Anduniels Main Script

Scriptname FOL_MonitorPlayerScript extends Quest Conditional

GlobalVariable Property FOL_ForceRideHorse Auto
GlobalVariable Property FOL_AndunielFollowState Auto
GlobalVariable Property FOL_AllowChat Auto
GlobalVariable Property FOL_ChatterPace Auto
ObjectReference Property FOL_AndunielHomeMarker Auto
Actor Property PlayerRef Auto
Actor Property GloryRef Auto  
Actor Property AndunielRef Auto
WorldSpace Property Tamriel Auto
WorldSpace Property WhiterunDragonsreachWorld Auto
Location Property KilkreathRuinsLocation Auto
float Property UpdateInterval auto
float Property SettleRadius auto
int Property IsOnHorse Auto Conditional
Bool Property IsSitting Auto Conditional
Bool Property IsUsingSpecial Auto Conditional
KeyWord Property LocTypePlayerHouse Auto
KeyWord Property LocTypeInn Auto
KeyWord Property LocTypeStore Auto
KeyWord Property LocTypeHouse Auto
KeyWord Property LocTypeCastle Auto
KeyWord Property LocTypeTemple Auto
KeyWord Property LocTypeCity Auto
KeyWord Property LocTypeTown Auto
KeyWord Property LocTypeSettlement Auto
Quest Property FOL_InnkeepScenes Auto
Quest Property FOL_BoyScenes Auto
Quest Property FOL_GirlScenes Auto
Location TmpLoc
Int DoSandbox

Actor theHorse
Bool DoSetup = TRUE
Bool SummonHorse
Bool SummonHorseInProgress
Bool SummonHorseReady
Bool WantsToRideHorse
Int AndunielFollowState
Bool PlayerSettled
int cTimer
float pDistance
int pdCount
int psCount
float pPosX
float pPosY
float pPosZ
float pAngleZ
Bool iSeeYou
Bool Property LocChanged Auto Hidden Conditional 

int __historySize = 8 ; remember to update the declarations if necessary
float[] __playerPosX
float[] __playerPosY
float[] __playerPosZ

Function OnInit()
	WantsToRideHorse = FALSE
	SummonHorse = FALSE
	SummonHorseReady = FALSE
	SummonHorseInProgress = FALSE
	PlayerSettled = FALSE
	cTimer = 0
	pdCount = 0
	psCount = 0
	DoSetup = TRUE
	DoSandbox = 0
	LocChanged = FALSE
	RegisterForLOS(PlayerRef, AndunielRef)
	;Debug.Trace("INIT monitorplayer")
endFunction

Function Setup()
	; float[x] size has to the same as __historySize = x
	__playerPosX = new float[8]
	__playerPosY = new float[8]
	__playerPosZ = new float[8]

	int count = 0
	while (count < __historySize)
		__playerPosX[count] = PlayerRef.X + 1000
		__playerPosY[count] = PlayerRef.Y + 1000
		__playerPosZ[count] = PlayerRef.Z + 1000
		count += 1
	endwhile
	DoSetup = FALSE
EndFunction

Function SetToNotMoving()
	int count = 0
	while (count < __historySize)
		__playerPosX[count] = PlayerRef.X
		__playerPosY[count] = PlayerRef.Y
		__playerPosZ[count] = PlayerRef.Z
		count += 1
	endwhile
EndFunction

Event OnGainLOS(Actor akViewer, ObjectReference akTarget)
	iSeeYou = TRUE
EndEvent

Event OnLostLOS(Actor akViewer, ObjectReference akTarget)
	iSeeYou = FALSE
EndEvent

;Event OnLocationChange(Location akOldLoc, Location akNewLoc)
;	LocChanged = TRUE
;	Debug.Trace("===: Location Change - function")
;	Debug.Notification("===: Location Change - function")
;endEvent

Event OnUpdate()
	;Debug.Notification("Updating MonitorPlayerScript ")
	;Debug.Trace("Updating MonitorPlayerScript ")
	;==================================
	;=== Reset the AllowChat global	===
	;==================================	
	if (FOL_AllowChat.GetValueInt() == 1)
		cTimer += 1
		if (cTimer >= FOL_ChatterPace.GetValueInt()) 
			FOL_AllowChat.SetValueInt(0)
			;Debug.Notification("Allowed to chatter again.. ")
			cTimer = 0
		endif
	endif

