space-game001/resources/start_uni_interior.lua
2026-06-13 15:07:09 +03:00

1364 lines
42 KiB
Lua

hall_door_opened = false
teacher_door_opened = false
--lection_is_over = false
player_hold_book = false
player_hold_knife = false
player_hold_key = false
teacher_arrived = false
teacher_told_about_book = false
--player_left_darklands = false
--was_darklands = false
--[[
0 - day0
1 - darklands
2 - morning
3 - night
4 - day
]]
was_state_when_player_left = 0
was_day_when_player_left = 0
morning_can_open_door_index = 0
morning_did_open_door_index = 0
ghost_gone = false
function dialog_aiperi_give_key()
if (player_hold_key == false) then
game_api.pickup_item("teacher_room_key")
game_api.quest_unlock("aiperi_knife")
game_api.quest_set_objective_completed("aiperi_knife", "aiperi_knife_keys")
player_hold_key = true
print("dialog_aiperi_give_key, player_hold_key set to")
print(player_hold_key)
local aiperi_chat_opened = game_api.getIntValue("aiperi_chat_opened")
if (aiperi_chat_opened == 0) then
game_api.set_chat_unread(0, false, "(пусто)")
end
end
end
function lection_hall_zone001_enter_callback()
--game_api.start_dialogue("")
--Start cutscene
local lection_is_over = game_api.getIntValue("lection_is_over")
if (lection_is_over == 0) then
game_api.player_stop()
game_api.start_cutscene("lection_cutscene001")
game_api.quest_set_objective_completed("study_beginning", "study_beginning_lecture")
end
end
game_api.set_trigger_zone_callbacks("lection_hall_zone001",
lection_hall_zone001_enter_callback,
nil
)
function knife_dialog_zone001_enter_callback()
print("knife_dialog_zone001_enter_callback--!")
local day = game_api.getIntValue("day")
if (day == 0) then
if (player_hold_knife == false) then
local lection_is_over = game_api.getIntValue("lection_is_over")
if lection_is_over == 1 then
if (player_hold_key) then
game_api.start_dialogue("knife_dialog002")
else
game_api.start_dialogue("knife_dialog001")
end
game_api.switch_navigation(4)
end
else
if (game_api.is_night() == false) then
local aiperi_talked_after_knife = game_api.getIntValue("aiperi_talked_after_knife")
if (aiperi_talked_after_knife == 0) then
game_api.start_dialogue("knife_dialog_second001")
end
game_api.set_trigger_zone_enabled(1, false)
end
end
end
end
function knife_dialog_zone001_exit_callback()
local day = game_api.getIntValue("day")
if (day == 0) then
print("knife_dialog_zone001_exit_callback--!")
local lection_is_over = game_api.getIntValue("lection_is_over")
if (lection_is_over == 1) then
if (teacher_door_opened) then
game_api.switch_navigation(3)
else
game_api.switch_navigation(2)
end
end
end
end
game_api.set_trigger_zone_callbacks("knife_dialog_zone001",
knife_dialog_zone001_enter_callback,
knife_dialog_zone001_exit_callback
)
function on_knife_pickup()
game_api.pickup_item("knife")
game_api.deactivate_interactive_object("Knife001")
game_api.set_npc_enabled(1, false)
player_hold_knife = true
game_api.set_trigger_zone_enabled(2, true)
game_api.npc_walk_to(0, -4.57412, 0, 6.78495, on_teacher_arrived2)
game_api.quest_set_objective_completed("aiperi_knife", "aiperi_knife_take")
end
function on_book_pickup()
print("on_book_pickup")
local day = game_api.getIntValue("day")
if (teacher_told_about_book) then
print("on_book_pickup step1")
if not player_hold_book then
if (game_api.is_night()) or (day >= 1) then
game_api.start_dialogue("book_dialog006")
else
game_api.pickup_item("book")
game_api.deactivate_interactive_object("Book001")
player_hold_book = true
game_api.quest_set_objective_completed("study_project", "study_project_book")
game_api.start_dialogue("book_dialog003")
--game_api.set_trigger_zone_enabled(3, true)
end
else
game_api.remove_item("book")
game_api.activate_interactive_object("Book001")
player_hold_book = false
game_api.start_dialogue("book_dialog004")
--game_api.set_trigger_zone_enabled(3, false)
end
else
print("on_book_pickup step2")
game_api.start_dialogue("book_dialog005")
end
end
function on_bookshelf_clicked()
on_book_pickup()
end
function on_npc_interact(npc_index)
local player_ghost_aware = game_api.getIntValue("ghost_aware")
print("[Lua] NPC interaction! Index: " .. tostring(npc_index))
if npc_index == 1 then
local day = game_api.getIntValue("day")
if (game_api.is_dawn()) or (day > 0) then
game_api.start_dialogue("dialog_aiperi_morning001")
else
if (player_hold_key) then
game_api.start_dialogue("knife_dialog002")
else
game_api.start_dialogue("knife_dialog001")
end
end
--[[
if (day == 0) then
if (player_hold_key) then
game_api.start_dialogue("knife_dialog002")
else
game_api.start_dialogue("knife_dialog001")
end
else
game_api.start_dialogue("dialog_aiperi_morning001")
end]]
end
if npc_index == 0 then
if (player_ghost_aware == 1) then
--game_api.setIntValue("player_has_coursework", 1)
local player_has_coursework = game_api.getIntValue("player_has_coursework")
