### Player Upgrade and Message Registration Example Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Example demonstrating how to check for a player upgrade and register a message callback. This snippet shows conditional logic based on an upgrade and sets up a listener for game events. ```lua -- Usage example: Check for skill and register message callback if managers.player:has_category_upgrade("player", "messiah_revive_from_bleed_out") then self._messiah_charges = managers.player:upgrade_value("player", "messiah_revive_from_bleed_out", 0) self._message_system:register(Message.OnEnemyKilled, "messiah_revive_from_bleed_out", callback(self, self, "_on_messiah_event")) end ``` -------------------------------- ### MessageSystem Usage Example Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Demonstrates registering a listener for a specific message type and then notifying that message. This example shows how to set up event handling for 'OnEnemyKilled'. ```lua -- Usage local msg_system = MessageSystem:new() msg_system:register(Message.OnEnemyKilled, "kill_tracker", function(enemy_unit, weapon) print("Enemy killed:", enemy_unit, "with", weapon) end) msg_system:notify(Message.OnEnemyKilled, nil, enemy_unit, weapon_used) ``` -------------------------------- ### MoneyManager Usage Example Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Demonstrates how to retrieve the current total cash, format it for display, and apply a money multiplier. Assumes MoneyManager is initialized. ```lua local cash = managers.money:total() local cash_display = managers.money:total_string() -- "$1,234,567" managers.money:use_multiplier("bonus_weekend") ``` -------------------------------- ### StateMachine Usage Example Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Demonstrates creating a StateMachine instance, adding a transition, and initiating a state change by name. Requires pre-defined states like IdleState and RunningState. ```lua -- Usage example local sm = StateMachine:new(IdleState:new()) sm:add_transition(idle_state, running_state, default_transition) sm:change_state_by_name("running", { speed = 5 }) ``` -------------------------------- ### Setup Skill Switches Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes the skill switch system, which allows players to save and load different skill loadouts. It sets default values for each switch. ```lua function SkillTreeManager:_setup_skill_switches() self._global.skill_switches = {} for i = 1, #tweak_data.skilltree.skill_switches do self._global.skill_switches[i] = { specialization = false, unlocked = i == 1, points = Application:digest_value(0, true), trees = {}, skills = {} } end end ``` -------------------------------- ### PlayerMovement Post Initialization Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Performs post-initialization setup for PlayerMovement, including camera references, navigation tracking, and attention handling. This should be called after the unit and its components are fully set up. ```lua function PlayerMovement:post_init() self._m_head_rot = self._unit:camera()._m_cam_rot self._m_head_pos = self._unit:camera()._m_cam_pos if managers.navigation:is_data_ready() then self._nav_tracker = managers.navigation:create_nav_tracker(self._unit:position()) self._pos_rsrv_id = managers.navigation:get_pos_reservation_id() end self:_setup_states() self._attention_handler = CharacterAttentionObject:new(self._unit, true) end ``` -------------------------------- ### Initialize StateMachine Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes a new StateMachine instance with a starting state and an optional shared transition queue. It immediately queues the initial state transition. ```lua StateMachine = StateMachine or class() function StateMachine:init(start_state, shared_queue) self._states = {} self._transitions = {} local init = InitState:new(self) self._states[init:name()] = init self._transitions[init] = {} self._transitions[init][start_state] = { init.default_transition } self._current_state = init self._transition_queue = shared_queue or StateMachineTransitionQueue:new() self._transition_queue:queue_transition(start_state, nil, self) self._transition_queue:do_state_change() end ``` -------------------------------- ### Setup HUD Workspaces Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Configures the different workspace layers for UI rendering within the HUDManager. Uses managers.gui_data to create saferect and fullscreen workspaces. ```lua -- Setup workspace layers for UI rendering function HUDManager:_setup_workspaces() self._workspaces = { overlay = { mid_saferect = managers.gui_data:create_saferect_workspace("screen", Overlay:gui()), fullscreen_workspace = managers.gui_data:create_fullscreen_16_9_workspace("screen", Overlay:gui()), saferect = managers.gui_data:create_saferect_workspace("screen", Overlay:gui()), workspace = managers.gui_data:create_fullscreen_workspace("screen", Overlay:gui()) } } end ``` -------------------------------- ### Setup Armor Inventory Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes the armor inventory within the global blackmarket data. Each armor type is set to owned, unlocked, and equipped by default based on the 'level_1' armor. ```lua -- Setup armor inventory function BlackMarketManager:_setup_armors() local armors = {} Global.blackmarket_manager.armors = armors for armor, _ in pairs(tweak_data.blackmarket.armors) do armors[armor] = { owned = false, unlocked = false, equipped = false } end armors[self._defaults.armor].owned = true armors[self._defaults.armor].equipped = true armors[self._defaults.armor].unlocked = true end ``` -------------------------------- ### Get Equipped Weapon Data Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Retrieves the currently equipped primary, secondary, and melee weapons from the black market manager. ```lua -- Get equipped weapon data local primary = managers.blackmarket:equipped_primary() local secondary = managers.blackmarket:equipped_secondary() local melee = managers.blackmarket:equipped_melee_weapon() ``` -------------------------------- ### Get Ghost Bonus Percentage Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Retrieves the current active ghost bonus percentage from global data, formatted as a digestible value. ```lua -- Get current ghost bonus percentage function JobManager:get_ghost_bonus() return self._global.active_ghost_bonus and Application:digest_value(self._global.active_ghost_bonus, false) or 0 end ``` -------------------------------- ### Get Corpse Limit Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Retrieves the current corpse limit for AI enemies. This value can be modified by game mutators. ```lua function EnemyManager:corpse_limit() local limit = self._MAX_NR_CORPSES limit = managers.mutators:modify_value("EnemyManager:corpse_limit", limit) return limit end ``` -------------------------------- ### Get Upgrade Value Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Retrieves the value of a specific player upgrade, with an optional default value if the upgrade is not found. Used for accessing numerical or configuration values of upgrades. ```lua -- Get upgrade value with optional default function PlayerManager:upgrade_value(category, upgrade, default) local upgrade_data = self._global.upgrades[category] if upgrade_data and upgrade_data[upgrade] then return upgrade_data[upgrade] end return default end ``` -------------------------------- ### Check if Coroutine is Running Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Checks if a coroutine is currently active, either in the buffer waiting to start or already running in one of the priority levels. ```lua function CoroutineManager:is_running(name) if self._buffer[name] then return true end for i = 1, #self._coroutines do if self._coroutines[i][name] then return true end end return false end ``` -------------------------------- ### Add Coroutine to Buffer Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Adds a coroutine to a buffer to be started in the next frame if it doesn't already exist in the buffer or active coroutines. Requires a 'Priority' field on the function and a 'Function' field for the actual coroutine code. ```lua function CoroutineManager:add_coroutine(name, func, ...) local priority = func.Priority if not self._coroutines[priority][name] and not self._buffer[name] then self._buffer[name] = { name = name, func = func, arg = {...} } end end ``` -------------------------------- ### Initialize BlackMarketManager Class Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Sets up the BlackMarketManager class, defining default inventory items and initializing global data structures for armors, weapons, characters, etc. ```lua BlackMarketManager = BlackMarketManager or class() function BlackMarketManager:init() self:_setup() end function BlackMarketManager:_setup() self._defaults = { mask = "character_locked", armor = "level_1", armor_skin = "none", player_style = "none", glove_id = "default", grenade = "frag", melee_weapon = "weapon" } if not Global.blackmarket_manager then Global.blackmarket_manager = {} self:_setup_armors() self:_setup_weapons() self:_setup_characters() self:_setup_grenades() self:_setup_melee_weapons() self:_setup_armor_skins() Global.blackmarket_manager.inventory = {} Global.blackmarket_manager.crafted_items = {} end self._global = Global.blackmarket_manager end ``` -------------------------------- ### Initialize MessageSystem Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes a new MessageSystem instance with empty tables for listeners, message queues, and pending additions/removals. This sets up the system for event handling. ```lua MessageSystem = MessageSystem or class() function MessageSystem:init() self._listeners = {} self._remove_list = {} self._add_list = {} self._messages = {} end ``` -------------------------------- ### Initialize MoneyManager Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes the MoneyManager, setting up the global financial state if it doesn't exist. This includes total cash, offshore funds, and spending records. ```lua