--*********************************************************** --** THE INDIE STONE ** --*********************************************************** require "TimedActions/ISBaseTimedAction" ISTakeTrap = ISBaseTimedAction:derive("ISTakeTrap"); function ISTakeTrap:isValid() return self.trap:getObjectIndex() ~= -1 and self.trap:getItem() ~= nil end function ISTakeTrap:waitToStart() self.character:faceThisObject(self.trap) return self.character:shouldBeTurning() end function ISTakeTrap:update() self.character:faceThisObject(self.trap) self.character:setMetabolicTarget(Metabolics.LightDomestic); end function ISTakeTrap:start() self:setActionAnim("Loot") self.character:SetVariable("LootPosition", "Low") end function ISTakeTrap:stop() ISBaseTimedAction.stop(self); end function ISTakeTrap:perform() self.character:getInventory():AddItem(self.trap:getItem()) self.trap:getSquare():transmitRemoveItemFromSquare(self.trap) self.trap:removeFromWorld() self.trap:removeFromSquare() -- self.character:getInventory():setDrawDirty(true); -- needed to remove from queue / start next. ISBaseTimedAction.perform(self); end function ISTakeTrap:new(character, trap, time) local o = {} setmetatable(o, self) self.__index = self o.character = character; o.trap = trap; o.stopOnWalk = true; o.stopOnRun = true; o.maxTime = time; if o.character:isTimedActionInstant() then o.maxTime = 1; end return o; end