local player_has_report_card = game_api.getIntValue("player_has_report_card")
local report_card_signed = game_api.getIntValue("report_card_signed")
if (report_card_signed == 1) then
game_api.start_dialogue("teacher_dialog002")
elseif (player_has_coursework == 1 and player_has_report_card == 1) then
game_api.start_dialogue("teacher_dialog005")
game_api.remove_item("coursework")
game_api.setIntValue("report_card_signed", 1)
elseif (player_has_coursework == 1) then
game_api.start_dialogue("teacher_dialog004")
else
game_api.start_dialogue("teacher_dialog003")
end
else
game_api.start_dialogue("teacher_dialog001")
end
end
if npc_index == 2 then
local report_card_signed = game_api.getIntValue("report_card_signed")
if (report_card_signed == 1) then
game_api.start_dialogue("dialog_with_ghost003")
else
game_api.start_dialogue("dialog_with_ghost001")
end
end
end
function on_quest_over()
ghost_gone = true
game_api.set_npc_enabled(2, false)
game_api.set_npc_enabled(3, false)
game_api.set_npc_enabled(4, false)
game_api.set_npc_enabled(5, false)
game_api.quest_set_objective_completed("ghost_release", "ghost_release_show")
game_api.start_cutscene("game_complete_cutscene001")
end
function on_darklands_over()
game_api.set_player_hp(10)
game_api.resetPlayerAfterDeath()
end
function teacher_zone001_enter_callback()
game_api.start_dialogue("teacher_dialog002")
game_api.set_trigger_zone_enabled(2, false)
teacher_told_about_book = true
game_api.player_stop()
end
function on_library_door_click()
print("on_library_door_click---")
local day = game_api.getIntValue("day")
local lection_is_over = game_api.getIntValue("lection_is_over")
if (day == 0) then
if game_api.is_dawn() then
game_api.start_dialogue("door_dialog001")
elseif game_api.is_night() then
game_api.start_dialogue("door_night_dialog001")
else
if (lection_is_over == 0) then
game_api.start_dialogue("door_dialog001")
end
end
else
print("Library door step 1")
if (game_api.is_night()) then
print("Library door step 2")
print("morning_did_open_door_index")
print(morning_did_open_door_index)
print("game_api.is_dawn()")
print(game_api.is_dawn())
if (not game_api.is_dawn() or not (morning_did_open_door_index == 5)) then
print("Library door step 3")
game_api.start_dialogue("door_dialog001")
end
print("Library door step 4")
end
print("Library door step5")
end
print("Library door step 5")
end
function on_teachers_door_click()
print("on_teachers_door_click---")
local day = game_api.getIntValue("day")
print("day is")
print(day)
if (day == 0) and not game_api.is_dawn() then
if (player_hold_key) then
if (not teacher_door_opened) then
teacher_door_opened = true
game_api.rotate_object("Room_S_2_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end)
game_api.switch_navigation(3)
end
else
game_api.start_dialogue("door_teacher_dialog001")
end
else
if (game_api.is_dawn()) then
print("morning_can_open_door_index is")
print(morning_can_open_door_index)
if (teacher_door_opened == false) then
teacher_door_opened = true
if (morning_can_open_door_index == 3) then
morning_did_open_door_index = 3
game_api.rotate_object("Room_S_2_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
end)
game_api.switch_navigation(10)
else
if (morning_did_open_door_index == 1) then
--s1 + s3
game_api.rotate_object("Room_S_2_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end)
game_api.switch_navigation(11)
elseif (morning_did_open_door_index == 2) then
--s2 + s3
game_api.rotate_object("Room_S_2_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end)
game_api.switch_navigation(15)
elseif (morning_did_open_door_index == 5) then
--n3 + s3
game_api.rotate_object("Room_S_2_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end)
game_api.switch_navigation(13)
elseif (morning_did_open_door_index == 4) then
--n2 + s3
game_api.rotate_object("Room_S_2_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end)
game_api.switch_navigation(14)
elseif (morning_did_open_door_index == 6) then
--hall + s3
game_api.rotate_object("Room_S_2_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end)
game_api.switch_navigation(12)
else
--Player was in corridor, but tries to open the teacher's door
--s3 only
game_api.rotate_object("Room_S_2_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end)
game_api.switch_navigation(10)
end
end
end
elseif (game_api.is_night()) then
if (teacher_door_opened == false) then
teacher_door_opened = true
if (morning_can_open_door_index == 3) then
morning_did_open_door_index = 3
game_api.rotate_object("Room_S_2_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
end)
else
game_api.rotate_object("Room_S_2_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end)
end
game_api.switch_navigation(10)
end
end
end
end
function on_hall_door_click()
print("on_hall_door_click---")
local day = game_api.getIntValue("day")
if (day == 0) and not game_api.is_dawn() then
