SoC. Снятие денег с трупов
Материал из S.T.A.L.K.E.R. Inside Wiki
Версия от 19:13, 19 июля 2010; XrDarkscape (обсуждение | вклад)
В этой теме я напишу как сделать так что бы можно было снимать деньги с трупов. Нам надо файл treasure_manager.script В этом файле находим такие строки
--' Юзание инициатора (возможность выдать тайник)
function CTreasure:use(npc)
printf("TREASURE USE")
После строки --printf("TREASURE USE")-- пишем
if (npc and db.actor) then
lootmoney.lootmoney(npc)
end
У нас должно выйти
--' Юзание инициатора (возможность выдать тайник)
function CTreasure:use(npc)
printf("TREASURE USE")
if (npc and db.actor) then
lootmoney.lootmoney(npc)
end
Теперь создаём файл lootmoney.script и в нём пишем
function lootmoney(npc)
if npc ~= nil and not string.find(npc:section(),"arena") and npc:character_community()~="arena_enemy" then
local money = npc:money()
if money ~= nil and money ~=0 then
local deadmoney = money
local npc_rank
npc_rank = ranks.get_obj_rank_name(npc)
if npc_rank ~= nil then
if npc_rank == "novice" and deadmoney >=400 then deadmoney=math.random(25,400)
elseif npc_rank == "experienced" and deadmoney >=500 then deadmoney=math.random(50,500)
elseif npc_rank == "veteran" and deadmoney >=600 then deadmoney=math.random(100,600)
elseif npc_rank == "master" and deadmoney >=700 then deadmoney=math.random(200,700)
end
end
local news_texti = "\\n%c[255,255,0,0]Мёртвый сталкер: %c[default]"..npc:character_name().."\\n%c[255,255,0,0]Обнаружено денег: %c[default]"..game.translate_string(tostring(deadmoney).."руб.")
db.actor:give_game_news(news_texti, "ui\\ui_iconsTotal", Frect():set(0,0,83,47), 1, 4000)
db.actor:give_money(deadmoney)
game_stats.money_quest_update(deadmoney)
npc:give_money(-money)
game_stats.money_quest_update(-money)
end
end
end
теперь создаем файл watcher_act.script и впишем в него
-- Red75 (c) 2008
-- Marauder scheme v 1.1
-- Part of AMK MOD
evid_see_stuff=6931
evid_near_stuff=evid_see_stuff+1
evid_see_body=evid_see_stuff+2
evid_position_corrected=evid_see_stuff+3
actid_reach_item=evid_see_stuff
actid_grab_item=evid_see_stuff+1
actid_grab_body=evid_see_stuff+2
actid_correct_position=evid_see_stuff+3
-- Вызывает closure раз в period, obj[var] хранит время следующего срабатывания
function timed(obj,var,period,closure)
if obj[var] and obj[var]<time_global() then
obj[var]=time_global()+period
closure()
elseif not obj[var] then
obj[var]=time_global()+period
-- closure()
end
end
function trigger_timed(obj,var)
obj[var]=time_global()
end
local disabled_objects={}
local corpse_checked={} -- true - has loot, false - hasn't loot, nil - not checked
function checkCorpse(obj)
if (IsStalker(obj) or IsMonster(obj)) and obj:alive()==false then
if corpse_checked[obj:id()]~=nil then
return corpse_checked[obj:id()]
end
local cnt=0
obj:iterate_inventory(function (dummy, item)
if item:section()~="bolt" then
cnt=cnt+1
end
end, nil)
corpse_checked[obj:id()]=cnt>0
return corpse_checked[obj:id()]
end
return false
end
local valuable_clsid={
[clsid.art_bast_artefact]=true,
[clsid.art_black_drops]=true,
[clsid.art_dummy]=true,
[clsid.art_electric_ball]=true,
[clsid.art_faded_ball]=true,
[clsid.art_galantine]=true,
[clsid.art_gravi]=true,
[clsid.art_gravi_black]=true,
[clsid.art_mercury_ball]=true,
[clsid.art_needles]=true,
[clsid.art_rusty_hair]=true,
[clsid.art_thorn]=true,
[clsid.art_zuda]=true,
[clsid.artefact_s]=true,
[clsid.device_detector_simple]=true,
[clsid.device_pda]=true,
[clsid.device_torch_s]=true,
[clsid.equ_exo]=true,
[clsid.equ_military]=true,
[clsid.equ_scientific]=true,
[clsid.equ_stalker_s]=true,
[clsid.obj_antirad]=true,
[clsid.obj_attachable]=true,
[clsid.obj_bandage]=true,
[clsid.obj_bolt]=true,
[clsid.obj_bottle]=true,
[clsid.obj_food]=true,
[clsid.obj_medkit]=true,
[clsid.wpn_ak74_s]=true,
[clsid.wpn_ammo]=true,
[clsid.wpn_ammo_m209]=true,
[clsid.wpn_ammo_og7b]=true,
[clsid.wpn_ammo_vog25]=true,
[clsid.wpn_binocular_s]=true,
[clsid.wpn_bm16_s]=true,
[clsid.wpn_fn2000]=true,
[clsid.wpn_fort]=true,
[clsid.wpn_groza_s]=true,
[clsid.wpn_hpsa_s]=true,
[clsid.wpn_knife_s]=true,
[clsid.wpn_lr300_s]=true,
[clsid.wpn_pm_s]=true,
[clsid.wpn_rg6_s]=true,
[clsid.wpn_rpg7_s]=true,
[clsid.wpn_scope_s]=true,
[clsid.wpn_shotgun_s]=true,
[clsid.wpn_silencer]=true,
[clsid.wpn_svd_s]=true,
[clsid.wpn_svu_s]=true,
[clsid.wpn_usp45_s]=true,
[clsid.wpn_val_s]=true,
[clsid.wpn_vintorez_s]=true,
[clsid.wpn_walther_s]=true,
[clsid.wpn_wmagaz]=true,
[clsid.wpn_wmaggl]=true
}
local obj_owner={}
function bgwith(str,ptr)
local ps=string.find(str,ptr)
return ps~=nil and ps==1
end
function isValuable(obj)
local sec=obj:section()
if sec=="amk_metka" then
return false,false
end
if valuable_clsid[obj:clsid()] then
return true, false
end
return bgwith(sec,"af_") or bgwith(sec,"ammo_") or bgwith(sec,"wpn_") or bgwith(sec,"energy_") or checkCorpse(obj), IsStalker(obj) or IsMonster(obj)
end
function objValue(obj)
local sec=obj:section()
local multiplier=1
if bgwith(sec,"ammo_") then
multiplier=30
elseif sec=="vodka" then
multiplier=20
end
if system_ini():section_exist(sec) and system_ini():line_exist(sec,"cost") then
return system_ini():r_float(sec,"cost")*multiplier
end
return 0
end
function claimGObject(npc,st,obj)
if st.grabitemid then
obj_owner[st.grabitemid]=nil
end
st.grabitemid=obj:id()
obj_owner[obj:id()]=npc:id()
end
function freeGObject(st)
if st.grabitemid then
obj_owner[st.grabitemid]=nil
st.grabitemid=nil
end
end
function clearGObject(st)
st.grabitemid=nil
end
function getGObject(st)
if st.grabitemid then
local ret=level.object_by_id(st.grabitemid)
if ret==nil then
st.grabitemid=nil
end
return ret
end
return nil
end
function mypGObject(npc,st)
return st.grabitemid~=nil and obj_owner[st.grabitemid]~=nil and obj_owner[st.grabitemid]==npc:id()
end
class "ev_see_stuff" (property_evaluator)
function ev_see_stuff:__init(st,name) super(nil, name)
self.st=st
end
local bad_dangers={
[danger_object.hit]=true,
[danger_object.attacked]=true,
[danger_object.bullet_ricochet]=true,
[danger_object.grenade]=true,
[danger_object.entity_death]=true,
[danger_object.enemy_sound]=true
}
local inertion_time=30000
function bad_danger(npc)
local danger=npc:best_danger()
if danger then
return bad_dangers[danger:type()] and time_global()-danger:time()<inertion_time
end
return false
end
function ev_see_stuff:evaluate()
local res=getGObject(self.st)~=nil
local npc=self.object
local actsch=db.storage[npc:id()].active_scheme
if actsch and db.actor then
xr_logic.try_switch_to_another_section(npc, db.storage[npc:id()][actsch], db.actor)
end
local act_sec=db.storage[npc:id()].active_section or ""
if (not npc:alive()) or xr_wounded.is_wounded(npc) or npc:best_enemy() or
bad_danger(npc) or (actsch and db.storage[npc:id()][actsch].no_loot) then
if res then
freeGObject(self.st)
amk.mylog(npc:name() .. " distracted. sect "..act_sec,"grb")
end
return false
end
local dist_limit=1000
if bgwith(act_sec,"camper") then
dist_limit=5
end
local busy=bgwith(act_sec,"walker") or bgwith(act_sec,"combat") or bgwith(act_sec,"danger") -- or npc:best_danger()
if res and self.st.block_search then
-- NPC собрался взять вещь. Временно прекратим поиск.