	AndunielFollowState = FOL_AndunielFollowState.GetValueInt()
	if ((AndunielFollowState >= 1) && (AndunielRef.GetAV("WaitingForPlayer") == 0))
		;Debug.Trace("===: Updating MonitorPlayerScript ")
		if (DoSetup)
			Setup()
		endif
		
		if (LocChanged)
			LocChanged = FALSE
			FOL_AndunielFollowState.SetValueInt(1)
			AndunielRef.EvaluatePackage()
			psCount = 0
			PlayerSettled = FALSE
			TmpLoc = PlayerRef.GetCurrentLocation()

			Bool StopInnQuest = FALSE
			Bool StopKidsQuest = FALSE
			if (FOL_InnkeepScenes.IsRunning())
				FOL_InnkeepScenes.Stop()
				StopInnQuest = TRUE
			endif					
            if (FOL_BoyScenes.IsRunning())
				FOL_BoyScenes.Stop()
				StopKidsQuest = TRUE
			endif					
			if (FOL_GirlScenes.IsRunning())
				FOL_GirlScenes.Stop()
				StopKidsQuest = TRUE
			endif
			if (TmpLoc != None)
				if (StopInnQuest == FALSE)
					if (TmpLoc.HasKeyWord(LocTypeInn))
						FOL_InnkeepScenes.Start()
					endif
				endif
				if (StopKidsQuest == FALSE)
					if  ((TmpLoc.HasKeyWord(LocTypeTown)) || (TmpLoc.HasKeyWord(LocTypeCity)) || (TmpLoc.HasKeyWord(LocTypeSettlement)))
						FOL_BoyScenes.Start()
						FOL_Girlscenes.Start()
					endif
				endif
			endif
			RegisterForSingleUpdate(1)
			Return
		endif
		;==============================================================
		;=== Setup Conditionals == No actual actions yet 			===
		;=== ONLY do this when she's in STANDARD follow mode "1"	===
		;=== even though she might be in follow sandbox mode,		===
		;=== she has to come out of that first by her self			===
		;==============================================================
		theHorse = Game.GetPlayersLastRiddenHorse()	
		if (theHorse && theHorse.GetPlayerControls())
			;=== Player IS on horse so anduniel wants to ride	===
			WantsToRideHorse = TRUE
		else
			;=== Player is NOT horse ===
			if (FOL_ForceRideHorse.GetValueInt() > 0)
				if (PlayerRef.IsInInterior())
					FOL_ForceRideHorse.SetValueInt(0)
					WantsToRideHorse = FALSE
					;Uh oH Player went indoors while she was on horse back the game does not move her to the interior
					;we have to do it manualy
					AndunielRef.MoveTo(PlayerRef)
				elseif (PlayerRef.GetWorldSpace() != Tamriel)
					;Debug.Notification("Not in tamriel")
					FOL_ForceRideHorse.SetValueInt(0)
					WantsToRideHorse = FALSE
					;Uh oH Player went out of tamriel while she was on horse back
				elseif (PlayerRef.IsInCombat())
					;Player is not on horse but is in combat
					WantsToRideHorse = FALSE
				else
					;Player is not on horse and not in combat but she was asked to ride so anduniel wants to ride
					WantsToRideHorse = TRUE
				endif
			else
				;player is not on horse and she was not asked to ride so anduniel does not want to ride
				WantsToRideHorse = FALSE
			endif
		endif
		;=== End Setup conditional

		if (WantsToRideHorse)
			if (GloryRef.IsBeingRidden())
				;... unreliable after fast travel ??
				;Debug.Notification("Glory is being ridden.")
				if (IsOnHorse == 0)
					;Debug.Notification("Glory is being ridden.")
					IsOnHorse = 1
					; switch to FOL_AndunielRideCombat AI package  
					AndunielRef.EvaluatePackage()
				endif
			else
				;Debug.Notification("Glory is NOT being ridden need mount")
				if (SummonHorseInProgress == FALSE)
					;Debug.Notification("NOT Summon Horse in progress")
					if (GloryRef.IsInInterior())
						;Horse is in dummy cell. ;need to summon horse.
						SummonHorse = TRUE
					elseif (AndunielRef.GetDistance(GloryRef) > 300)
						;horse is to far away. need a summon
						SummonHorse = TRUE
					endif
				else
					;Debug.Notification("Summon Horse in progress")
					if (GloryRef.Is3DLoaded())
						;Debug.Notification("Horse Model is loaded")
						; Wait for actual model to be loaded into game
						SummonHorseReady = TRUE
						SummonHorseInProgress = FALSE
					endif
				endif