if (not hall_door_opened) then
hall_door_opened = true
game_api.switch_navigation(1)
game_api.rotate_object("Hall_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_Main_Hall_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_Main_Hall_001")
end)
game_api.set_npc_enabled(0, true)
end
else
if (game_api.is_night()) then
if not (morning_did_open_door_index == 6) then
game_api.start_dialogue("door_dialog001")
end
end
end
end
function on_s1_door_click()
--if (player_left_darklands) then
if (game_api.is_night()) then
if not (morning_did_open_door_index == 1) then
game_api.start_dialogue("door_dialog001")
end
else
game_api.start_dialogue("door_dialog001")
end
end
function on_s2_door_click()
--if (player_left_darklands) then
if (game_api.is_night()) then
if not (morning_did_open_door_index == 2) then
game_api.start_dialogue("door_dialog001")
end
else
game_api.start_dialogue("door_dialog001")
end
end
function on_n2_door_click()
print("morning_can_open_door_index")
print(morning_can_open_door_index)
print("morning_did_open_door_index")
print(morning_did_open_door_index)
if (game_api.is_night()) then
if not (morning_did_open_door_index == 4) then
game_api.start_dialogue("door_dialog001")
end
end
end
function on_teacher_arrived()
print("Teacher arrived")
end
function on_teacher_arrived2()
print("Teacher arrived2")
end
function book_dialog_zone001_enter_callback()
print("book_dialog_zone001_enter_callback step 1")
if (game_api.is_darklands()) then
print("book_dialog_zone001_enter_callback step 2")
game_api.start_dialogue("ghost_dialog002")
game_api.set_trigger_zone_enabled(3, false)
game_api.advance_darklands_hud()
else
print("book_dialog_zone001_enter_callback step 3")
if (player_hold_book) and (game_api.is_night() == false) then
print("book_dialog_zone001_enter_callback step 4")
game_api.start_dialogue("book_dialog001")
game_api.switch_navigation(0)
game_api.player_stop()
end
end
end
function book_dialog_zone001_exit_callback()
print("book_dialog_zone001_exit_callback step 1")
if (player_hold_book) and (game_api.is_night() == false) then
game_api.switch_navigation(3)
end
end
function on_computer_clicked()
print("on_computer_clicked--")
local day = game_api.getIntValue("day")
if game_api.is_darklands() then
game_api.start_dialogue("computer_dialog004")
elseif (day >= 1) or game_api.is_dawn() then
print("on_computer_clicked--1")
game_api.start_dialogue("computer_dialog003")
else
if teacher_told_about_book then
print("on_computer_clicked--2")
if (game_api.is_night() == false) then
print("on_computer_clicked--3")
if (player_hold_book) then
print("on_computer_clicked--4")
game_api.quest_set_objective_completed("study_project", "study_project_write")
game_api.start_cutscene("computer_cutscene001")
else
print("on_computer_clicked--5")
game_api.start_dialogue("book_dialog002")
end
else
print("on_computer_clicked--6")
game_api.start_dialogue("computer_dialog002")
end
else
print("on_computer_clicked--7")
game_api.start_dialogue("computer_dialog001")
end
end
end
function on_sleep_cutscene()
print("Cutscene 2 done!")
game_api.set_night()
--game_api.set_trigger_zone_enabled(1, false)
game_api.set_npc_enabled(0, false)
game_api.switch_navigation(16)
game_api.set_object_rotation("Room_N_2_Leaf001", 0)
game_api.set_object_rotation("Hall_Leaf001", 0)
game_api.set_object_rotation("Room_S_2_Leaf001", 0)
game_api.activate_interactive_object("Room_Cover_Corridor_001")
game_api.activate_interactive_object("Room_Cover_Main_Hall_001")
game_api.activate_interactive_object("Room_Cover_North_1_001")
game_api.activate_interactive_object("Room_Cover_North_2_001")
game_api.activate_interactive_object("Room_Cover_South_1_001")
game_api.activate_interactive_object("Room_Cover_South_2_001")
game_api.activate_interactive_object("Room_Cover_South_3_001")
game_api.set_object_alpha("Room_Cover_Corridor_001", 1)
game_api.set_object_alpha("Room_Cover_South_3_001", 1)
game_api.set_object_alpha("Room_Cover_North_1_001", 1)
game_api.set_object_alpha("Room_Cover_Main_Hall_001", 1)
game_api.activate_interactive_object("Note001")
teacher_door_opened = false
end
function on_teacher_arrived_intermediate()
game_api.rotate_object("Room_N_2_Leaf001", -90, 0.5, nil)
game_api.fade_object("Room_Cover_North_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_North_3_001")
end)
game_api.switch_navigation(2)
game_api.npc_walk_to(0, 3.19574, 0, 6.45595, on_teacher_arrived)
teacher_arrived = true
end
game_api.set_cutscene_callback("lection_cutscene001", function()
print("Cutscene done!")
game_api.setIntValue("lection_is_over", 1)
game_api.set_npc_enabled(1, true)
game_api.npc_walk_to(0, 0.758123, 0, 6.50063, on_teacher_arrived_intermediate)
local aiperi_knife_aware = game_api.getIntValue("aiperi_knife_aware")
if (aiperi_knife_aware == 0) then
game_api.set_chat_unread(0, true, "Бекзат, ты где? Я жду...")