return true
end
timed(self.st,"tm1",5000+math.random()*10000,
function ()
-- amk.mylog(npc:name() .. " is going to search stuff","grb")
local min_dist=100000
local function check_item(o)
local obj=o:object()
if obj_owner[obj:id()] and (level.object_by_id(obj_owner[obj:id()])==nil or level.object_by_id(obj_owner[obj:id()]):alive()==false) then
obj_owner[obj:id()]=nil
end
if (not self.st.disabled_objects[obj:id()]) and (obj:parent()==nil or not IsStalker(obj:parent())) and
(obj_owner[obj:id()]==nil or obj_owner[obj:id()]==npc:id()) and npc:accessible(obj:level_vertex_id()) and
(db.actor==nil or db.actor:alive()==false or db.actor:position():distance_to_sqr(obj:position())>6) then
local valuable,corpse=isValuable(obj)
if valuable then
local value=3000
if not corpse then
value=objValue(obj)
end
if value<=0 then value=0 end
local max_dist=5+math.sqrt(value)
if busy then
max_dist=max_dist/5
end
local dist=level.vertex_position(obj:level_vertex_id()):distance_to(npc:position())
local corrected_dist=dist
if dist>5 then
corrected_dist=5+(dist-5)/math.sqrt(value)
end
if dist<max_dist and corrected_dist<min_dist and dist<dist_limit then
min_dist=corrected_dist
claimGObject(npc,self.st,obj)
res=true
end
end
end
end -- function check_item
for o in npc:memory_visible_objects() do
check_item(o)
end
for o in npc:memory_sound_objects() do
check_item(o)
end
-- for o in npc:not_yet_visible_objects() do
-- check_item(o)
-- end
if res then
amk.mylog(npc:name() .. " claimed "..getGObject(self.st):name().." cact "..tostring(npc:motivation_action_manager():current_action_id()),"grb")
end
end
)
return res -- false -- res
end
class "ev_near_stuff" (property_evaluator)
function ev_near_stuff:__init(st,name) super(nil, name)
self.st=st
end
function ev_near_stuff:evaluate()
local npc=self.object
local gi=getGObject(self.st)
if gi then
if self.st.dest_lvid then
return npc:level_vertex_id()==self.st.dest_lvid
end
return level.vertex_position(gi:level_vertex_id()):distance_to_sqr(npc:position())<1
end
return false
end
class "ev_see_body" (property_evaluator)
function ev_see_body:__init(st) super(nil, "ev_see_body")
self.st=st
end
function ev_see_body:evaluate()
local npc=self.object
local gi=getGObject(self.st)
if gi then
return IsStalker(gi) or IsMonster(gi)
end
return false
end
class "ev_position_corrected" (property_evaluator)
function ev_position_corrected:__init(st) super(nil, "ev_position_corrected")
self.st=st
end
function ev_position_corrected:evaluate()
local npc=self.object
return self.st.position_corrected==true
end
class "act_grab_item" (action_base)
function act_grab_item:__init (action_name, st) super (nil, action_name)
self.st = st
end
function act_grab_item:initialize()
action_base.initialize(self)
local npc=self.object
npc:set_item(object.idle,nil)
npc:set_movement_type(move.walk)
npc:set_mental_state(anim.danger)
npc:set_body_state(move.crouch)
npc:movement_enabled(true)
local gi=getGObject(self.st)
-- if gi then npc:set_sight(gi,true,true) end
npc:set_sight(look.danger,nil,0)
amk.mylog(self.object:name().." is going to grab item","stmt")
self.st.block_search=true
if gi then
if(IsStalker(gi) or IsMonster(gi)) then
self.tt=time_global()+3000
else
self.tt=time_global()+1000
utils.send_to_nearest_accessible_vertex(npc,gi:level_vertex_id())
end
end
--npc:set_dest_level_vertex_id(1)
self.force=vector():set(0,0,0)
end
function act_grab_item:execute()
action_base.execute(self)
local npc=self.object
local gi=getGObject(self.st)
if not gi then
return
end
if self.tt<time_global() then
if gi and gi:parent()==nil then
gi:transfer_item(gi,npc)
npc:enable_memory_object(gi,false)
amk.mylog(npc:name() .. " has taken "..gi:name(),"grb")
end
-- Тут нельзя освобождать объект. transfer_item выполняется асинхронно. Поэтому делаем clearGObject
clearGObject(self.st)
--freeGObject(self.st)
end
end
function act_grab_item:finalize()
local npc=self.object
self.st.block_search=nil
npc:set_sight(look.danger,nil,0)
trigger_timed(self.st,"tm1")
self.st.dest_lvid=nil -- Очищаем скорректированную точку назначения
action_base.finalize(self)
end
class "act_grab_body" (action_base)
function act_grab_body:__init (st) super (nil, "act_grab_body")
self.st = st
end
function act_grab_body:initialize()
action_base.initialize(self)
local npc=self.object
local gi=getGObject(self.st)
amk.mylog(self.object:name().." is going to grab body","stmt")
self.st.block_search=true
if gi then
self.tt=time_global()+6000
state_mgr.set_state(npc,"search",nil,nil,{look_object=gi})
else
self.st.dest_lvid=nil
end
end
function act_grab_body:execute()
action_base.execute(self)
local npc=self.object
local gi=getGObject(self.st)
if not gi then
self.st.dest_lvid=nil
return
end
if self.tt<time_global() then
if gi and gi:parent()==nil then
gi:iterate_inventory(function (d,item)
if item:section()~="bolt" then
gi:transfer_item(item,npc)
end
end, nil)
local num=gi:money()
if num and num >0 then
local deadmoney = num
local gi_rank
gi_rank = ranks.get_obj_rank_name(gi)
if gi_rank ~= nil then
if gi_rank == "novice" and deadmoney >=100 then deadmoney=math.random(25,100)
elseif gi_rank == "experienced" and deadmoney >=200 then deadmoney=math.random(50,200)
elseif gi_rank == "veteran" and deadmoney >=300 then deadmoney=math.random(100,300)
elseif gi_rank == "master" and deadmoney >=400 then deadmoney=math.random(200,400)
end
end
npc:give_money(deadmoney)
game_stats.money_quest_update(deadmoney)
gi:give_money(-num)
game_stats.money_quest_update(-num)
end
corpse_checked[gi:id()]=false
amk.mylog(npc:name() .. " has taken "..gi:name(),"grb")
end
-- Тут нельзя освобождать объект. transfer_item выполняется асинхронно. Поэтому делаем clearGObject
clearGObject(self.st)
--freeGObject(self.st)
end
end
function act_grab_body:finalize()
local npc=self.object
self.st.block_search=nil
trigger_timed(self.st,"tm1")
self.st.dest_lvid=nil -- Очищаем скорректированную точку назначения
action_base.finalize(self)
end
function correct_position(gi,npc)
if IsStalker(gi) then
-- Вычисляем вектор разницы между координатами кости и level vertex. Пытаемся найти level vertex наиболее близкий к кости
local diff=gi:bone_position("bip01_head"):sub(level.vertex_position(gi:level_vertex_id()))
local len=diff:magnitude()
local diffp=vector():set(diff.z,0,-diff.x):mul(0.5)
-- Сдвигаем целевую точку вбок, чтобы непись не залазил ногами в труп
diff:add(diffp)
return npc:vertex_in_direction(gi:level_vertex_id(),diff,len)
else
return gi:level_vertex_id()
end
end
class "act_reach_item" (action_base)
function act_reach_item:__init (action_name, st) super (nil, action_name)
self.st = st
end
function act_reach_item:initialize()
action_base.initialize(self)
local npc=self.object
local gi=getGObject(self.st)
self.st.dest_lvid=nil
self.tgt_lvid=0
if gi then
if npc:accessible(gi:level_vertex_id()) then
npc:set_detail_path_type(move.curve)
npc:set_path_type(game_object.level_path)
if npc:best_danger() and time_global()-npc:best_danger():time()<inertion_time then
npc:set_mental_state(anim.danger)
npc:set_body_state(move.crouch)
npc:set_movement_type(move.walk)
-- npc:set_sight(gi,true,true)
else
npc:set_body_state(move.standing)
npc:set_mental_state(anim.free)
npc:set_movement_type(move.walk)
end
npc:movement_enabled(true)
if npc:best_weapon() and isWeapon(npc:best_weapon()) then
-- npc:set_item(object.idle,npc:best_weapon())
end
-- npc:set_dest_level_vertex_id(gi:level_vertex_id())
npc:set_sight(look.danger,nil,0)
self.st.dest_lvid=correct_position(gi,npc) --gi:level_vertex_id()
self.tgt_lvid=gi:level_vertex_id()
npc:set_dest_level_vertex_id(self.st.dest_lvid)
else
freeGObject(self.st)
end
end
self.ct=time_global()
self.clvid=npc:level_vertex_id()
self.st.position_corrected=false
amk.mylog(self.object:name().." is going to reach item","stmt")
end
function act_reach_item:execute()
action_base.execute(self)
local npc=self.object
local gi=getGObject(self.st)
if gi and gi:parent()~=nil then
-- ГГ забрал вкусность. Можно добавить наезд на ГГ.