MoneyManager = MoneyManager or class() function MoneyManager:init() self:_setup() end function MoneyManager:_setup() if not Global.money_manager then Global.money_manager = { total = Application:digest_value(0, true), total_collected = Application:digest_value(0, true), offshore = Application:digest_value(0, true), total_spent = Application:digest_value(0, true) } end self._global = Global.money_manager self._heist_total = 0 self._stage_payout = 0 self._job_payout = 0 self._bag_payout = 0 end ``` -------------------------------- ### Initialize JobManager Class Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Sets up the JobManager class and its global instance if not already present. Initializes job heat, containers, and ghost data. ```lua JobManager = JobManager or class() JobManager.JOB_HEAT_MAX_VALUE = 100 function JobManager:init() self:_setup() end function JobManager:_setup() if not Global.job_manager then Global.job_manager = {} self:_setup_job_heat() self:_setup_heat_job_containers() self:_setup_job_ghosts() end self._global = Global.job_manager end ``` -------------------------------- ### Initialize CameraManager Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes the CameraManager and creates camera layers from templates. Requires a templates object with an interpreter class and a list of layer names. ```lua CameraManager = CameraManager or class() function CameraManager:init(templates) self._layers = {} self:create_layers(templates) end ``` -------------------------------- ### Initialize NetworkPeer Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes a NetworkPeer object with connection details and authentication flags. Sets up persistent RPC connection if an RPC object is provided. ```lua NetworkPeer = NetworkPeer or class() NetworkPeer.PRE_HANDSHAKE_CHK_TIME = 8 function NetworkPeer:init(name, rpc, id, loading, synced, in_lobby, character, user_id, account_type_str, account_id) self._name = name or managers.localization:text("menu_" .. tostring(character or "russian")) self._rpc = rpc self._id = id self._user_id = user_id self._account_type_str = account_type_str self._account_id = account_id or user_id -- Steam authentication setup self._need_steam_ticket = account_type_str == "STEAM" and (SystemInfo:distribution() == Idstring("STEAM") or SystemInfo:matchmaking() == Idstring("MM_STEAM")) if self._rpc then Network:set_connection_persistent(self._rpc, true) self._ip = self._rpc:ip_at_index(0) end self._profile = { outfit_string = "" } self._handshakes = {} self._streaming_status = 0 end ``` -------------------------------- ### Initialize SkillTreeManager Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes the SkillTreeManager, setting up the skill tree structure by parsing tweak data. It organizes skills by page for efficient access. ```lua SkillTreeManager = SkillTreeManager or class() SkillTreeManager.VERSION = 9 function SkillTreeManager:init() self:_setup() local skilltrees_tweak = tweak_data.skilltree.trees local pages = {} for tree, tree_data in ipairs(skilltrees_tweak) do pages[tree_data.skill] = pages[tree_data.skill] or {} table.insert(pages[tree_data.skill], tree) end self._pages = pages end ``` -------------------------------- ### Initialize Player Manager Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes the PlayerManager, setting up internal systems like CoroutineManager, MessageSystem, and PropertyManager. It also defines player states and initializes player data. ```lua PlayerManager = PlayerManager or class() PlayerManager.WEAPON_SLOTS = 2 PlayerManager.TARGET_COCAINE_AMOUNT = 1500 function PlayerManager:init() self._coroutine_mgr = CoroutineManager:new() self._message_system = MessageSystem:new() self._properties = PropertyManager:new() self._action_mgr = PlayerActionManager:new() self._temporary_properties = TemporaryPropertyManager:new() self._value_modifier = ValueModifier:new() self._players = {} self._nr_players = Global.nr_players or 1 -- Player states mapping self._player_states = { standard = "ingame_standard", bleed_out = "ingame_bleed_out", incapacitated = "ingame_incapacitated", arrested = "ingame_arrested", mask_off = "ingame_mask_off", driving = "ingame_driving", tased = "ingame_electrified" } end ``` -------------------------------- ### Initialize HUDManager Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes the HUDManager, setting up workspace sizes and UI components. Requires RenderSettings and viewport information. ```lua -- HUD Manager initialization HUDManager = HUDManager or class() HUDManager.WAITING_SAFERECT = Idstring("guis/waiting_saferect") HUDManager.STATS_SCREEN_SAFERECT = Idstring("guis/stats_screen/stats_screen_saferect_pd2") function HUDManager:init() self._component_map = {} local safe_rect_pixels = managers.viewport:get_safe_rect_pixels() local res = RenderSettings.resolution self._workspace_size = { x = 0, y = 0, w = res.x, h = res.y } self._saferect_size = { x = safe_rect.x, y = safe_rect.y, w = safe_rect.width, h = safe_rect.height } self:_setup_workspaces() self._updators = {} self._sound_source = SoundDevice:create_source("hud") self._crosshair_visible = false self._crosshair_enabled = false end ``` -------------------------------- ### Begin Steam Ticket Authentication Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initiates Steam ticket authentication if the peer requires it. Returns true if Steam ticket is not needed or if the process begins successfully. ```lua function NetworkPeer:begin_ticket_session(ticket) if self._need_steam_ticket then self._ticket_wait_response = true return Steam:begin_ticket_session(self._account_id, ticket, callback(self, self, "on_verify_ticket")) end return true end ``` -------------------------------- ### Add and Run Coroutine Immediately Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Creates, resumes, and manages a coroutine immediately. If the coroutine fails, an error is logged. If it's not 'dead' after resuming, it's added to the active coroutines. ```lua function CoroutineManager:add_and_run_coroutine(name, func, ...) local arg = {...} local co = coroutine.create(func.Function) local result, error_msg = coroutine.resume(co, unpack(arg)) if result == false then Application:error("Coroutine failed (" .. tostring(name) .. "): " .. error_msg) end if coroutine.status(co) ~= "dead" then self._coroutines[func.Priority][name] = { co = co, arg = arg } end end ``` -------------------------------- ### Create Camera Layers Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Creates camera layers based on provided templates. This function sets up the mixer for each layer and maps layer names to their respective mixer objects. ```lua function CameraManager:create_layers(templates) self._layers = {} self._name_to_layer = {} self._templates = templates self._interpreter = templates._interpreter_class:new() for index, layer_name in ipairs(templates._layers) do local mixer = CoreCameraMixer.CameraMixer:new(layer_name) table.insert(self._layers, mixer) self._name_to_layer[layer_name] = mixer end end ``` -------------------------------- ### Initialize PlayerMovement Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes the PlayerMovement component for a given unit. Sets up timers, animation state machine, and initial position/rotation. It also initializes stamina and rally skill data if applicable. ```lua PlayerMovement = PlayerMovement or class() PlayerMovement._STAMINA_INIT = tweak_data.player.movement_state.stamina.STAMINA_INIT or 10 PlayerMovement.OUT_OF_WORLD_Z = -4000 function PlayerMovement:init(unit) self._unit = unit unit:set_timer(managers.player:player_timer()) unit:set_animation_timer(managers.player:player_timer()) self._machine = self._unit:anim_state_machine() self._m_pos = unit:position() self._m_rot = unit:rotation() self._stamina = self:_max_stamina() -- Rally skill data for team support abilities if managers.player:has_category_upgrade("player", "morale_boost") then self._rally_skill_data = { range_sq = 810000, morale_boost_delay_t = 0, morale_boost_cooldown_t = tweak_data.upgrades.morale_boost_base_cooldown } end end ``` -------------------------------- ### Send Message Immediately with MessageSystem Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Sends a message immediately to all registered listeners for the specified message type, or to a specific listener if a UID is provided. This bypasses the message queue. ```lua -- Send message immediately without queueing function MessageSystem:notify_now(message, uid, ...) local arg = {...} if self._listeners[message] then if uid and self._listeners[message][uid] then self._listeners[message][uid](unpack(arg)) else for key, value in pairs(self._listeners[message]) do value(unpack(arg)) end end end end ``` -------------------------------- ### Queue Message for Delivery in MessageSystem Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Queues a message to be sent to listeners on the next update cycle. Any additional arguments are passed along with the message. ```lua -- Queue a message for delivery on next update function MessageSystem:notify(message, uid, ...) table.insert(self._messages, { message = message, uid = uid, arg = {...} }) end ``` -------------------------------- ### Check and Spend Skill Points Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Demonstrates checking if a skill is unlocked and spending skill points for a specific skill. Requires the SkillTreeManager to be initialized. ```lua local is_unlocked = managers.skilltree:skill_unlocked(nil, "mastermind", "leadership") -- Spend skill points managers.skilltree:spend_skill_points("mastermind", "leadership", 1) ``` -------------------------------- ### Initialize CoroutineManager Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes the CoroutineManager with a specified number of priority levels. Each level is an empty table to hold coroutines. ```lua CoroutineManager = CoroutineManager or class() CoroutineManager.Size = 16 -- Priority levels function CoroutineManager:init() self._coroutines = {} self._buffer = {} for i = 1, CoroutineManager.Size do table.insert(self._coroutines, {}) end