end
end)
function on_note_pickup()
game_api.start_dialogue("note_dialog001")
game_api.pickup_item("note_spell")
game_api.deactivate_interactive_object("Note001")
end
function on_report_card_pickup()
local player_ghost_aware = game_api.getIntValue("ghost_aware")
if player_ghost_aware == 1 then
local player_has_report_card = game_api.getIntValue("player_has_report_card")
--local report_card_signed = game_api.getIntValue("report_card_signed")
if (player_has_report_card == 1) then
game_api.start_dialogue("dialog_report_card003") -- Еще рано возвращать зачетку обратно в шкаф
else
game_api.start_dialogue("dialog_report_card002") -- Я пожалуй возьму зачетку
game_api.pickup_item("report_card")
game_api.deactivate_interactive_object("ReportCard001")
game_api.setIntValue("player_has_report_card", 1)
game_api.quest_set_objective_completed("ghost_release", "ghost_release_reportcard")
end
else
game_api.start_dialogue("dialog_report_card001")
end
end
function on_bookshelf_teacher_clicked()
on_report_card_pickup()
end
first_time_darklands = true
game_api.set_darklands_callbacks(
function()
if (first_time_darklands) then
game_api.start_dialogue("ghost_dialog001")
first_time_darklands = false
end
game_api.set_trigger_zone_enabled(1, false)
game_api.set_npc_enabled(0, false)
game_api.set_npc_enabled(1, false)
if (ghost_gone) then
game_api.set_npc_enabled(2, false)
game_api.set_npc_enabled(3, false)
game_api.set_npc_enabled(4, false)
game_api.set_npc_enabled(5, false)
else
game_api.set_npc_enabled(2, true)
game_api.set_npc_enabled(3, true)
game_api.set_npc_enabled(4, true)
game_api.set_npc_enabled(5, true)
game_api.npc_set_hp(3, 35)
game_api.npc_set_hp(4, 35)
game_api.npc_set_hp(5, 35)
game_api.npc_set_position(3, 0, 0, -6.4)
game_api.npc_set_position(4, -5.0, 0, 12)
game_api.npc_set_position(5, 5.0, 0, 12)
end
game_api.switch_navigation(5)
end,
function()
game_api.start_cutscene("darklands_exit001")
game_api.set_npc_enabled(0, false)
game_api.set_npc_enabled(1, false)
game_api.set_npc_enabled(2, false)
game_api.set_npc_enabled(3, false)
game_api.set_npc_enabled(4, false)
game_api.set_npc_enabled(5, false)
--game_api.setIntValue("need_sleep", 1)
--player_left_darklands = true
morning_did_open_door_index = 0
setDay1MorningSetup()
game_api.set_dawn()
local px = game_api.get_player_x()
local pz = game_api.get_player_z()
if (pz > 8.0) then
game_api.activate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_Main_Hall_001")
morning_can_open_door_index = 6
elseif (pz <= 8.0) and (pz > 0) and (px >= 1.5) then
game_api.activate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_North_3_001")
morning_can_open_door_index = 5
elseif (pz <= 8.0) and (pz > 0) and (px <= -1.5) then
if (teacher_door_opened) then
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
else
game_api.activate_interactive_object("Room_Cover_Corridor_001")
end
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
morning_can_open_door_index = 3
elseif (pz <= 0.0) and (pz > -8) and (px >= 1.5) then
game_api.activate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_North_2_001")
morning_can_open_door_index = 4
elseif (pz <= 0.0) and (pz > -8) and (px <= -1.5) then
game_api.activate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_South_2_001")
morning_can_open_door_index = 2
elseif (pz <= -8.0) and (px <= -1.5) then
game_api.activate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_South_1_001")
morning_can_open_door_index = 1
else
--All set before
if (teacher_door_opened) then
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end
morning_can_open_door_index = 0
end
if (morning_can_open_door_index == 0) or (morning_can_open_door_index == 3) then
game_api.setIntValue("morning_player_can_leave", 1)
game_api.setIntValue("morning_aiperi_save_again", 0)
else
game_api.setIntValue("morning_player_can_leave", 0)
local morning_aiperi_talked = game_api.getIntValue("morning_aiperi_talked")
if (morning_aiperi_talked == 1) then
game_api.setIntValue("morning_aiperi_save_again", 1)
end
end
end
)
game_api.set_trigger_zone_callbacks("teacher_dialog_zone001",
teacher_zone001_enter_callback,
nil
)
game_api.set_trigger_zone_callbacks("book_dialog_zone001",
book_dialog_zone001_enter_callback,
book_dialog_zone001_exit_callback
)
function setDay0setup()
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_North_1_001")
game_api.deactivate_interactive_object("Room_Cover_North_2_001")
game_api.rotate_object("Room_N_1_Leaf001", -90, 0.01, nil)
--game_api.set_object_rotation("Room_N_1_Leaf001", -90)
game_api.deactivate_interactive_object("Note001")
game_api.set_npc_enabled(0, false)
game_api.set_npc_enabled(1, false)
game_api.set_npc_enabled(2, false)
game_api.set_npc_enabled(3, false)