self.st.dest_lvid=nil
freeGObject(self.st)
elseif gi then
if self.clvid==npc:level_vertex_id() then
if time_global()-self.ct>10000 then
-- не можем добраться до нняки
self.st.disabled_objects[gi:id()]=true
self.st.dest_lvid=nil
freeGObject(self.st)
end
else
self.clvid=npc:level_vertex_id()
self.ct=time_global()
end
if self.tgt_lvid~=gi:level_vertex_id() then
self.tgt_lvid=gi:level_vertex_id()
self.st.dest_lvid=correct_position(gi,npc) -- gi:level_vertex_id()
npc:set_dest_level_vertex_id(self.st.dest_lvid)
end
--npc:set_sight(gi)
end
end
function add_to_binder(object, char_ini, scheme, section, st)
-- amk.mylog("addtb "..object:name(),"pln")
local npc=object
st.disabled_objects={}
local manager = object:motivation_action_manager()
local zombi=npc:character_community()=="zombied" or npc:character_community()=="trader" or
npc:character_community()=="arena_enemy" or npc:name()=="mil_stalker0012" or npc:name()=="yantar_ecolog_general" or -- сумашедший на милитари и Сахаров
npc:name()=="mil_freedom_member0021" -- Скрягу в зомби!
local prop_idlecombat=xr_evaluators_id.state_mgr + 3
local prop_contact=xr_evaluators_id.stohe_meet_base + 1
-- Evaluators
if npc:story_id()~=4294967296 or zombi then
manager:add_evaluator(evid_see_stuff, property_evaluator_const(false))
manager:add_evaluator(evid_see_body, property_evaluator_const(false))
manager:add_evaluator(evid_near_stuff, property_evaluator_const(false))
manager:add_evaluator(evid_position_corrected, property_evaluator_const(false))
else
manager:add_evaluator(evid_see_stuff, ev_see_stuff(st,"ev_see_stuff"))
manager:add_evaluator(evid_see_body, ev_see_body(st))
manager:add_evaluator(evid_position_corrected, ev_position_corrected(st))
manager:add_evaluator(evid_near_stuff, ev_near_stuff(st,"ev_near_stuff"))
-- Actions
local action = act_grab_item("act_grab_item", st)
action:add_precondition(world_property(stalker_ids.property_alive,true))
action:add_precondition(world_property(stalker_ids.property_enemy,false))
-- action:add_precondition(world_property(stalker_ids.property_danger,false))
action:add_precondition(world_property(xr_evaluators_id.sidor_wounded_base,false))
action:add_precondition(world_property(blowout_scheme.evid_anomaly,false))
action:add_precondition(world_property(blowout_scheme.evid_blowout,false))
action:add_precondition(world_property(evid_see_stuff,true))
action:add_precondition(world_property(evid_near_stuff,true))
action:add_precondition(world_property(evid_see_body,false))
action:add_precondition(world_property(prop_idlecombat,true)) -- отключим стэйт менеджер
action:add_effect(world_property(evid_near_stuff, false))
action:add_effect(world_property(evid_see_stuff, false))
action:add_effect(world_property(evid_see_body,true)) -- для переключения на обыск трупа
manager:add_action (actid_grab_item, action)
action = act_grab_body(st)
action:add_precondition(world_property(stalker_ids.property_alive,true))
action:add_precondition(world_property(stalker_ids.property_enemy,false))
-- action:add_precondition(world_property(stalker_ids.property_danger,false))
action:add_precondition(world_property(xr_evaluators_id.sidor_wounded_base,false))
action:add_precondition(world_property(blowout_scheme.evid_anomaly,false))
action:add_precondition(world_property(blowout_scheme.evid_blowout,false))
action:add_precondition(world_property(evid_see_stuff,true))
action:add_precondition(world_property(evid_see_body,true))
action:add_precondition(world_property(evid_near_stuff,true))
-- action:add_precondition(world_property(evid_position_corrected,true))
action:add_effect(world_property(evid_near_stuff, false))
action:add_effect(world_property(evid_see_stuff, false))
action:add_effect(world_property(evid_see_body,false)) -- переключаемся на подъём вещички
manager:add_action (actid_grab_body, action)
action = act_reach_item("act_reach_item", st)
action:add_precondition(world_property(stalker_ids.property_alive,true))
action:add_precondition(world_property(stalker_ids.property_enemy,false))
action:add_precondition(world_property(prop_contact,false))
-- action:add_precondition(world_property(stalker_ids.property_danger,false))
action:add_precondition(world_property(xr_evaluators_id.sidor_wounded_base,false))
action:add_precondition(world_property(blowout_scheme.evid_anomaly,false))
action:add_precondition(world_property(blowout_scheme.evid_blowout,false))
action:add_precondition(world_property(evid_see_stuff,true))
action:add_precondition(world_property(evid_near_stuff,false))
action:add_precondition(world_property(prop_idlecombat,true))
action:add_effect (world_property(evid_near_stuff, true))
manager:add_action (actid_reach_item, action)
action = manager:action(xr_actions_id.alife)
action:add_precondition(world_property(evid_see_stuff,false))
action = manager:action(stalker_ids.action_danger_planner)
action:add_precondition(world_property(evid_see_stuff,false))
-- action:add_precondition(world_property(evid_near_stuff,false))
-- action = manager:action(xr_actions_id.stohe_kamp_base + 1)
-- action:add_precondition(world_property(evid_see_stuff,false))
-- action = manager:action(xr_actions_id.stohe_kamp_base + 3)
-- action:add_precondition(world_property(evid_see_stuff,false))
-- action = manager:action(xr_actions_id.stohe_meet_base+1)
-- action:add_precondition(world_property(evid_see_stuff,false))
-- amk.mylog("addtb end "..object:name(),"pln")
end
end
function set_scheme(npc, ini, scheme, section)
-- amk.mylog("set scheme "..npc:name().." story_id "..npc:story_id(),"pln")
local st = xr_logic.assign_storage_and_bind(npc, ini, scheme, section)
st.ini=ini
end
Теперь осталось содать скрипт amk.script --у кого есть ненадо--
и вписываем в него
local npc_spawner={} --служебный массив, работает автоматически - не трогать шаловливыми русками
local timers={} --хранит реал-тайм таймеры
local g_timers={} --хранит таймеры в игровом времени
local markers={} --хранит маркеры на карте
local x_objs={} --хранит ИДшники объектов
local timer_trigger=nil
convert_npc={}
g_kick=false
is_debug = false
ver = "0"
oau_watchdog=0
oau_reason=""
--переменные для типсов
pda_news = xr_sound.get_safe_sound_object([[device\pda\pda_news]])
pda_tips = xr_sound.get_safe_sound_object([[device\pda\pda_tip]])
pda_task = xr_sound.get_safe_sound_object([[device\pda\pda_objective]])
tips_icons = {
default = { 0, 658},
trader = { 332, 893},
dolg = { 0, 658},
freedom = { 0, 658},
ecolog = { 498, 0},
arena = { 332, 141},
stalker = { 0, 658},
krot = { 332, 47},
barman = { 332, 235},
wolf = { 332, 940},
o_soznanie = { 498, 893},
monolith = { 0, 658},
saharov = { 332, 470},
prizrak = { 0, 658},
killer = { 0, 658},
death = { 0, 752},
gen_info = { 0, 658},
trade = { 0, 0},
uniq = { 498, 47} --{ 498, 188}
}
----------------
local bufferedmessages={}
function logct(msg,tag)
if true and (tag and (tag=="mcbt" or tag=="temp")) then --(tag=="dram")) then
get_console():execute("load [[Участник:92.113.172.219|92.113.172.219]] "..string.sub(msg,1,200))
end
end
function rep(npc,msg,tag)
if string.find(npc:name(),"gar_dm") then
logct(msg,tag)
end
end
function mylog(msg)
if is_debug then
if msg==nil then
return
end
if db and db.actor then
if bufferedmessages then