				if (SummonHorse)
					;Debug.Notification("Andie Summon Horse")
					;Move the horse to anduniel
					GloryRef.MoveTo(AndunielRef, 32, 0, 0)
					SummonHorse = FALSE
					SummonHorseReady = FALSE
					SummonHorseInProgress = TRUE
				endif

				if (SummonHorseReady)
					;Debug.Notification("Andie mounting horse")
					; Horse is loaded and ready, Start mounting. (aka activate)
					GloryRef.Activate(AndunielRef, TRUE)
				endif
			endif
		else
			if (GloryRef.IsBeingRidden())
				;Debug.Notification("Glory is being ridden need DISmount")
				if (IsOnHorse == 1)
				;Debug.Notification("Andie Dismounting horse")
				;Dismount when on horse (aka activate again)
				GloryRef.Activate(AndunielRef, TRUE)
				endif
			else
				if (IsOnHorse == 1)
					SummonHorse = FALSE
					SummonHorseReady = FALSE
					SummonHorseInProgress = FALSE
					IsOnHorse = 0
					;switch to FOL_PlayerFollowerPackage AI package
					AndunielRef.EvaluatePackage()
				endif
			endif
		endif

		;==========================================
		;=== Setting up sand box conditional
		;===
		;==========================================
		TmpLoc = PlayerRef.GetCurrentLocation()
		if (TmpLoc != None)
			if (TmpLoc.HasKeyWord(LocTypePlayerHouse) || TmpLoc.HasKeyWord(LocTypeInn) || \
				TmpLoc.HasKeyWord(LocTypeStore) || (FOL_AndunielHomeMarker.GetParentCell() == PlayerRef.GetParentCell()))
				; Do SandBox even when player is moving or sneaking
				DoSandbox = 2
			elseif (TmpLoc.HasKeyWord(LocTypeHouse) || TmpLoc.HasKeyWord(LocTypeCastle) || TmpLoc.HasKeyWord(LocTypeTemple) || \
					TmpLoc.HasKeyWord(LocTypeCity) || TmpLoc.HasKeyWord(LocTypeTown) || TmpLoc.HasKeyWord(LocTypeSettlement))
				; Allow sandbox when idle.
				DoSandbox = 1
			else
				; Do not sandbox at all.
				DoSandbox = 0
			endif
		else
			;=== No location found ???
			; Do not sandbox at all.
			DoSandbox = 0
		endif
		
		
		if (PlayerRef.IsInCombat() == FALSE)
			bool switchedPackageConditions = FALSE
			if ((DoSandbox == 2) && (AndunielRef.GetParentCell() == PlayerRef.GetParentCell()))
				if (PlayerSettled == FALSE)
					switchedPackageConditions = TRUE
					FOL_AndunielFollowState.SetValueInt(3)
					psCount = 0
					;Debug.Trace("===: DoSandbox = 2 -> PlayerSettled - Sandbox")
				endif
				PlayerSettled = TRUE
			elseif (DoSandbox == 1)
				;==========================================
				;=== Trace players movement	for idle	===
				;=== Sandbox when player does not move	===
				;==========================================
				; cycle all positions down one notch in the history arrays
				int historyIndex = 0
				while (historyIndex < __historySize - 1)
					__playerPosX[historyIndex] = __playerPosX[historyIndex + 1]
					__playerPosY[historyIndex] = __playerPosY[historyIndex + 1]
					__playerPosZ[historyIndex] = __playerPosZ[historyIndex + 1]
					historyIndex += 1
				endwhile
				; set the most recent history as the current player position
				;Actor _player = Game.GetPlayer()
				pPosX = PlayerRef.X
				pPosY = PlayerRef.Y
				pPosZ = PlayerRef.Z
				__playerPosX[__historySize - 1] = pPosX
				__playerPosY[__historySize - 1] = pPosY
				__playerPosZ[__historySize - 1] = pPosZ
				