game_api.set_npc_enabled(4, false)
game_api.set_npc_enabled(5, false)
end
function setDay1setup()
print("Enter setDay1setup")
game_api.set_object_alpha("Room_Cover_North_1_001", 1)
game_api.set_object_alpha("Room_Cover_North_2_001", 1)
game_api.set_object_alpha("Room_Cover_North_3_001", 1)
game_api.set_object_alpha("Room_Cover_South_1_001", 1)
game_api.set_object_alpha("Room_Cover_South_2_001", 1)
game_api.set_object_alpha("Room_Cover_South_3_001", 1)
game_api.set_object_alpha("Room_Cover_Corridor_001", 1)
game_api.set_object_alpha("Room_Cover_Main_Hall_001", 1)
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_Main_Hall_001")
game_api.deactivate_interactive_object("Room_Cover_North_1_001")
game_api.deactivate_interactive_object("Room_Cover_North_2_001")
game_api.deactivate_interactive_object("Room_Cover_North_3_001")
game_api.activate_interactive_object("Room_Cover_South_1_001")
game_api.activate_interactive_object("Room_Cover_South_2_001")
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
game_api.set_object_rotation("Room_N_0_Leaf001", 0)
game_api.set_object_rotation("Room_N_1_Leaf001", -90)
game_api.set_object_rotation("Room_N_2_Leaf001", -90)
game_api.set_object_rotation("Room_S_0_Leaf001", 0)
game_api.set_object_rotation("Room_S_1_Leaf001", 0)
game_api.set_object_rotation("Room_S_2_Leaf001", 90)
game_api.set_object_rotation("Hall_Leaf001", 90)
game_api.set_npc_enabled(0, true)
game_api.set_npc_enabled(1, true)
game_api.set_npc_enabled(2, false)
game_api.set_npc_enabled(3, false)
game_api.set_npc_enabled(4, false)
game_api.set_npc_enabled(5, false)
end
function setDay1MorningSetup()
game_api.deactivate_interactive_object("Room_Cover_North_1_001")
game_api.activate_interactive_object("Room_Cover_North_2_001")
game_api.activate_interactive_object("Room_Cover_North_3_001")
game_api.activate_interactive_object("Room_Cover_South_1_001")
game_api.activate_interactive_object("Room_Cover_South_2_001")
--[[if (teacher_door_opened) then
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
else]]
game_api.activate_interactive_object("Room_Cover_South_3_001")
--end
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
game_api.activate_interactive_object("Room_Cover_Main_Hall_001")
game_api.set_object_rotation("Room_N_0_Leaf001", 0)
game_api.set_object_rotation("Room_N_1_Leaf001", 0)
game_api.set_object_rotation("Room_N_2_Leaf001", 0)
game_api.set_object_rotation("Room_S_0_Leaf001", 0)
game_api.set_object_rotation("Room_S_1_Leaf001", 0)
if (teacher_door_opened) then
game_api.set_object_rotation("Room_S_2_Leaf001", 90)
else
game_api.set_object_rotation("Room_S_2_Leaf001", 0)
end
game_api.set_object_rotation("Hall_Leaf001", 0)
game_api.set_object_alpha("Room_Cover_North_1_001", 1)
game_api.set_object_alpha("Room_Cover_North_2_001", 1)
game_api.set_object_alpha("Room_Cover_North_3_001", 1)
game_api.set_object_alpha("Room_Cover_South_1_001", 1)
game_api.set_object_alpha("Room_Cover_South_2_001", 1)
game_api.set_object_alpha("Room_Cover_South_3_001", 1)
game_api.set_object_alpha("Room_Cover_Corridor_001", 1)
game_api.set_object_alpha("Room_Cover_Main_Hall_001", 1)
-- TODO: Make check for teacher_door_opened false or true
game_api.set_npc_enabled(0, false)
game_api.set_npc_enabled(1, false)
game_api.set_npc_enabled(2, false)
game_api.set_npc_enabled(3, false)
game_api.set_npc_enabled(4, false)
game_api.set_npc_enabled(5, false)
if morning_did_open_door_index == 1 then
game_api.deactivate_interactive_object("Room_Cover_South_1_001")
game_api.set_object_rotation("Room_S_0_Leaf001", 90)
if (teacher_door_opened) then
game_api.switch_navigation(11)
else
game_api.switch_navigation(8)
end
elseif morning_did_open_door_index == 2 then
game_api.deactivate_interactive_object("Room_Cover_South_2_001")
game_api.set_object_rotation("Room_S_1_Leaf001", 90)
if (teacher_door_opened) then
game_api.switch_navigation(15)
else
game_api.switch_navigation(9)
end
elseif morning_did_open_door_index == 3 then
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
game_api.set_object_rotation("Room_S_2_Leaf001", 90)
game_api.switch_navigation(10)
elseif morning_did_open_door_index == 4 then
game_api.deactivate_interactive_object("Room_Cover_North_2_001")
game_api.set_object_rotation("Room_N_1_Leaf001", -90)
if (teacher_door_opened) then
game_api.switch_navigation(14)
else
game_api.switch_navigation(0)
end
elseif morning_did_open_door_index == 5 then
game_api.deactivate_interactive_object("Room_Cover_North_3_001")
game_api.set_object_rotation("Room_N_2_Leaf001", -90)
if (teacher_door_opened) then
game_api.switch_navigation(13)
else
game_api.switch_navigation(7)
end
elseif morning_did_open_door_index == 6 then