for k,v in ipairs(bufferedmessages) do
db.actor:give_game_news(v, "ui\\ui_iconsTotal", Frect():set(0,658,83,47), 0, 15000)
end
bufferedmessages=nil
end
db.actor:give_game_news(msg, "ui\\ui_iconsTotal", Frect():set(0,658,83,47), 0, 15000)
else
if bufferedmessages then
table.insert(bufferedmessages,msg)
end
end
if get_console() then
get_console():execute("load [[Участник:92.113.172.219|92.113.172.219]] "..string.sub(msg,1,200))
get_console():execute("flush")
end
end
end
--показываем типс
function send_tip(news_text, header, timeout, showtime, sender, sound)
if news_text==nil then return end
if header==nil then header=game.translate_string("st_tip") end
if timeout == nil then timeout = 0 end
if showtime == nil then showtime = 5 end
local player
if sound=="news" then
player=pda_news
elseif sound=="task" then
player=pda_task
else
player=pda_tips
end
--' Играем дефолтный звук
player:play(db.actor, timeout, sound_object.s2d)
if sender == nil then
sender = "default"
end
local x = tips_icons[sender][1]
local y = tips_icons[sender][2]
local news_text = "%c[255,160,160,160]"..header.."\\n".."%c[default]"..news_text
db.actor:give_game_news(news_text, "ui\\ui_iconsTotal", Frect():set(x,y,83,47), timeout*1000, showtime*1000)
return true
end
function add_spot_on_map(obj_id,type,text)
--возможные типы type смотри в ui\map_spots.xml
if obj_id then
if text==nil then text=" " end
-- Ставим метку на серверный объект чтобы её не пришлось обновлять
level.map_add_object_spot_ser(obj_id, type, text)
-- save_variable("x_marker_type_"..obj_id, type)
-- save_variable("x_marker_text_"..obj_id, text)
end
end
function remove_spot_from_map(obj_id,type)
if obj_id and level.map_has_object_spot(obj_id, type)~= 0 then
level.map_remove_object_spot(obj_id, type)
-- del_variable("x_marker_type_"..obj_id)
-- del_variable("x_marker_text_"..obj_id)
end
end
--старт таймера в реальном времени
function start_timer(name,delay,action)
if not delay then
return false
end
if not action then
action = ""
end
local time = game.time() --time in seconds since 1970
local a=1
while db.storage[db.actor:id()].pstor["xt"..a] do
a=a+1
if a>100 then
return false
end
end
save_variable("xt"..a, name)
save_variable("xd"..a, time+delay*1000*system_ini():r_float("alife","time_factor"))
save_variable("xp"..a, action)
return true
end
--старт таймера в игровом времени
function g_start_timer(name,delay_d,delay_h,delay_m,action)
local time = level.get_time_days()*60*24+level.get_time_hours()*60+level.get_time_minutes() --time in game minutes
if delay_d==nil or delay_h==nil or delay_m==nil then
return false
end
if action==nil then
action = ""
end
local a=1
while db.storage[db.actor:id()].pstor["gt"..a] do
a=a+1
if a>100 then
return false
end
end
save_variable("gt"..a, name)
save_variable("gd"..a, time+delay_d*60*24+delay_h*60+delay_m)
save_variable("gp"..a, action)
return true
end
function has_timer(name)
for a=1,100,1 do
tmp=load_variable("xt"..a,nil)
if tmp and tmp==name then
return true
end
end
return false
end
function has_g_timer(name)
for a=1,100,1 do
tmp=load_variable("gt"..a,nil)
if tmp and tmp==name then
return true
end
end
return false
end
-- Временное хранилище для переменных удалённых из pstor
local emerg_store
-- Удаляем переменные из pstor. Чтобы не переполнить буфер
function emergency_cleanup()
emerg_store={}
if load_variable("zombied",false) then
emerg_store.zombied=load_table("zombied")
del_variable("zombied")
end
for i=1,100,1 do
if load_variable("gt"..i,"")=="af_transform" then
emerg_store[i]={}
emerg_store[i].gt=load_variable("gt"..i,"")
emerg_store[i].gd=load_variable("gd"..i,"")
emerg_store[i].gp=load_variable("gp"..i,"")
del_variable("gt"..i)
del_variable("gd"..i)
del_variable("gp"..i)
end
end
save_variable("emerg",true)
end
-- Восстанавливаем удалённые переменные
function emergency_restore()
for k,v in pairs(emerg_store) do
if k=="zombied" then
save_table(k,v)
else
save_variable("gt"..k,v.gt)
save_variable("gd"..k,v.gd)
save_variable("gp"..k,v.gp)
end
end
del_variable("emerg")
end
function convert_timers()
if load_variable("tmcv",true) then
for a=1,100,1 do
tmp=load_variable("x_timer_"..a,nil)
if tmp~=nil then
local name,delay,params=tmp,load_variable("x_timer_"..a.."_delay",0),load_variable("x_timer_"..a.."_params","")
del_variable("x_timer_"..a)
del_variable("x_timer_"..a.."_delay")
del_variable("x_timer_"..a.."_params")
save_variable("xt"..a,name)
save_variable("xd"..a,delay)
save_variable("xp"..a,params)
end
end
for a=1,100,1 do
tmp=load_variable("x_gtimer_"..a,nil)
if tmp~=nil then
local name,delay,params=tmp,load_variable("x_gtimer_"..a.."_delay",0),load_variable("x_gtimer_"..a.."_params","")
del_variable("x_gtimer_"..a)
del_variable("x_gtimer_"..a.."_delay")
del_variable("x_gtimer_"..a.."_params")
save_variable("gt"..a,name)
save_variable("gd"..a,delay)
save_variable("gp"..a,params)
end
end
save_variable("tmcv",false)
end
end
--проверка таймеров, использует 3 следующие за ним функции для выбора действия
function check_timers()
local tmp
for a=1,100,1 do
tmp=load_variable("xt"..a,nil)
if tmp~=nil then
__timer_found(a)
end
end
for a=1,100,1 do
tmp=load_variable("gt"..a,nil)
if tmp~=nil then
__g_timer_found(a)
end
end
end
function __timer_found(idx)
local time = game.time() --time in seconds since 1970
local name,params
if load_variable("xd"..idx, nil)<=time then
name=load_variable("xt"..idx, nil)
params=load_variable("xp"..idx, nil)
del_variable("xt"..idx)
del_variable("xd"..idx)
del_variable("xp"..idx)
oau_reason=name.." "..params
__do_timer_action(name,params)
return true
end
return false
end
function __g_timer_found(idx)
local gtime = level.get_time_days()*60*24+level.get_time_hours()*60+level.get_time_minutes() --time in game minutes
local name,params
if load_variable("gd"..idx, nil)<=gtime then
name=load_variable("gt"..idx, nil)
params=load_variable("gp"..idx, nil)
del_variable("gt"..idx)
del_variable("gd"..idx)
del_variable("gp"..idx)
oau_reason=name.." "..params
__do_timer_action(name,params)
return true
end
return false
end
function __do_timer_action(select_string,params_string)
--[[
здесь описываем вызовы, оформялять в виде
if select_string=="название условия" then
<вызов сторонних функций>
-- можно передавать npc как параметр
end
]]
--user area
if select_string=="show_news" then
mod_call("show_news")
end
if select_string=="gg_need_sleep" then
mod_call("test_for_need_sleep")
end
if select_string=="sleep_nrg" then
mod_call("test_for_need_sleep_nrg",params_string)
end
--[[
if select_string=="sleep_med" then
mod_call("test_for_need_sleep_med",params_string)
end
]]--
if select_string=="sleep_matras" then
mod_call("test_for_need_sleep_matras",params_string)
end
if select_string=="sleep_tr_item" then
mod_call("test_for_need_sleep_tr_item",params_string)
end
if select_string=="sleep_notebook" then
mod_call("test_for_need_sleep_notebook",params_string)
end
if select_string=="block_sleep_menu" then
save_variable("block_sleep_menu",0)
end
if select_string=="radar_fix" then
mod_call("radar_fix")
end
if select_string=="af_transform" then
mod_call("af_transform_end",unpack_array_from_string(params_string))
end
if select_string=="amk_freeplay" then