				; check current position against oldest history point if we're in follow mode
				; calculate distance between history start and present
				;    sqrt((x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2)
				float xFactor = (__playerPosX[0] - pPosX)
				float yFactor = (__playerPosY[0] - pPosY)
				float zFactor = (__playerPosZ[0] - pPosZ)
				;float distance = Math.sqrt(xFactor + yFactor + zFactor)
				float distance = yFactor * yFactor
				distance += xFactor * xFactor
				distance += zFactor * zFactor
				; if the player has moved less than the defined settle radius,
				;   set the flag that the sandbox package is looking for.
				if (distance > SettleRadius)
					;Debug.Trace("===: PlayerMoving")
					if (PlayerSettled)
						IsUsingSpecial = FALSE
						switchedPackageConditions = TRUE
						FOL_AndunielFollowState.SetValueInt(1)
						psCount = 0
						;Debug.Trace("===: MPS-> PlayerMoving - Stop Sandbox")
					endif
					PlayerSettled = FALSE
				else
					;Debug.Trace("===: PlayerSettled")
					if (WantsToRideHorse || (IsSitting && IsUSingSpecial == FALSE) || (PlayerRef.IsSneaking()))
						if (PlayerSettled)
							;======================================================
							;=== Player is settled BUT, she wants to ride horse	===
							;=== or player is sitting. takes precedence			===
							;=== force back to follow state "1"					===
							;======================================================
							switchedPackageConditions = TRUE
							FOL_AndunielFollowState.SetValueInt(1)
							;Debug.Trace("===: MPS-> PlayerSettled when sitting")
						endif
						PlayerSettled = FALSE
					elseif ((PlayerRef.GetDistance(AndunielRef) < = 1024) && (PlayerRef.IsSneaking() == FALSE))
						;==============================================================
						;=== Sandbox when player doesn't move for a while			===
						;=== Only when NOT wants to ride horse, player NOT sitting	===
						;==============================================================
						if (PlayerSettled == FALSE)
							switchedPackageConditions = TRUE
							FOL_AndunielFollowState.SetValueInt(3)
							psCount = 0
							;Debug.Trace("===: MPS-> PlayerSettled - Sandbox")
						endif
						PlayerSettled = TRUE
					endif
				endif
			else
				if (PlayerSettled)
					IsUsingSpecial = FALSE
					switchedPackageConditions = TRUE
					FOL_AndunielFollowState.SetValueInt(1)
					psCount = 0
					;Debug.Trace("===: DoSandbox = 0 - Stop Sandbox")
				endif
				PlayerSettled = FALSE
			endif
	
			; only do the EVP if we've actually changed the value
			if (switchedPackageConditions)
				AndunielRef.EvaluatePackage()
			endif
		
			;==========================================
			;=== Keep track of distance to player	===
			;=== And teleport when to far away		===
			;==========================================
			if ((PlayerRef.GetCurrentScene() == None) && (IsOnHorse == FALSE) && (AndunielFollowState == 1))
				pDistance = PlayerRef.GetDistance(AndunielRef)
				if (PlayerRef.IsInInterior())
					if (pDistance > 1024)
						pdCount += 1
					else
						pdCount = 0
					endif
				else
					if (PlayerRef.GetAnimationVariableBool("bIsRiding") && (WantsToRideHorse == FALSE))
						;debug.notification("IS RIDING A DRAGON")
						pdCount = 0
					elseif (PlayerRef.GetWorldSpace() == WhiterunDragonsreachWorld )
						pdCount = 0
					elseif (PlayerRef.GetCurrentLocation() == KilkreathRuinsLocation)
						pdCount = 0					
					else
						if (pDistance > 1200)
							pdCount += 1
						else
							pdCount = 0
						endif
					endif
				endif
			endif
			if (pdCount > 3)
				if (iSeeYou == FALSE)
					pAngleZ = PlayerRef.GetAngleZ()
					pPosX = -256 * math.sin(pAngleZ)
					pPosY = -256 * math.cos(pAngleZ)
					AndunielRef.MoveTo(PlayerRef, pPosX, pPosY)
					;debug.notification("teleport")
					pdCount = 0
				endif
			endif

			;======================================================================
			;=== Sit when player sits after 2 iterations ... ignoring crafting	===
			;======================================================================
			if (IsUsingSpecial == FALSE)
				if (PlayerRef.GetSitState() > 0)
					if (psCount >= 2)
						if (IsSitting == FALSE)
							IsSitting = TRUE
							AndunielRef.EvaluatePackage()
							;Debug.Trace("===: MPS -> eval package go sit")
						endif
					endif
					psCount += 1
				else
					if (IsSitting)
						IsSitting = FALSE
						AndunielRef.EvaluatePackage()
						;Debug.Trace("===: MPS-> eval package do not sit")
						psCount = 0
					endif
				endif
			endif
		endif
	endif
	RegisterForSingleUpdate(UpdateInterval)
EndEvent