game_api.deactivate_interactive_object("Room_Cover_Main_Hall_001")
game_api.set_object_rotation("Hall_Leaf001", 90)
if (teacher_door_opened) then
game_api.switch_navigation(12)
else
game_api.switch_navigation(6)
end
else
if (teacher_door_opened) then
game_api.switch_navigation(10)
else
game_api.switch_navigation(16)
end
end
end
function setDay1NightSetup()
teacher_door_opened = false
print("setDay1NightSetup")
morning_did_open_door_index = 0
game_api.deactivate_interactive_object("Room_Cover_North_1_001")
game_api.activate_interactive_object("Room_Cover_North_2_001")
game_api.activate_interactive_object("Room_Cover_North_3_001")
game_api.activate_interactive_object("Room_Cover_South_1_001")
game_api.activate_interactive_object("Room_Cover_South_2_001")
game_api.activate_interactive_object("Room_Cover_South_3_001")
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
game_api.activate_interactive_object("Room_Cover_Main_Hall_001")
game_api.set_object_rotation("Room_N_0_Leaf001", 0)
game_api.set_object_rotation("Room_N_1_Leaf001", 0)
game_api.set_object_rotation("Room_N_2_Leaf001", 0)
game_api.set_object_rotation("Room_S_0_Leaf001", 0)
game_api.set_object_rotation("Room_S_1_Leaf001", 0)
game_api.set_object_rotation("Room_S_2_Leaf001", 0)
game_api.set_object_rotation("Hall_Leaf001", 0)
game_api.set_object_alpha("Room_Cover_North_1_001", 1)
game_api.set_object_alpha("Room_Cover_North_2_001", 1)
game_api.set_object_alpha("Room_Cover_North_3_001", 1)
game_api.set_object_alpha("Room_Cover_South_1_001", 1)
game_api.set_object_alpha("Room_Cover_South_2_001", 1)
game_api.set_object_alpha("Room_Cover_South_3_001", 1)
game_api.set_object_alpha("Room_Cover_Corridor_001", 1)
game_api.set_object_alpha("Room_Cover_Main_Hall_001", 1)
game_api.set_npc_enabled(0, false)
game_api.set_npc_enabled(1, false)
game_api.set_npc_enabled(2, false)
game_api.set_npc_enabled(3, false)
game_api.set_npc_enabled(4, false)
game_api.set_npc_enabled(5, false)
local px = game_api.get_player_x()
local pz = game_api.get_player_z()
if (pz > 8.0) then
game_api.activate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_Main_Hall_001")
morning_can_open_door_index = 6
print("(pz > 8.0)")
elseif (pz <= 8.0) and (pz > 0) and (px >= 1.5) then
game_api.activate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_North_3_001")
morning_can_open_door_index = 5
print("(pz <= 8.0) and (pz > 0) and (px >= 1.5)")
elseif (pz <= 8.0) and (pz > 0) and (px <= -1.5) then
game_api.activate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
morning_can_open_door_index = 3
print("(pz <= 8.0) and (pz > 0) and (px <= -1.5)")
elseif (pz <= 0.0) and (pz > -8) and (px >= 1.5) then
game_api.activate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_North_2_001")
morning_can_open_door_index = 4
print("(pz <= 0.0) and (pz > -8) and (px >= 1.5)")
elseif (pz <= 0.0) and (pz > -8) and (px <= -1.5) then
game_api.activate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_South_2_001")
morning_can_open_door_index = 2
print("(pz <= 0.0) and (pz > -8) and (px <= -1.5)")
elseif (pz <= -8.0) and (px <= -1.5) then
game_api.activate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_South_1_001")
morning_can_open_door_index = 1
print("(pz <= -8.0) and (px <= -1.5)")
else
--All set before
morning_can_open_door_index = 0
print("pz and px not working")
end
end
game_api.set_enter_night_callback(
function()
game_api.start_dialogue("dialog_video001")
setDay1NightSetup()
game_api.switch_navigation(16)
end
)
--[[
game_api.set_chat_callbacks(
function()
if (game_api.is_night()) then
if (game_api.is_dawn()) then
if not (morning_can_open_door_index == 0) and not (morning_can_open_door_index == 3) then
game_api.start_dialogue("phone_morning_aiperi001")
else
--TODO: add aiperi that she already came to the uni
end
else
local asked_help_locked = game_api.getIntValue("asked_help_locked")
if not (asked_help_locked == 1) then
game_api.start_dialogue("phone_night_aiperi001")
end
end
end
end,
nil,
nil
)
]]
game_api.set_chat_callbacks(
function()
if (game_api.is_night()) then
if (game_api.is_dawn()) then
local morning_player_can_leave = game_api.getIntValue("morning_player_can_leave")
if morning_player_can_leave == 0 then
game_api.start_dialogue("phone_morning_aiperi001")
else
game_api.start_dialogue("cancel_phone_morning_aiperi001")
end
else
local day = game_api.getIntValue("day")
local asked_help_locked = game_api.getIntValue("asked_help_locked")
if (day == 0) then
if (asked_help_locked == 0) then
game_api.start_dialogue("phone_night_aiperi001")
end
else
game_api.start_dialogue("cancel_phone_night_aiperi001")
end
end
game_api.setIntValue("aiperi_talked_after_knife", 1)
game_api.setIntValue("aiperi_chat_opened", 1)