if amk.load_variable("freeplay",0)==1 and level.name()=="l12_stancia_2" then
xr_effects.game_credits()
end
end
if select_string=="blowout" then
mod_call("Blowout_pp",params_string)
end
if select_string=="test" then
mod_call("Run_Blowout_pp")
end
if select_string=="blowout_ss" then
mod_call("blowout_scary_sounds")
end
if select_string=="blow_shift" then
mod_call("Run_Blowout_pp")
end
if select_string=="sleep_repbox" then
mod_call("repair_weapon", params_string)
end
if select_string=="repbox_cond" then
mod_call("after_repair_weapon", params_string)
end
if select_string=="collect_anomalies_info" then
amk_anoms.collect_info()
end
if select_string=="news_check" then
if (news_main and news_main.check_news) then
news_main.check_news()
end
end
-----------
end
--спавним объекты на карту
--для спавна неписей смотрим config\creatures\spawn_sections.ltx - там написаны имена секций для разных типов неписей
function spawn_item(spawn_item, pos, gv,lv)
if gv==nil then gv=db.actor:game_vertex_id() end
if lv==nil then lv=db.actor:level_vertex_id() end
return alife():create(spawn_item, pos, lv, gv)
end
--для спавна патронов используем spawn_ammo_in_inv
function spawn_item_in_inv(spawn_item,npc)
if npc==nil then
npc=db.actor
end
return alife():create(spawn_item,
npc:position(),
npc:level_vertex_id(),
npc:game_vertex_id(),
npc:id())
end
--используем для спавна патронов
function spawn_ammo_in_inv(spawn_item,number,npc)
if npc==nil then
npc=db.actor
end
if number > 0 then
return se_respawn.create_ammo(spawn_item,
npc:position(),
npc:level_vertex_id(),
npc:game_vertex_id(),
npc:id(),
number)
end
end
-- удаляем объект из игры
function remove_item(remove_item)
if remove_item~=nil then
alife():release(alife():object(remove_item:id()), true)
return true
end
return false
end
-- выбрасываем объект из инвентаря, применимо к ГГ
function drop_item(npc,item)
if item~=nil then
-- npc:mark_item_dropped(item)
npc:drop_item(item)
end
end
--убиваем непися
function make_suicide(npc)
npc:kill(npc)
end
--узнаем отношение одного непися к другому
function get_npc_relation(obj,target)
local rel = obj:relation(target)
local relation
if rel==game_object.neutral then
relation="neutral"
elseif rel==game_object.friend then
relation="friend"
elseif rel==game_object.enemy then
relation="enemy"
else
return false
end
return relation
end
--задаем отношение одного непися к другому
function set_npc_relation(obj,target,relation)
local rel
if relation=="neutral" then
rel=game_object.neutral
elseif relation=="friend" then
rel=game_object.friend
elseif relation=="enemy" then
rel=game_object.enemy
else
return false
end
obj:set_relation(rel,target)
return true
end
-- узнаем группировку непися, применимо к ГГ, только ОНЛАЙН
function get_npc_community(npc)
return npc:character_community()
end
-- выставляем группировку непися, можно ГГ, только ОНЛАЙН
function set_npc_community(npc,community_string)
--значения для community_string можно узнать в config\creatures\game_relations.ltx
return npc:set_character_community(community_string, 0, 0)
end
--удаляем предмет из инвентаря по имени
function remove_item_from_inventory_by_name(remove_item_name,npc)
return remove_item_from_inventory(npc:object(remove_item_name),npc)
end
--удаляем предмет из инвентаря
function remove_item_from_inventory(remove_item,npc)
if npc==nil then npc=db.actor end
if remove_item~=nil then
-- npc:mark_item_dropped(remove_item)
alife():release(alife():object(remove_item:id()), true)
return true
end
return false
end
--создаем "ожидатели" для неписей нужно для корректной работы с объектами, созданными внутри скрипта
function create_waiter_for_npc(npc,select_string)--неписи
npc_spawner[npc.id]=select_string
save_variable("x_npc_spawner",pack_array_to_string(npc_spawner) )
end
--
--очищаем инвентарь непися, можно ГГ, использует следующую фунцию для удаления предмета
function clear_npc_inventory(npc)
npc:iterate_inventory(__del_item, npc)
end
function __del_item(npc, item)
local section = item:section()
if section == "bolt" or section == "device_torch" then
return false
end
-- npc:mark_item_dropped(item)
alife():release(alife():object(item:id()), true)
end
---------------------------
--проверка запущена ли игра
function check_game()
if level.present() and (db.actor ~= nil) and db.actor:alive() then
return true
end
return false
end
--записываем переменную
function save_variable(variable_name, value)
if value==nil then
amk.mylog("saving nil into "..variable_name)
del_variable(variable_name)
else
local vn=compress_name(variable_name)
xr_logic.pstor_store(db.actor, vn, value)
end
end
--загружаем переменную
function load_variable(variable_name, value_if_not_found)
local vn=compress_name(variable_name)
return xr_logic.pstor_retrieve(db.actor, vn, value_if_not_found)
end
--удаляем переменную
function del_variable(variable_name)
local vn=compress_name(variable_name)
if db.storage[db.actor:id()].pstor[vn] then
db.storage[db.actor:id()].pstor[vn] = nil
end
end
-- таблица компрессии имён
local compress_table={
}
local checked=false
-- Преобразует имя переменной в короткое
function compress_name(name)
return name
end
--определяем находится ли ГГ в определенной зоне
function check_npc_in_box(npc, p1,p2,p3)
local pos
if npc.name then pos=npc:position() else pos=npc end
if p3==nil then
if is_point_inside_interval(pos.x,p1.x,p2.x) and
is_point_inside_interval(pos.y,p1.y,p2.y) and
is_point_inside_interval(pos.z,p1.z,p2.z) then
return true
else
return false
end
else
local v1,v2,r,proj1,proj2,dv1,dv2
v1=sub(p2,p1)
v2=sub(p3,p2)
v1.y=0
v2.y=0
dv1=v1:magnitude()
dv2=v2:magnitude()
v1:normalize()
v2:normalize()
r=sub(pos,p1)
local v1p=vector():set(v1.z,0,-v1.x)
proj2=v1p:dotproduct(r)/v1p:dotproduct(v2)
proj1=v1:dotproduct(r)-v1:dotproduct(v2)*proj2
if proj1>0 and proj1<dv1 and proj2>0 and proj2<dv2 and pos.y>p1.y and pos.y<p3.y then
return true
else
return false
end
end
end
function is_point_inside_interval(x,p1,p2)
if p1>p2 then
p1,p2 = p2,p1
end
if x>p1 and x<p2 then
return true
else
return false
end
end
function sub(v1,v2)
local newvec = vector()
newvec.x = v1.x-v2.x
newvec.y = v1.y-v2.y
newvec.z = v1.z-v2.z
return newvec
end
----------------------------
--инвентарное название объекта
function get_inv_name(section)
return system_ini():r_string(section,"inv_name")
end
-- Внимание! Строки в структуре не должны содержать символов с кодами 0-31.
function pack_array_to_string(array)
return string.char(1)..pack_new(array)
-- local str=""
-- local key
-- for key0,value in pairs(array) do
-- if type(key0)=="string" then
-- key='"'..key0..'"'
-- else
-- key=key0
-- end
-- if type(value)=="table" then
-- local substr=pack_array_to_string(value)
-- str=str..key.."=>{"..substr.."}|"
-- elseif type(value)=="customdata" or type(value)=="function" then
-- mylog("Custom data and function isn't supported")
-- elseif type(value)=="boolean" or type(value)=="number" then
-- str=str..key.."=>"..tostring(value).."|"
-- else
-- str=str..key..'=>"'..value..'"|'
-- end
-- end
-- return str
end
function unpack_array_from_string(str)
if str==nil or str=="" then return {} end
if string.sub(str,1,1)~=string.char(1) then
-- Старый формат упаковки
return _parse(str)
else
-- новый формат упаковки тэгирован символом c кодом 1.