end ``` -------------------------------- ### Initialize EnemyManager Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes the EnemyManager, setting up timers, magazine limits, and corpse limits based on user settings or defaults. It also calls a method to initialize enemy-specific data. ```lua EnemyManager = EnemyManager or class() function EnemyManager:init() self._unit_clbk_key = "EnemyManager" self._timer = TimerManager:game() self._magazines = {} self._MAX_MAGAZINES = 30 self._MAX_NR_CORPSES = managers.user:get_setting("corpse_limit") or 8 self._MAX_NR_SHIELDS = 8 self:_init_enemy_data() end ``` -------------------------------- ### Initialize MissionManager Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Initializes the MissionManager, extending CoreMissionManager. Registers area instigator categories and global events for trigger detection. ```lua -- Mission Manager extends CoreMissionManager MissionManager = MissionManager or class(CoreMissionManager.MissionManager) function MissionManager:init(...) MissionManager.super.init(self, ...) -- Register area instigator categories for trigger detection self:add_area_instigator_categories("player") self:add_area_instigator_categories("enemies") self:add_area_instigator_categories("civilians") self:add_area_instigator_categories("loot") self:add_area_instigator_categories("hostages") self:add_area_instigator_categories("vehicle") self:set_default_area_instigator("player") -- Register global events for mission triggers self:set_global_event_list({ "start_assault", "end_assault", "police_called", "police_weapons_hot", "civilian_killed", "loot_lost", "pku_gold", "pku_money", "pku_jewelry" }) end ``` -------------------------------- ### Check Current Job and Stage Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Retrieves the current job ID, stage, and a flag indicating if it's the last stage. ```lua -- Check current job and stage local job_id = managers.job:current_job_id() local stage = managers.job:current_stage() local is_last_stage = managers.job:on_last_stage() ``` -------------------------------- ### Apply Money Multiplier Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Applies a money multiplier to the player's earnings. It checks if the multiplier exists in the tweak data before applying it. ```lua function MoneyManager:use_multiplier(multiplier) if tweak_data.money_manager.multipliers[multiplier] then self._active_multipliers[multiplier] = tweak_data.money_manager.multipliers[multiplier] end end ``` -------------------------------- ### Queue State Change in StateMachine Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Queues a request to change to a new state if the transition is valid. The actual state change is handled by the transition queue. ```lua -- Change to a new state function StateMachine:change_state(state, params) if self:can_change_state(state) then self._transition_queue:queue_transition(state, params, self) end end ``` -------------------------------- ### Activate Mission Objective Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Activates a mission objective with provided data, including an ID, text description, and required amount. Uses the managers.mission API. ```lua -- Example: Creating an objective element local objective_data = { id = "secure_loot", text = "Secure the loot", amount = 4 } managers.mission:activate_objective(objective_data) ``` -------------------------------- ### Load Mission Elements Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Loads mission element scripts using require statements. These elements handle specific functionalities within a mission. ```lua -- Mission elements are loaded via require statements require("lib/managers/mission/ElementObjective") require("lib/managers/mission/ElementWaypoint") require("lib/managers/mission/ElementSpawnEnemyGroup") require("lib/managers/mission/ElementAreaTrigger") require("lib/managers/mission/ElementExplosion") ``` -------------------------------- ### Set RPC Connection for NetworkPeer Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Updates the RPC connection for a NetworkPeer and configures it for persistence. Sets the IP address and connection ID. ```lua function NetworkPeer:set_rpc(rpc) self._rpc = rpc if self._rpc then Network:set_connection_persistent(rpc, true) self._ip = self._rpc:ip_at_index(0) Network:set_connection_id(self._rpc, self._id) end end ``` -------------------------------- ### Register Listener with MessageSystem Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Registers a listener function for a specific message type and unique identifier. Listeners are added to a pending list and processed on the next update. ```lua -- Register a listener for a message type function MessageSystem:register(message, uid, func) table.insert(self._add_list, { message = message, uid = uid, func = func }) end ``` -------------------------------- ### Queue Task for EnemyManager Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Queues a task to be executed later by the EnemyManager. Tasks are