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dsrc/sku.0/sys.server/compiled/game/script/test/qabadge.script
T

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/*
Title: qabadge.script
Description: QA script used to grant and revoke specific badges via SUI element
*/
/***** INCLUDES ********************************************************/
include library.badge;
include library.sui;
include library.utils;
include java.util.HashSet;
include library.qa;
/***** TRIGGERS & FUNCTIONS *******************************************************/
trigger OnAttach()
{
if (isGod(self))
{
if(getGodLevel(self) < 10)
{
detachScript(self, "test.qabadge");
sendSystemMessage(self, "You do not have the appropriate access level to use this script.", null);
}
}
else if (!isGod(self))
{
detachScript(self, "test.qabadge");
}
return SCRIPT_CONTINUE;
}
trigger OnSpeaking(string text)
{
obj_id player = self;
if(isGod(player))
{
if (toLower(text).equals("qabadges") )
{
// Create a String array that has all badge types in it, with no duplications
Vector vectorMenuArray = new Vector();
vectorMenuArray.addElement("*Add All Badges*");
vectorMenuArray.addElement("*Remove All Badges*");
string[] badgePages = getAllCollectionPagesInBook("badge_book");
if ((badgePages != null) && (badgePages.length > 0))
{
for (int i = 0; i < badgePages.length; ++i)
{
if (!badgePages[i].equals("bdg_accumulation"))
vectorMenuArray.addElement(badgePages[i]);
}
}
String[] mainMenuArray = new String[vectorMenuArray.size()];
vectorMenuArray.toArray(mainMenuArray);
utils.setScriptVar( self, "qabadge.mainMenu", mainMenuArray );
if (mainMenuArray.length < 1)
sendSystemMessageTestingOnly(player, "Badge UI creation failed.");
else
{
//save off array options so we can search later
utils.setScriptVar( player, "qabadge.mainMenu", mainMenuArray );
//create SUI with the options you added to the array
qa.refreshMenu(player, "Choose the Badge", "Badge Granter", mainMenuArray, "mainMenuOptions", true, "qabadge.pid");
}
return SCRIPT_OVERRIDE;
}
}
return SCRIPT_CONTINUE;
}
/***** Message Handlers *******************************************************/
//Main Menu, this is populated Dynamically from the datatable
//******************************************************************************
messageHandler mainMenuOptions()
{
if(isGod(self))
{
if ( utils.hasScriptVar( self, "qabadge.pid"))
{
//get previous menu array
string previousBadgeArray[] = utils.getStringArrayScriptVar( self, "qabadge.mainMenu" );
obj_id player = sui.getPlayerId(params);
if ( (params == null) || (params.isEmpty()) )
{
sendSystemMessageTestingOnly(player,"Failing, params empty");
utils.removeScriptVarTree(player,"qabadge");
utils.removeScriptVarTree(player,"qatool");
return SCRIPT_CONTINUE;
}
int btn = sui.getIntButtonPressed(params);
int idx = sui.getListboxSelectedRow(params);
//used this to add some extra functionality to buttons
if (btn == sui.BP_CANCEL)
{
//this means we are done, and we need to clean the scriptvars
utils.removeScriptVarTree(player,"qabadge");
utils.removeScriptVarTree(player,"qatool");
return SCRIPT_CONTINUE;
}
if(btn == sui.BP_REVERT)
{
//Go back to tool Mainmenu
string[] options = utils.getStringArrayScriptVar(player, "qatool.toolMainMenu");
string mainTitle = utils.getStringScriptVar(player, "qatool.title");
string mainPrompt = utils.getStringScriptVar(player, "qatool.prompt");
if(options == null)
{
sendSystemMessageTestingOnly(player, "You didn't start from the main tool menu");
String[] mainMenuArray = utils.getStringArrayScriptVar(player, "qabadge.mainMenu");