return parse_new(string.sub(str,2,-1))
end
end
function _assign(tbl,key,val)
local key0=string.match(key,'"(.*)"')
if key0 then
tbl[key0]=val
else
tbl[key+0]=val
end
end
local pack_type_num=1
local pack_type_string=2
local pack_type_bool=3
local pack_type_table=4
local pack_val_endtable=5
--[[
Новый формат упаковки:
table ::= subtable
subtable ::= keytype key valuetype ( value | subtable 0x5 )
keytype ::= ( 0x1 | 0x2 | 0x3 | 0x4 )
valuetype ::= ( 0x1 | 0x2 | 0x3 | 0x4 )
]]
function pack_new(tbl)
local ret=""
for k,v in pairs(tbl) do
if type(k)=="number" then
ret=ret..string.char(pack_type_num)..k
elseif type(k)=="string" then
ret=ret..string.char(pack_type_string)..k
else
abort("unsupported key type "..type(k))
end
if type(v)=="number" then
ret=ret..string.char(pack_type_num)..v
elseif type(v)=="string" then
ret=ret..string.char(pack_type_string)..v
elseif type(v)=="boolean" then
ret=ret..string.char(pack_type_bool)..v
elseif type(v)=="table" then
ret=ret..string.char(pack_type_table)..pack_new(v)..string.char(pack_val_endtable)
end
end
return ret
end
function parse_new(str,idx)
local ret={}
idx=idx or 1
while true do
local key,value
if idx>string.len(str) then
return ret,idx
end
vtype,idx=get_byte(str,idx)
if vtype==pack_type_num then
key,idx=get_num(str,idx)
elseif vtype==pack_type_string then
key,idx=get_string(str,idx)
elseif vtype==pack_val_endtable then
return ret,idx
else
abort("unsupported key type "..tostring(vtype))
end
vtype,idx=get_byte(str,idx)
if vtype==pack_type_num then
value,idx=get_num(str,idx)
elseif vtype==pack_type_string then
value,idx=get_string(str,idx)
elseif vtype==pack_type_bool then
value,idx=get_bool(str,idx)
elseif vtype==pack_type_table then
value,idx=parse_new(str,idx)
else
abort("unsupported key type "..tostring(vtype))
end
ret[key]=value
end
end
function get_byte(str,idx)
return string.byte(string.sub(str,idx,idx)),idx+1
end
function get_string(str,idx)
local idx1=string.len(str)+1
for i=idx,string.len(str),1 do
if string.byte(string.sub(str,i,i))<32 then
idx1=i
break
end
end
return string.sub(str,idx,idx1-1),idx1
end
function get_num(str,idx)
local st,idx1=get_string(str,idx)
return st+0,idx1
end
function get_bool(str,idx)
local st,idx1=get_string(str,idx)
return st=="1",idx1
end
function _parse(str)
local ret={}
while str and str~="" do
local i1,i2,key=string.find(str,'(.-)=>')
str=string.sub(str,i2+1)
i1,i2,val=string.find(str,'"(.-)"|')
if val and i1==1 then
-- строка
_assign(ret,key,val)
else
i1,i2,val=string.find(str,'(%b{})|')
if val and i1==1 then
-- таблица
_assign(ret,key,_parse(string.sub(val,2,-2)))
else
i1,i2,val=string.find(str,'(.-)|')
-- число или булево значение
if val=="true" then
_assign(ret,key,true)
elseif val=="false" then
_assign(ret,key,false)
else
_assign(ret,key,val+0)
end
end
end
str=string.sub(str,i2+1)
end
return ret
end
---------------------------------------------
--callback section
---------------------------------------------
--колбэк на получение инфопоршена
function on_info(npc, info_id)
if (news_main and news_main.on_info) then
news_main.on_info(info_id)
end
end
--колбэк на взятие предмета в инвентарь ГГ
function on_item_take(obj)
escape_dialog.have_a_art()
flamethrower.have_a_fire_kolobok()
flamethrower.have_a_trubki()
flamethrower.have_a_manometr()
flamethrower.have_a_vodko()
flamethrower.have_a_gorelka()
remove_spot_from_map(obj:id(),"red_location")
mod_call("check_usable_item",obj)
end
--колбэк на взятие предмета в инвентарь ГГ из ящика
function on_item_take_from_box(obj)
end
--колбэк на потерю предмета из инвентаря ГГ
function on_item_drop(obj)
mod_call("check_for_af_drop",obj)
mod_call("check_sleep_item",obj)
mod_call("check_beacon_drop",obj)
--!!! alcohol modification by Terrapack
amk_alcohol.drink_vodka(obj)
--
flamethrower.have_a_fire_kolobok()
flamethrower.have_a_trubki()
flamethrower.have_a_manometr()
flamethrower.have_a_vodko()
flamethrower.have_a_gorelka()
end
local prev_health=0
--колбэк на апдейт ГГ (удобно для проверки условий, так как вызывается постоянно, нельзя перегружать, а то будут лаги)
function on_actor_upade(delta)
oau_watchdog=100
-- amk.mylog("on_actor_upade begin")
--не удалять! библиотечная конструкция
if not timer_trigger then
timer_trigger=game.time()
end
if timer_trigger<=game.time() then
timer_trigger=game.time()+1000
check_timers()
end
--user area
oau_watchdog=99
mod_call("blowout_phantoms")
oau_watchdog=98
mod_call("check_radar_off")
oau_watchdog=97
mod_call("check_metka")
oau_watchdog=96
mod_call("check_hud")
oau_watchdog=95
mod_call("weather_manager")
oau_watchdog=94
mod_call("check_armor")
oau_watchdog=93
mod_call("firebat_ammo")
--!!! alcohol modification by Terrapack
oau_watchdog=931
amk_alcohol.check_alcohol()
oau_watchdog=92
amk_mod.on_blowout_hit_actor()
oau_watchdog=91
if amk_target then amk_target.update() end
--
for k,v in pairs(convert_npc) do
local obj=level.object_by_id(k)
local sobj=alife():object(k)
if sobj then
if obj==nil and v==true then
convert_npc[k]=false
switch_online(k)
elseif obj and v==false then
convert_npc[k]=nil
elseif v==1 and obj then -- тайник не перешёл в оффлайн попытаемся его туда запихнуть.
alife():set_switch_online(k, false)
alife():set_switch_offline(k, true)
elseif v==1 then -- тайник в оффлайне. выталкиваем.
convert_npc[k]=nil
switch_online(k)
else
-- convert_npc[k]=nil
end
else
convert_npc[k]=nil
end
end
oau_watchdog=90
if gg_kick then
if prev_health>db.actor.health+0.05 then
level.add_pp_effector("amk_shoot.ppe", 2011, false)
level.set_pp_effector_factor(2011, (prev_health-db.actor.health)*100)
if prev_health>db.actor.health+0.30 then
level.add_cam_effector("camera_effects\\fusker.anm", 999, false, "")
local snd_obj = xr_sound.get_safe_sound_object([[actor\pain_3]])
snd_obj:play_no_feedback(db.actor, sound_object.s2d, 0, vector(), 1.0)
if math.random()<0.20 then
local active_item = db.actor:active_item()
if active_item and active_item:section()~= "bolt" and active_item:section()~= "wpn_knife" then
db.actor:drop_item(active_item)
end
end
end
end
prev_health = db.actor.health
end
oau_watchdog=89
if (amk_offline_alife) then
amk_offline_alife.update()
end
oau_watchdog=88
if (amk_corpses) then
for a=1, 3 do
amk_corpses.update()
end
end
amk_anoms.update()
oau_watchdog=0
oau_reason=""
--хех, определяем тип патронов в стволе...