processed during the update cycle. ```lua function EnemyManager:queue_task(task_id, func, data, execute_time) -- Tasks are queued and executed during update end ``` -------------------------------- ### Accumulate Ghost Bonus Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Calculates and returns the ghost bonus for a completed stage if the job is active and not the safehouse. Requires stealth mode to be active. ```lua -- Ghost bonus system for stealth completion function JobManager:accumulate_ghost_bonus() if self:has_active_job() and self:current_job_id() ~= "safehouse" then local stage_data = self:current_stage_data() local ghost_success = managers.groupai and managers.groupai:state():whisper_mode() local ghost_bonus = stage_data and stage_data.ghost_bonus or tweak_data.narrative.DEFAULT_GHOST_BONUS or 0 if self:stage_success() and ghost_success then -- Add bonus to accumulated total return ghost_bonus end end return 0 end ``` -------------------------------- ### View Specific Camera Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Switches the view to a specified camera, handling blending and ensuring a new camera is created if necessary. It calculates blend time based on the active camera or default settings. ```lua function CameraManager:view_camera(camera_name, force_new_camera) local layer_name = self:get_camera_layer(camera_name) local mixer = self._name_to_layer[layer_name] local active_camera = mixer:active_camera() if active_camera and not force_new_camera and active_camera:name() == camera_name then return active_camera end local camera = self:create_camera(camera_name, self._unit) local blend_time = active_camera and camera:transition_blend(active_camera) or camera:default_blend() mixer:add_camera(camera, blend_time) return camera end ``` -------------------------------- ### Format Money String Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Formats the total amount of money into a human-readable string with currency symbols and thousand separators. It handles reversing the string for easier processing. ```lua function MoneyManager:total_string() local total = math.round(self:total()) -- Format with thousand separators local reverse = string.reverse(tostring(total)) local s = "" for i = 1, string.len(reverse) do s = s .. string.sub(reverse, i, i) .. (math.mod(i, 3) == 0 and i ~= string.len(reverse) and self._cash_tousand_separator or "") end return self._cash_sign .. string.reverse(s) end ``` -------------------------------- ### Access Multiplayer Session Peers Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Retrieves the current network session and specific peers within it, including the host and the local peer. ```lua local session = managers.network:session() local host = session:peer(1) local local_peer = session:local_peer() ``` -------------------------------- ### Add and Set HUD Item Amount Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Adds an item to the HUD display with a specified amount and icon, or updates the amount of an existing item by its index. ```lua -- Add item to HUD display managers.hud:add_item({ amount = 5, icon = "equipment_ammo_bag" }) managers.hud:set_item_amount(index, new_amount) ``` -------------------------------- ### Unregister Listener from MessageSystem Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Marks a listener for removal from a specific message type. The actual removal occurs during the next update cycle. ```lua -- Unregister a listener function MessageSystem:unregister(message, uid) table.insert(self._remove_list, { message = message, uid = uid }) end ``` -------------------------------- ### Process Messages in MessageSystem Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Processes all queued messages and applies any pending listener additions or removals. This method must be called each frame to ensure events are handled. ```lua -- Must be called each frame to process messages function MessageSystem:update() self:flush() self:_notify() end ``` -------------------------------- ### Add State Transition to StateMachine Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Adds a new transition rule between two states. This function ensures both states are registered and defines the transition function and an optional condition for the transition. ```lua -- Add a state transition function StateMachine:add_transition(from, to, trans_func, condition) self._states[from:name()] = from self._states[to:name()] = to self._transitions[from] = self._transitions[from] or {} self._transitions[from][to] = { trans_func, condition } end ``` -------------------------------- ### Calculate Skill Cost Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Calculates the cost of a skill based on its tier and current level. The costs are defined in a predefined table. ```lua function SkillTreeManager:skill_cost(tier, skill_level, skill_cost) local costs = { {1, 3}, -- Tier 1: basic=1, ace=3 {2, 4}, -- Tier 2: basic=2, ace=4 {3, 6}, -- Tier 3: basic=3, ace=6 {4, 8} -- Tier 4: basic=4, ace=8 } return