qa.refreshMenu(player, "Choose the Badge", "Badge Granter", mainMenuArray, "mainMenuOptions", true, "qabadge.pid");
return SCRIPT_CONTINUE;
}
else
{
qa.refreshMenu( self, mainPrompt, mainTitle, options, "toolMainMenu", true, "qatool.pid");
utils.removeScriptVarTree(player,"qabadge");
return SCRIPT_CONTINUE;
}
}
if (idx < 0 ) //this means you didnt have anything selected and the window disappeared
{
//cleanScriptVars(player);
utils.removeScriptVarTree(player,"qabadge");
utils.removeScriptVarTree(player,"qatool");
sendSystemMessageTestingOnly(player, "You didnt have anything selected");
return SCRIPT_CONTINUE;
}
//get the previous badge choice
string badgeChoice = previousBadgeArray[idx];
//Determine if add all or remove all were selected
if(badgeChoice == "*Add All Badges*")
{
string[] allBadges = getAllCollectionSlotsInBook("badge_book");
if ((allBadges != null) && (allBadges.length > 0))
{
for(int i =0; i < allBadges.length; i++)
badge.grantBadge(player, allBadges[i]);
}
String[] mainMenuArray = utils.getStringArrayScriptVar(player, "qabadge.mainMenu");
CustomerServiceLog("qaTool","User: (" + self + ") " + getName(self) + " has added all in game badges from their current character using the QA Badge Tool.");
qa.refreshMenu(player, "Choose the Badge", "Badge Granter", mainMenuArray, "mainMenuOptions", "qabadge.pid", sui.OK_CANCEL_REFRESH);
return SCRIPT_CONTINUE;
}
if(badgeChoice == "*Remove All Badges*")
{
string[] allBadges = getAllCollectionSlotsInBook("badge_book");
if ((allBadges != null) && (allBadges.length > 0))
{
for(int i =0; i < allBadges.length; i++)
badge.revokeBadge(player, allBadges[i], true);
}
String[] mainMenuArray = utils.getStringArrayScriptVar( player, "qabadge.mainMenu");
CustomerServiceLog("qaTool","User: (" + self + ") " + getName(self) + " has removed all their badges from their current character using the QA Badge Tool.");
qa.refreshMenu(player, "Choose the Badge", "Badge Granter", mainMenuArray, "mainMenuOptions", "qabadge.pid", sui.OK_CANCEL_REFRESH);
return SCRIPT_CONTINUE;
}
string[] menuArray = getAllCollectionSlotsInPage(badgeChoice);
if ((menuArray == null) || (menuArray.length < 1))
sendSystemMessageTestingOnly(player, "Badge UI creation failed.");
else
{
//setting show boolean to false so I can change the name of the cancel button
qa.refreshMenu(self, "Choose the Badge", "Badge Granter", menuArray, "assignMenuOptions", "qabadge.pid", sui.OK_CANCEL_REFRESH);
//setting scriptvars needed to go back to main menu and to refresh the current menu
utils.setScriptVar( self, "qabadge.Menu", menuArray );
utils.setScriptVar( self, "qabadge.Main_choice", badgeChoice);
}
}
}
return SCRIPT_CONTINUE;
}
messageHandler assignMenuOptions()
{
if(isGod(self))
{
if ( utils.hasScriptVar( self, "qabadge.pid"))
{
//get scriptvar array needed to know what the persons choice was
string previousBadgeArray[] = utils.getStringArrayScriptVar( self, "qabadge.Menu" );
obj_id player = sui.getPlayerId(params);
if ( (params == null) || (params.isEmpty()) )
{
sendSystemMessageTestingOnly(player,"Failing, params empty");
utils.removeScriptVarTree(player,"qabadge");
utils.removeScriptVarTree(player,"qatool");
return SCRIPT_CONTINUE;
}
int btn = sui.getIntButtonPressed(params);
//adding additional functionality to ok and cancel buttons
if(btn == sui.BP_CANCEL)
{
//this means we are done, and we need to clean the scriptvars
utils.removeScriptVarTree(player,"qabadge");
utils.removeScriptVarTree(player,"qatool");
return SCRIPT_CONTINUE;
}
//in this case cancel means back, so I redraw the main menu
if(btn == sui.BP_REVERT)
{