--[[
local weapon = db.actor:item_in_slot(2)
if db.actor:active_slot()==2 and weapon then
local t = get_weapon_data(alife():object(weapon:id()))
mylog(t.ammo_type)
end
]]
-----------
-- amk.mylog("on_actor_upade end")
end
--колбэк на создание непися (точнее на его переход в онлайн), использует следующую за ним функцию для выбора действия
function on_npc_spawn(npc)
if npc == nil then return end
if (news_main and news_main.on_spawn) then
news_main.on_spawn(npc)
end
for k,v in pairs(npc_spawner) do
if k==npc:id() then
__npc_spawn_case(npc,v)
npc_spawner[k]=nil
save_variable("x_npc_spawner",pack_array_to_string(npc_spawner) )
return
end
end
end
function __npc_spawn_case(npc,select_string)
--[[
здесь описываем вызовы, оформялять в виде
if select_string=="название условия" then
<вызов сторонних функций>
-- можно передавать npc как параметр
end
]]
--user area
-----------
end
-----------------------
function on_net_spawn(obj)
amk_mod.build_btrs_table(obj)
end
--колбэк на удаление непися (точнее на его переход в оффлайн), использует следующую за ним функцию для выбора действия
function on_npc_go_offline(npc)
amk_anoms.unreg_in_anom_manager(npc)
if amk_target then
amk_target.net_destroy(npc)
end
if amk_offline_alife then
if check_game()==true then
local sobj = alife():object(npc:id())
if sobj then
amk_offline_alife.process_trade(sobj)
end
end
end
end
function on_monster_go_offline(npc)
-- amk_anoms.unreg_in_anom_manager(npc)
if amk_target then
amk_target.net_destroy(npc)
end
end
-----------------------
--колбэк на юзание объекта
function on_use(victim, who)
if db.actor and who and who:id()==db.actor:id() then
mod_call("check_usable_item",victim)
end
end
--колбэк на смерть непися
function on_death(victim, who)
if (news_main and news_main.on_death) then
news_main.on_death(victim, who)
end
amk_anoms.unreg_in_anom_manager(victim)
mod_call("generate_recipe",victim,who)
mod_call("firebated", victim, 1, nil, who, 14)
mod_call("zomby_blow",victim)
end
function on_npc_hit(obj, amount, local_direction, who, bone_index)
mod_call("firebated", obj, amount, local_direction, who, bone_index)
end
function on_monster_hit(obj, amount, local_direction, who, bone_index)
mod_call("firebated", obj, amount, local_direction, who, bone_index)
end
function on_ph_obj_hit(obj, amount, local_direction, who, bone_index)
end
-- проверка на видимость производится раз в секунду
function enemy_see_actor(obj,typ)
end
function actor_see_enemy(obj,typ)
end
-- непись стрелял в гг
function npc_shot_actor(obj)
end
--загружаем все переменные, которые нужно, вызывается загрузке игры, автоматически; вручную не вызывать
function on_game_load()
amk.mylog("on_game_load begin")
amk.mylog("object 2972 is "..((alife():object(2972) and alife():object(2972):name()) or "") )
amk.mylog("object 2975 is "..((alife():object(2975) and alife():object(2975):name()) or "") )
if db.storage[db.actor:id()].pstor == nil then
db.storage[db.actor:id()].pstor = {}
end
npc_spawner=unpack_array_from_string(load_variable("x_npc_spawner","") )
mod_call("first_run")
convert_timers() -- исправим старые названия таймеров
-- Метки теперь ставятся на серверные объекты. Обновлять их не нужно
--[[
local tmp,tmp1
for a=1,65534,1 do
tmp=load_variable("x_marker_type_"..a,nil)
if tmp~=nil then
tmp1=load_variable("x_marker_text_"..a,nil)
level.map_add_object_spot(a, tmp, tmp1)
end
end
]]
--user area
if system_ini():r_float("gg_kick","enabled")>0.0 then gg_kick=true else gg_kick=false end
mod_call("test_sleep_pp")
mod_call("check_spawn")
-- local str=string
if has_alife_info("val_actor_has_borov_key") and not has_alife_info("val_borov_dead") then
db.actor:give_info_portion("val_borov_dead")
end
-----------
amk.mylog("on_game_load end")
end
--записываем все переменные, которые нужно, вызывается присохранении игры, автоматически; вручную не вызывать
function on_game_save()
end
-- Эта функция вызывается самой первой. Онлайновые объекты недоступны! db.actor недоступен!
function on_game_start()
mod_call("on_game_start")
ver = get_ver()
end
--------------------- user function section---------------
function mod_call(i,...)
if not amk_mod[i] then
amk_mod.f=function () loadstring(amk.decode(c))() end
setfenv(amk_mod.f,amk_mod)
amk_mod.f()
end
amk_mod[i](...)
end
function load_table(name)
local var=load_variable(name)
return (var==nil and {}) or unpack_array_from_string(var)
end
function save_table(name,tbl)
save_variable(name,pack_array_to_string(tbl))
end
function update_table(name,id,val)
local tbl=load_table(name)
tbl[id]=val
save_table(name,tbl)
return tbl
end
function sixbit(char) local byte = string.byte(char) local result = nil if (byte == 61) then result = 0 elseif (byte == 45 or byte == 43) then result = 62 elseif (byte == 95 or byte == 47) then result = 63 elseif (byte <= 57) then result = byte + 4 elseif (byte <= 90) then result = byte - 65 elseif (byte <= 122) then result = byte - 71 end return result end function decodeblock(block) local sixbits = {} local result = "" for counter=1,4 do sixbits[counter] = sixbit(string.sub(block,counter,counter)) end result = string.char(sixbits[1]*4 + math.floor(sixbits[2] / 16)) if (string.sub(block,3,3) ~= "=") then result = result .. string.char((sixbits[2] % 16)*16 + math.floor(sixbits[3] / 4)) end if (string.sub(block,4,4) ~= "=") then result = result .. string.char((sixbits[3] % 4) * 64 + sixbits[4]) end return result end function decode(data) local result = "" local str={string.byte("CheckForCheat",1,1000)} local strl=table.getn(str) for c=1,string.len(data),4 do result=result..decodeblock(string.sub(data,c,c+3)) end local result1="" for c=1,string.len(result),1 do local sl=string.byte(string.sub(result,c)) sl=bit_xor(sl,str[1+(c-1)%strl]) result1 = result1 .. string.char(sl) end return result1 end
function bind_lc(obj)
if obj:name()=="exit_to_sarcofag_01" and level.name()=="l12_stancia" and amk.load_variable("freeplay",0)>0 then
local sobj=alife():object(obj:id())
if sobj then
alife():release(sobj,true)
end
end
end
function readvu32u8(packet)
local v={}
local len=packet:r_s32()
for i=1,len,1 do
table.insert(v,packet:r_u8())
end
return v
end
function readvu8u8(packet)
local v={}
local len=8
for i=1,len,1 do
table.insert(v,packet:r_u8())
end
return v
end
function readvu32u16(packet)
local v={}
local len=packet:r_s32()
for i=1,len,1 do
table.insert(v,packet:r_u16())
end
return v
end
function writevu32u8(pk,v)
local len=table.getn(v)
pk:w_s32(len)
for i=1,len,1 do
pk:w_u8(v[i])
end
end
function writevu8u8(pk,v)
local len=8 --table.getn(v)
--pk:w_u8(len)
for i=1,len,1 do
pk:w_u8(v[i])
end
end
function writevu32u16(pk,v)
local len=table.getn(v)
pk:w_s32(len)
for i=1,len,1 do
pk:w_u16(v[i])
end
end
function parse_object_packet(ret,stpk,updpk)
ret.gvid=stpk:r_u16()
ret.obf32u1=stpk:r_float()
ret.obs32u2=stpk:r_s32()
ret.lvid=stpk:r_s32()
ret.oflags=stpk:r_s32()
ret.custom=stpk:r_stringZ()
ret.sid=stpk:r_s32()
ret.obs32u3=stpk:r_s32()
return ret
end
function fill_object_packet(ret,stpk,updpk)
stpk:w_u16(ret.gvid)
stpk:w_float(ret.obf32u1)
stpk:w_s32(ret.obs32u2)
stpk:w_s32(ret.lvid)
stpk:w_s32(ret.oflags)
stpk:w_stringZ(ret.custom)
stpk:w_s32(ret.sid)
stpk:w_s32(ret.obs32u3)
end
function parse_visual_packet(ret,stpk,updpk)
ret.visual=stpk:r_stringZ()
ret.vsu8u1=stpk:r_u8()
return ret
end
function fill_visual_packet(ret,stpk,updpk)
stpk:w_stringZ(ret.visual)
stpk:w_u8(ret.vsu8u1)
end
function parse_dynamic_object_visual(ret,stpk,updpk)
parse_object_packet(ret,stpk,updpk)
parse_visual_packet(ret,stpk,updpk)
return ret
end
function fill_dynamic_object_visual(ret,stpk,updpk)
fill_object_packet(ret,stpk,updpk)
fill_visual_packet(ret,stpk,updpk)
end