else
local aiperi_chat_opened = game_api.getIntValue("aiperi_chat_opened")
local aiperi_knife_aware = game_api.getIntValue("aiperi_knife_aware")
local aiperi_talked_after_knife = game_api.getIntValue("aiperi_talked_after_knife")
local lection_is_over = game_api.getIntValue("lection_is_over")
print("dialogx step 1")
if (player_hold_knife) and (aiperi_talked_after_knife == 0) then
game_api.start_dialogue("dialog_chat_aiperi003")
game_api.setIntValue("aiperi_talked_after_knife", 1)
else
print("dialogx step 2")
if aiperi_chat_opened == 0 then
print("dialogx step 3")
game_api.setIntValue("aiperi_chat_opened", 1)
if aiperi_knife_aware == 0 then
print("dialogx step 4")
if (lection_is_over == 1) then
print("dialogx step 5")
print("player_hold_key")
print(player_hold_key)
if (player_hold_key == false) then
print("dialogx step 6")
game_api.start_dialogue("dialog_chat_aiperi002")
end
else
game_api.start_dialogue("dialog_chat_aiperi001")
end
end
end
end
--[[
if aiperi_chat_opened == 0 then
game_api.setIntValue("aiperi_chat_opened", 1)
if (player_hold_knife) and (aiperi_talked_after_knife == 0) then
game_api.start_dialogue("dialog_chat_aiperi003")
game_api.setIntValue("aiperi_talked_after_knife", 1)
else
if aiperi_knife_aware == 0 then
local lection_is_over = game_api.getIntValue("lection_is_over")
if (lection_is_over == 1) then
game_api.start_dialogue("dialog_chat_aiperi002")
else
game_api.start_dialogue("dialog_chat_aiperi001")
end
end
end
end]]
end
end,
function()
local parents_chat_opened = game_api.getIntValue("parents_chat_opened")
if parents_chat_opened == 0 then
game_api.setIntValue("parents_chat_opened", 1)
game_api.start_dialogue("dialog_chat_parents001")
end
end,
function()
local news_chat_opened = game_api.getIntValue("news_chat_opened")
if news_chat_opened == 0 then
game_api.setIntValue("news_chat_opened", 1)
game_api.start_dialogue("dialog_chat_news001")
end
end
)
function on_aiperi_opens_door()
print("on_aiperi_opens_door")
game_api.close_phone()
if (morning_can_open_door_index == 6) then
if (morning_did_open_door_index == 0) then
morning_did_open_door_index = 6
game_api.start_dialogue("door_unlock_dialog001")
game_api.rotate_object("Hall_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
end)
if (teacher_door_opened) then
game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end)
game_api.switch_navigation(12)
else
game_api.switch_navigation(6)
end
--Aiperi incoming
game_api.npc_set_position(1, 0, 0, 6.5)
game_api.set_npc_enabled(1, true)
game_api.npc_walk_to(1, 0.0, 0, 9.1, function()
game_api.start_dialogue("dialog_aiperi_morning001")
end)
game_api.player_walk_to(0.0, 0.0, 10.0, nil)
end
elseif (morning_can_open_door_index == 5) then
if (morning_did_open_door_index == 0) then
morning_did_open_door_index = 5
game_api.start_dialogue("door_unlock_dialog001")
game_api.rotate_object("Room_N_2_Leaf001", -90, 0.5, nil)
game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
end)
if (teacher_door_opened) then
game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end)
game_api.switch_navigation(13)
else
game_api.switch_navigation(7)
end
--Aiperi incoming
game_api.npc_set_position(1, 0.0, 0, 6.43818)
game_api.set_npc_enabled(1, true)
game_api.npc_walk_to(1, 2.34349, 0, 6.31229, function()
game_api.start_dialogue("dialog_aiperi_morning001")
end)
game_api.player_walk_to(3.52174, 0, 6.28993, nil)
end
elseif (morning_can_open_door_index == 4) then
if (morning_did_open_door_index == 0) then
morning_did_open_door_index = 4
game_api.start_dialogue("door_unlock_dialog001")
game_api.rotate_object("Room_N_1_Leaf001", -90, 0.5, nil)
game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
end)
if (teacher_door_opened) then
game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end)
game_api.switch_navigation(14)
else
game_api.switch_navigation(0)
end
--Aiperi incoming
game_api.npc_set_position(1, 0, 0, -1.7911)
game_api.set_npc_enabled(1, true)
game_api.npc_walk_to(1, 2.11898, 0, -1.7074, function()
game_api.start_dialogue("dialog_aiperi_morning001")
end)
game_api.player_walk_to(3.36055, 0, -2.0345, nil)
end
elseif (morning_can_open_door_index == 2) then
if (morning_did_open_door_index == 0) then
morning_did_open_door_index = 2
game_api.start_dialogue("door_unlock_dialog001")
game_api.rotate_object("Room_S_1_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
end)
if (teacher_door_opened) then
game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end)
game_api.switch_navigation(15)
else
game_api.switch_navigation(9)
end
--Aiperi incoming
game_api.npc_set_position(1, 0, 0, -1.7911)
game_api.set_npc_enabled(1, true)
game_api.npc_walk_to(1, -2.454, 0, -1.61871, function()
game_api.start_dialogue("dialog_aiperi_morning001")
