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| -- ========== GENERATED BY ClassDef Editor (Ctrl-Alt-F3) DO NOT EDIT MANUALLY! ========== | |
| --- Defines a class `StoryBitWithWeight` that inherits from `PropertyObject`. | |
| --- | |
| --- This class represents a story bit with a weight value that determines its probability of being selected. | |
| --- | |
| --- @class StoryBitWithWeight | |
| --- @field StoryBitId string The ID of the story bit. | |
| --- @field NoCooldown boolean Whether to skip cooldowns for subsequent story bit activations. | |
| --- @field ForcePopup boolean Whether to directly display the popup without a notification phase. | |
| --- @field Weight number The weight of the story bit, used to determine its probability of being selected. | |
| --- @field StorybitSets string A comma-separated list of the story bit sets this story bit belongs to. | |
| --- @field OneTime boolean Whether this story bit can only be activated once. | |
| DefineClass.StoryBitWithWeight = {__parents={"PropertyObject"}, __generated_by_class="ClassDef", | |
| properties={{id="StoryBitId", name="Id", editor="preset_id", default=false, preset_class="StoryBit"}, | |
| {id="NoCooldown", help="Don't activate any cooldowns for subsequent StoryBit activations", editor="bool", | |
| default=false}, {id="ForcePopup", name="Force Popup", | |
| help="Specifying true skips the notification phase, and directly displays the popup", editor="bool", | |
| default=true}, {id="Weight", name="Weight", editor="number", default=100, min=0}, | |
| {id="StorybitSets", name="Storybit sets", editor="text", default="<StorybitSets>", dont_save=true, | |
| read_only=true}, {id="OneTime", editor="bool", default=false, dont_save=true, read_only=true}}, | |
| EditorView=Untranslated('"Activate StoryBit <StoryBitId> (weight: <Weight>)"')} | |
| --- Returns a comma-separated string of the story bit sets that the current story bit belongs to. | |
| --- | |
| --- If the story bit preset does not exist or has no sets defined, this function returns "None". | |
| --- | |
| --- @return string A comma-separated list of the story bit sets, or "None" if there are no sets. | |
| function StoryBitWithWeight:GetStorybitSets() | |
| local preset = StoryBits[self.StoryBitId] | |
| if not preset or not next(preset.Sets) then | |
| return "None" | |
| end | |
| local items = {} | |
| for set in sorted_pairs(preset.Sets) do | |
| items[#items + 1] = set | |
| end | |
| return table.concat(items, ", ") | |
| end | |
| function StoryBitWithWeight:GetStorybitSets() | |
| local preset = StoryBits[self.StoryBitId] | |
| if not preset or not next(preset.Sets) then | |
| return "None" | |
| end | |
| local items = {} | |
| for set in sorted_pairs(preset.Sets) do | |
| items[#items + 1] = set | |
| end | |
| return table.concat(items, ", ") | |
| end | |
| --- Returns whether the current story bit can only be activated once. | |
| --- | |
| --- @return boolean Whether the story bit can only be activated once. | |
| function StoryBitWithWeight:GetOneTime() | |
| local preset = StoryBits[self.StoryBitId] | |
| return preset and preset.OneTime | |
| end | |
| --- Returns an error message if the StoryBit preset for the current StoryBitWithWeight instance is invalid. | |
| --- | |
| --- @return string An error message if the StoryBit preset is invalid, or nil if it is valid. | |
| function StoryBitWithWeight:GetError() | |
| local story_bit = StoryBits[self.StoryBitId] | |
| if not story_bit then | |
| return "Invalid StoryBit preset" | |
| end | |
| end | |