costs[tier][skill_level] end ``` -------------------------------- ### Check StateMachine Transition Validity Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Determines if a state change to the specified state is valid based on the current state and defined transitions. It checks against the last queued state or the current state. ```lua -- Check if state change is valid function StateMachine:can_change_state(state) local state_from = self._transition_queue:last_queued_state(self) or self._current_state local valid_transitions = self._transitions[state_from] return valid_transitions and valid_transitions[state] ~= nil end ``` -------------------------------- ### Access Player Movement State Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Retrieves the player unit, its movement component, and the current movement state. This is a common pattern for accessing player-related information. ```lua local player_unit = managers.player:player_unit() local movement = player_unit:movement() local current_state = movement:current_state() ``` -------------------------------- ### Check Player Upgrade Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Checks if a player has a specific upgrade within a given category. This is useful for determining if certain abilities or bonuses are unlocked. ```lua -- Check if player has a specific upgrade function PlayerManager:has_category_upgrade(category, upgrade) -- Returns true if player has unlocked the specified upgrade return self._global.upgrades[category] and self._global.upgrades[category][upgrade] end ``` -------------------------------- ### Warp Player to Position Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Warps the player unit to a specified position and rotation. Optionally applies a velocity to the unit after warping. ```lua function PlayerMovement:warp_to(pos, rot, velocity) self._unit:warp_to(rot, pos) if velocity then self:push(velocity) end end ``` -------------------------------- ### Toggle HUD Visibility Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Enables or disables the HUD by setting a global flag and an internal state. Use set_enabled() to show and set_disabled() to hide HUD elements. ```lua -- Toggle HUD visibility function HUDManager:set_enabled() Global.hud_disabled = false self._disabled = false -- Show all hideable HUD elements end function HUDManager:set_disabled() Global.hud_disabled = true self._disabled = true -- Hide all hideable HUD elements end ``` -------------------------------- ### Update Graphics LOD Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Manages the level of detail (LOD) for enemy graphics to optimize performance. It considers camera rotation and player position. ```lua function EnemyManager:_update_gfx_lod() local camera_rot = managers.viewport:get_current_camera_rotation() local player = managers.player:player_unit() -- Update enemy visibility based on camera position and occlusion end ``` -------------------------------- ### Stop All Camera Layers Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Stops all active camera layers managed by the CameraManager. This is useful for resetting the camera system. ```lua function CameraManager:stop_all_layers() for index, layer in ipairs(self._layers) do layer:stop() end end ``` -------------------------------- ### Update Active Coroutines Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Resumes all active coroutines. Coroutines that finish execution are removed. This method also handles adding coroutines from the buffer. ```lua function CoroutineManager:update(t, dt) self:_add() for i = 1, #self._coroutines do for key, value in pairs(self._coroutines[i]) do if value then local result, error_msg = coroutine.resume(value.co, unpack(value.arg)) if coroutine.status(value.co) == "dead" then self._coroutines[i][key] = nil end end end end end ``` -------------------------------- ### Update EnemyManager Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Updates the EnemyManager by handling graphics LOD, executing queued tasks, and managing AI behavior. This function is called every frame. ```lua function EnemyManager:update(t, dt) self._queued_task_executed = false self:_update_gfx_lod() self:_update_queued_tasks(t, dt) end ``` -------------------------------- ### Unqueue Task from EnemyManager Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Removes a pending task from the EnemyManager's queue. ```lua function EnemyManager:unqueue_task(task_id) -- Remove task from queue end ``` -------------------------------- ### Update StateMachine Current State Source: https://context7.com/steam-test1/payday-2-luajit-complete/llms.txt Calls the update method of the current state if it exists. This is typically called each frame to process state-specific logic. ```lua -- Update current state function StateMachine:update(t, dt) if self._current_state.update then self._current_state:update(t, dt) end end ``` === COMPLETE CONTENT === This response contains all available snippets from this library. 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