end)
game_api.player_walk_to(-3.63363, 0, -1.50727, nil)
end
elseif (morning_can_open_door_index == 1) then
if (morning_did_open_door_index == 0) then
morning_did_open_door_index = 1
game_api.start_dialogue("door_unlock_dialog001")
game_api.rotate_object("Room_S_0_Leaf001", 90, 0.5, nil)
game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
end)
if (teacher_door_opened) then
game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
end)
game_api.switch_navigation(11)
else
game_api.switch_navigation(8)
end
--Aiperi incoming
game_api.npc_set_position(1, 0, 0, -9.77948)
game_api.set_npc_enabled(1, true)
game_api.npc_walk_to(1, -2.53977, 0, -9.77852, function()
game_api.start_dialogue("dialog_aiperi_morning001")
end)
game_api.player_walk_to(-3.64494, 0, -9.66711, nil)
end
end
end
function on_aiperi_morning_dialog_finished()
game_api.npc_walk_to(1, 0.98998, 0, -7.525, nil)
end
game_api.set_location_callbacks(
function()
print("Enter location uni interior-")
--player_left_darklands = false
local hp = game_api.getFloatValue("player_hp")
game_api.set_player_hp(hp)
local day = game_api.getIntValue("day")
print("day is:")
print(day)
local resetState = false
if not (day == was_day_when_player_left) then
resetState = true
elseif (was_state_when_player_left == 1) and game_api.is_darklands() == false then
resetState = true
elseif (was_state_when_player_left == 2) and (game_api.is_darklands() or game_api.is_dawn() == false) then
resetState = true
elseif (was_state_when_player_left == 3) and (game_api.is_darklands() or game_api.is_night() == false) then
resetState = true
elseif (was_state_when_player_left == 4) and (game_api.is_night() or game_api.is_darklands()) then
resetState = true
end
if (day > 0) and resetState then
if (game_api.is_darklands()) then
--Currently not possible
print("Entered darklands setup")
elseif (game_api.is_dawn()) then
print("setDay1MorningSetup entered-")
setDay1MorningSetup()
elseif (game_api.is_night()) then
print("entered night setup")
setDay1NightSetup()
game_api.switch_navigation(16)
else
print("entered day setup")
setDay1setup()
game_api.switch_navigation(3)
end
end
--[[
local day = game_api.getIntValue("day")
if (day == 0)then
was_state_when_player_left = 0
elseif game_api.is_darklands() then
was_state_when_player_left = 1
elseif game_api.is_dawn() then
was_state_when_player_left = 2
elseif game_api.is_night() then
was_state_when_player_left = 3
else
was_state_when_player_left = 4
end
possible situation combinations:
left from darklands
left from morning
left from day
left from night
arrive in darklands
arrive in morning
arrive in day
arrive in night
]]
if (day > 0) and (game_api.is_night() == false) then
print("entered day setup")
setDay1setup()
game_api.switch_navigation(3)
end
print("entered exited-")
if (was_darklands) and (game_api.is_darklands() == false) and game_api.is_dawn() then
--Player died in exterior and then in the morning returned back
print("setDay1MorningSetup entered-")
setDay1MorningSetup()
end
end,
function()
print("Exit location uni interior")
--player_left_darklands = false
local hp = game_api.get_player_hp()
game_api.setFloatValue("player_hp", hp)
--[[
0 - day0
1 - darklands
2 - morning
3 - night
4 - day
]]
local day = game_api.getIntValue("day")
was_day_when_player_left = day
if (day == 0) then
was_state_when_player_left = 0
elseif game_api.is_darklands() then
was_state_when_player_left = 1
elseif game_api.is_dawn() then
was_state_when_player_left = 2
elseif game_api.is_night() then
was_state_when_player_left = 3
else
was_state_when_player_left = 4
end
end
)
function debugAllOpen()
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
game_api.deactivate_interactive_object("Room_Cover_Main_Hall_001")
game_api.deactivate_interactive_object("Room_Cover_North_1_001")
game_api.deactivate_interactive_object("Room_Cover_North_2_001")
game_api.deactivate_interactive_object("Room_Cover_North_3_001")
game_api.deactivate_interactive_object("Room_Cover_South_1_001")
game_api.deactivate_interactive_object("Room_Cover_South_2_001")
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
game_api.rotate_object("Hall_Leaf001", 90, 0.5, nil)
game_api.rotate_object("Room_S_2_Leaf001", 90, 0.5, nil)
game_api.rotate_object("Room_S_1_Leaf001", 90, 0.5, nil)
game_api.rotate_object("Room_S_0_Leaf001", 90, 0.5, nil)
game_api.rotate_object("Room_N_1_Leaf001", -90, 0.5, nil)
game_api.rotate_object("Room_N_2_Leaf001", -90, 0.5, nil)
end
game_api.set_cutscene_callback("game_complete_cutscene001", function()
print("---Cutscene done!")
game_api.return_to_main_menu()
end)
setDay0setup()
game_api.switch_navigation(0)
--debugAllOpen()
print("Lua script loaded successfully!")