Fixing dorm script bugs

This commit is contained in:
Vladislav Khorev 2026-07-10 15:08:38 +03:00
parent 07f45ad1e1
commit 7dadfd8ed8
6 changed files with 45 additions and 32 deletions

View File

@ -25,6 +25,7 @@ function on_npc_interact(npc_index)
else
game_api.start_dialogue("dialog_alik001")
end]]
game_api.player_stop_and_rotate_to_npc(0)
game_api.start_dialogue("dialog_alik002")
end
end
@ -35,6 +36,7 @@ function on_phone_pickup()
game_api.start_dialogue("dialog_phone_pickup001")
phone_picked_up = true
game_api.quest_set_objective_completed("tutorial_take_items", "take_phone")
game_api.player_stop()
end
function on_journal_pickup()
@ -43,6 +45,7 @@ function on_journal_pickup()
game_api.start_dialogue("dialog_journal_pickup001")
journal_picked_up = true
game_api.quest_set_objective_completed("tutorial_take_items", "take_journal")
game_api.player_stop()
end
function ladder_zone001_enter_callback()
@ -77,16 +80,19 @@ function on_bed_sleep()
print("Setting to day 1----x")
game_api.play_sound("audio/587036__antoineromo__bed-sheets.ogg")
end
game_api.player_stop()
end
function on_alik_bathroom_click()
game_api.start_dialogue("door_bathroom_alik_dialog001")
game_api.player_stop()
end
function on_locked_door_click()
game_api.start_dialogue("door_locked_dialog001")
game_api.play_sound("audio/398751__anthousai__door-lock-01.ogg")
--game_api.play_sound("audio/702171__foxfire__door-opening.ogg")
game_api.player_stop()
end
function on_sleep_cutscene()
@ -103,6 +109,7 @@ function on_alik_door_click()
game_api.start_dialogue("door_alik_dialog001")
end
end
game_api.player_stop()
end
function callback_deactivate_cover_alik_room()
@ -178,6 +185,8 @@ function on_player_bathroom_click()
end
game_api.play_sound("audio/702171__foxfire__door-opening.ogg")
game_api.player_stop()
end
end
@ -203,6 +212,7 @@ function on_player_door_click()
game_api.switch_navigation(2) --ba
end
game_api.play_sound("audio/702171__foxfire__door-opening.ogg")
game_api.player_stop()
end
end
end
@ -270,38 +280,47 @@ end
function on_freezer_click()
game_api.start_dialogue("dialog_freezer001")
game_api.player_stop()
end
function on_boombox_click()
game_api.start_dialogue("dialog_boombox001")
game_api.player_stop()
end
function on_washing_machine1_click()
game_api.start_dialogue("dialog_washing_machine001")
game_api.player_stop()
end
function on_shelf_click()
game_api.start_dialogue("dialog_shelf001")
game_api.player_stop()
end
function on_stove1_click()
game_api.start_dialogue("dialog_stove001")
game_api.player_stop()
end
function on_dryer1_click()
game_api.start_dialogue("dialog_dryer001")
game_api.player_stop()
end
function on_sink1_click()
game_api.start_dialogue("dialog_wash001")
game_api.player_stop()
end
function on_shower_click()
game_api.start_dialogue("dialog_shower001")
game_api.player_stop()
end
function on_toilet_click()
game_api.start_dialogue("dialog_toilet001")
game_api.player_stop()
end
function callback_enter_location()

View File

@ -655,7 +655,14 @@ end
function on_lection_cutscene_fadein_callback()
print("Lection cutscene in progress!")
game_api.player_set_position(-2.41002, 0, 10.375)
-- -0.0234149 0 10.1139
game_api.npc_set_position(0, 0.0, 0.0, 10.1139)
--4.91002 0 10.375
--game_api.player_set_position(-2.41002, 0, 10.375)
game_api.player_set_position(-4.91, 0, 10.375)
game_api.player_set_rotation(180)
end

View File

@ -150,6 +150,17 @@ void Character::setTarget(const Eigen::Vector3f& target, std::function<void()> o
state.walkTarget = normalizedTarget;
}
void Character::stopAndRotateToTarget(int npcId)
{
state.onArrivedCallback = nullptr;
state.onArrivedCallbackName = "";
state.walkTarget = state.position;
state.requestedWalkTarget = state.position;
state.faceTargetIndex = npcId;
state.pathWaypoints.clear();
state.currentWaypointIndex = 0;
}
void Character::setPathPlanner(PathPlanner planner) {
pathPlanner = std::move(planner);
}

View File

@ -55,6 +55,8 @@ public:
// callbackName, if given, is the global Lua function name backing onArrived —
// stored in state.onArrivedCallbackName so it survives save/load (see ScriptEngine::rehydrateNamedCallback).
void setTarget(const Eigen::Vector3f& target, std::function<void()> onArrived = nullptr, std::string callbackName = "");
void stopAndRotateToTarget(int npcId);
void forceReplan();
void stopInPlace() { state.stopInPlace(); }

View File

@ -802,37 +802,6 @@ namespace ZL
CheckGlError(__FILE__, __LINE__);
}
/*void Game::drawMobilePortraitOverlay()
{
if (!mobileRotateTexture) return;
const float W = Environment::projectionWidth;
const float H = Environment::projectionHeight;
if (W != mobileRotateMeshLastW || H != mobileRotateMeshLastH) {
mobileRotateMeshLastW = W;
mobileRotateMeshLastH = H;
const float minDim = min(W, H);
mobileRotateMesh.data = CreateRect2D({ 0.f, 0.f }, { minDim * 0.5f, minDim * 0.5f }, 3.f);
mobileRotateMesh.RefreshVBO();
}
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1f("uAlpha", 1.0f);
renderer.PushProjectionMatrix(-W * 0.5f, W * 0.5f, -H * 0.5f, H * 0.5f, -10, 10);
renderer.PushMatrix();
renderer.LoadIdentity();
glBindTexture(GL_TEXTURE_2D, mobileRotateTexture->getTexID());
renderer.DrawVertexRenderStruct(mobileRotateMesh);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
CheckGlError(__FILE__, __LINE__);
}*/
void Game::drawLoading()
{
glClear(GL_DEPTH_BUFFER_BIT);

View File

@ -128,6 +128,11 @@ namespace ZL {
npcs[index]->state.targetFacingAngle = rad;
});
api.set_function("player_stop_and_rotate_to_npc",
[loc](int index) {
loc->player->stopAndRotateToTarget(index);
});
api.set_function("player_walk_to",
[loc, this_impl = impl.get()](float x, float y, float z, sol::object on_arrived) {