String[] mainMenuArray = utils.getStringArrayScriptVar( player, "qabadge.mainMenu");
qa.refreshMenu(player, "Choose the Badge", "Badge Granter", mainMenuArray, "mainMenuOptions", "qabadge.pid", sui.OK_CANCEL_REFRESH);
return SCRIPT_CONTINUE;
}
int idx = sui.getListboxSelectedRow(params);
//here we have picked a badge and are going to assign it
if (idx < 0 ) //this means you didnt have anything selected and the window disappeared
{
utils.removeScriptVarTree(player,"qabadge");
utils.removeScriptVarTree(player,"qatool");
sendSystemMessageTestingOnly(player, "You didnt have anything selected");
return SCRIPT_CONTINUE;
}
//get the choice made
string badgeChoice = previousBadgeArray[idx];
//assign the badge chosen
badgeAssign(player, badgeChoice);
//need to know what the chcice from the main menu was so we can redraw the current menu
string refreshBadge = utils.getStringScriptVar(player, "qabadge.Main_choice");
//redrawing current menu
string[] menuArray = getAllCollectionSlotsInPage(refreshBadge);
qa.refreshMenu(player, "Choose the Badge", "Badge Granter", menuArray, "assignMenuOptions", "qabadge.pid", sui.OK_CANCEL_REFRESH);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_CONTINUE;
}
//******** Misc Functions *************************************************************
//********* Badge Assign **************************************************************
// checks to see if you have badge yet, if so, it is revoked if not, granted
//*************************************************************************************
void badgeAssign(obj_id player, string badgeName)
{
if(isGod(player))
{
//does the player have the badge already?
boolean hasBadge = badge.hasBadge(player,badgeName);
//if not, give it to them
if (hasBadge != true)
{
badge.grantBadge(player, badgeName);
sendSystemMessageTestingOnly(player, "Badge granted");
badge.checkBadgeCount(player);
CustomerServiceLog("qaTool","User: (" + player + ") " + getName(player) + " has added a badge to their current character using the QA Badge Tool.");
explorerBadge(player);
}
//if so, take it away
else
{
badge.revokeBadge(player, badgeName, true);
sendSystemMessageTestingOnly(player, "Badge revoked");
badge.checkBadgeCount(player);
CustomerServiceLog("qaTool","User: (" + player + ") " + getName(player) + " has removed a badge to their current character using the QA Badge Tool.");
explorerBadge(player);
}
}
}
void explorerBadge(obj_id self)
{
if(isGod(self))
{
int[] intExplorerBadges = dataTableGetIntColumn("datatables/badge/exploration_badges.iff", "intIndex");
int intExplBadgeCount = 0;
for(int intI = 0; intI<intExplorerBadges.length; intI++)
{
string badgeName = getCollectionSlotName(intExplorerBadges[intI]);
if((badgeName != null) && (badgeName.length() > 0) && badge.hasBadge(self, badgeName))
intExplBadgeCount = intExplBadgeCount + 1;
}
if(intExplBadgeCount>=10)
if(!badge.hasBadge(self, "bdg_exp_10_badges"))
{
// you get the 10 badge
badge.grantBadge(self, "bdg_exp_10_badges");
return;
}
if(intExplBadgeCount>=20)
if(!badge.hasBadge(self, "bdg_exp_20_badges"))
{
// you get the 20 badge
badge.grantBadge(self, "bdg_exp_20_badges");
return;
}
if(intExplBadgeCount>=30)
if(!badge.hasBadge(self, "bdg_exp_30_badges"))
{
// you get a badge
badge.grantBadge(self, "bdg_exp_30_badges");
return;
}
if (intExplBadgeCount>=40)
if(!badge.hasBadge(self, "bdg_exp_40_badges"))
{
// you get a badge
badge.grantBadge(self, "bdg_exp_40_badges");
return;
}
if(intExplBadgeCount>=45)
if(!badge.hasBadge(self, "bdg_exp_45_badges"))
{
// you get a badge
badge.grantBadge(self, "bdg_exp_45_badges");
return;
}
}
}