _, doorId in pairs(doors) do
door:id(doorId)
end
end
door:register()