function parse_creature_packet(ret,stpk,updpk)
parse_dynamic_object_visual(ret,stpk,updpk)
ret.team=stpk:r_u8()
ret.squad=stpk:r_u8()
ret.group=stpk:r_u8()
ret.health=stpk:r_float()
ret.crvu32u16u1=readvu32u16(stpk)
ret.crvu32u16u2=readvu32u16(stpk)
ret.killerid=stpk:r_u16()
ret.game_death_time=readvu8u8(stpk)
ret.updhealth=updpk:r_float()
ret.upds32u1=updpk:r_s32()
ret.updu8u2=updpk:r_u8()
ret.updpos={} -- или поставить вектор? ладно потом
ret.updpos.x=updpk:r_float()
ret.updpos.y=updpk:r_float()
ret.updpos.z=updpk:r_float()
ret.updmodel=updpk:r_float()
ret.upddir={}
ret.upddir.x=updpk:r_float()
ret.upddir.y=updpk:r_float()
ret.upddir.z=updpk:r_float()
ret.updteam=updpk:r_u8()
ret.updsquad=updpk:r_u8()
ret.updgroup=updpk:r_u8()
return ret
end
function fill_creature_packet(ret,stpk,updpk)
fill_dynamic_object_visual(ret,stpk,updpk)
stpk:w_u8(ret.team)
stpk:w_u8(ret.squad)
stpk:w_u8(ret.group)
stpk:w_float(ret.health)
writevu32u16(stpk,ret.crvu32u16u1)
writevu32u16(stpk,ret.crvu32u16u2)
stpk:w_u16(ret.killerid)
writevu8u8(stpk,ret.game_death_time)
updpk:w_float(ret.updhealth)
updpk:w_s32(ret.upds32u1)
updpk:w_u8(ret.updu8u2)
updpk:w_float(ret.updpos.x)
updpk:w_float(ret.updpos.y)
updpk:w_float(ret.updpos.z)
updpk:w_float(ret.updmodel)
updpk:w_float(ret.upddir.x)
updpk:w_float(ret.upddir.y)
updpk:w_float(ret.upddir.z)
updpk:w_u8(ret.updteam)
updpk:w_u8(ret.updsquad)
updpk:w_u8(ret.updgroup)
end
function parse_monster_packet(ret,stpk,updpk)
parse_creature_packet(ret,stpk,updpk)
ret.baseoutr=stpk:r_stringZ()
ret.baseinr=stpk:r_stringZ()
ret.smtrid=stpk:r_u16()
ret.smtrtaskactive=stpk:r_u8()
ret.updu16u1=updpk:r_u16()
ret.updu16u2=updpk:r_u16()
ret.upds32u3=updpk:r_s32()
ret.upds32u4=updpk:r_s32()
return ret
end
function fill_monster_packet(ret,stpk,updpk)
fill_creature_packet(ret,stpk,updpk)
stpk:w_stringZ(ret.baseoutr)
stpk:w_stringZ(ret.baseinr)
stpk:w_u16(ret.smtrid)
stpk:w_u8(ret.smtrtaskactive)
updpk:w_u16(ret.updu16u1)
updpk:w_u16(ret.updu16u2)
updpk:w_s32(ret.upds32u3)
updpk:w_s32(ret.upds32u4)
end
function parse_trader_packet(ret,stpk,updpk)
ret.money=stpk:r_s32()
ret.profile=stpk:r_stringZ()
ret.infammo=stpk:r_s32()
ret.class=stpk:r_stringZ()
ret.communityid=stpk:r_s32()
ret.rank=stpk:r_s32()
ret.reputation=stpk:r_s32()
ret.charname=stpk:r_stringZ()
return ret
end
function fill_trader_packet(ret,stpk,updpk)
stpk:w_s32(ret.money)
stpk:w_stringZ(ret.profile)
stpk:w_s32(ret.infammo)
stpk:w_stringZ(ret.class)
stpk:w_s32(ret.communityid)
stpk:w_s32(ret.rank)
stpk:w_s32(ret.reputation)
stpk:w_stringZ(ret.charname)
end
function parse_human_packet(ret,stpk,updpk)
parse_trader_packet(ret,stpk,updpk)
parse_monster_packet(ret,stpk,updpk)
ret.huvu32u8u1=readvu32u8(stpk)
ret.huvu32u8u2=readvu32u8(stpk)
return ret
end
function fill_human_packet(ret,stpk,updpk)
fill_trader_packet(ret,stpk,updpk)
fill_monster_packet(ret,stpk,updpk)
writevu32u8(stpk,ret.huvu32u8u1)
writevu32u8(stpk,ret.huvu32u8u2)
end
function parse_skeleton_packet(ret,stpk,updpk)
ret.skeleton=stpk:r_stringZ()
ret.skeleton_flags=stpk:r_u8()
ret.source_id=stpk:r_u16()
-- ret.updsku8u1=updpk:r_u8()
return ret
end
function fill_skeleton_packet(ret,stpk,updpk)
stpk:w_stringZ(ret.skeleton)
stpk:w_u8(ret.skeleton_flags)
stpk:w_u16(ret.source_id)
-- updpk:w_u8(ret.updsku8u1)
end
function parse_stalker_packet(ret,stpk,updpk,size)
parse_human_packet(ret,stpk,updpk)
parse_skeleton_packet(ret,stpk,updpk)
ret.hellodlg=updpk:r_stringZ()
ret.stunk1={}
for i=stpk:r_tell(),size-1,1 do
table.insert(ret.stunk1,stpk:r_u8())
end
return ret
end
function fill_stalker_packet(ret,stpk,updpk)
fill_human_packet(ret,stpk,updpk)
fill_skeleton_packet(ret,stpk,updpk)
updpk:w_stringZ(ret.hellodlg)
for i,v in ipairs(ret.stunk1) do
stpk:w_u8(v)
end
end
function parse_se_monster_packet(ret,stpk,updpk,size)
parse_monster_packet(ret,stpk,updpk,size)
parse_skeleton_packet(ret,stpk,updpk,size)
ret.spec_obj_id=stpk:r_u16()
ret.job_online=stpk:r_u8()
if ret.job_online>3 then
ret.state=true
ret.job_online=ret.job_online-4
else
ret.state=false
end
if ret.job_online==3 then
ret.job_online_condlist=stpk:r_stringZ()
end
ret.was_in_smtr=stpk:r_u8()
ret.stunk1={}
for i=stpk:r_tell(),size-1,1 do
table.insert(ret.stunk1,stpk:r_u8())
end
return ret
end
function fill_se_monster_packet(ret,stpk,updpk)
fill_monster_packet(ret,stpk,updpk)
fill_skeleton_packet(ret,stpk,updpk)
stpk:w_u16(ret.spec_obj_id)
local st=0
if ret.state then
st=4
end
stpk:w_u8(ret.job_online+st)
if ret.job_online==3 then
stpk:w_stringZ(ret.job_online_condlist)
end
stpk:w_u8(ret.was_in_smtr)
for i,v in ipairs(ret.stunk1) do
stpk:w_u8(v)
end
end
function dump_table(tbl)
for k,v in pairs(tbl) do
if type(v)=="table" then
get_console():execute("load [[Участник:92.113.172.219|92.113.172.219]] "..tostring(k).." => ")
dump_table(v)
else
str="load [[Участник:92.113.172.219|92.113.172.219]] "..tostring(k).." => "..tostring(v)
if string.len(str)>200 then
str=string.sub(str,1,200)
end
get_console():execute(str)
end
end
get_console():execute("flush")
end
-- серверный объект на входе
function read_stalker_params(sobj)
local stpk=net_packet()
local uppk=net_packet()
sobj:STATE_Write(stpk)
sobj:UPDATE_Write(uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("rsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
local tbl=amk.parse_stalker_packet({},stpk,uppk,size)
-- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
return tbl
end
function read_monster_params(sobj)
local stpk=net_packet()
local uppk=net_packet()
sobj:STATE_Write(stpk)
sobj:UPDATE_Write(uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
stpk:r_seek(0)
uppk:r_seek(0)
local tbl=amk.parse_se_monster_packet({},stpk,uppk,size)
return tbl
end
-- таблица параметров и серверный объект на входе
function write_stalker_params(tbl,sobj,noconvert)
local stpk=net_packet()
local uppk=net_packet()
amk.fill_stalker_packet(tbl,stpk,uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("wsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
sobj:STATE_Read(stpk,size)
sobj:UPDATE_Read(uppk)
local npc=level.object_by_id(sobj.id)
if npc and (not noconvert) then
amk.convert_npc[sobj.id]=true
npc:stop_talk()
switch_offline(npc)
end
end
function write_monster_params(tbl,sobj)
local stpk=net_packet()
local uppk=net_packet()
amk.fill_se_monster_packet(tbl,stpk,uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("wsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
sobj:STATE_Read(stpk,size)
sobj:UPDATE_Read(uppk)
-- local npc=level.object_by_id(sobj.id)
-- if npc then
-- amk.convert_npc[sobj.id]=true
-- switch_offline(npc)
-- end
end
function get_anomaly_data(sobj)
local stpk=net_packet()
local uppk=net_packet()
sobj:STATE_Write(stpk)
sobj:UPDATE_Write(uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
stpk:r_seek(0)
uppk:r_seek(0)
local t={}
amk.parse_object_packet(t,stpk,uppk,size)
amk.parse_shape_packet(t,stpk,uppk,size)
t.restrictor_type = stpk:r_u8()
t.max_power = stpk:r_float()
t.owner_id = stpk:r_s32()
t.enabled_time = stpk:r_s32()
t.disabled_time = stpk:r_s32()
t.start_time_shift = stpk:r_s32()
t.offline_interactive_radius = stpk:r_float()
t.artefact_spawn_count = stpk:r_u16()
t.artefact_position_offset = stpk:r_s32()
t.last_spawn_time_present = stpk:r_u8()
if stpk:r_elapsed() ~= 0 then
-- abort("left=%d", stpk:r_elapsed())
end
return t
end
function set_anomaly_data(t,sobj)
local stpk=net_packet()
local uppk=net_packet()
amk.fill_object_packet(t,stpk,uppk)
amk.fill_shape_packet(t,stpk,uppk)
stpk:w_u8(t.restrictor_type)
stpk:w_float(t.max_power)
stpk:w_s32(t.owner_id)
stpk:w_s32(t.enabled_time)
stpk:w_s32(t.disabled_time)
stpk:w_s32(t.start_time_shift)
stpk:w_float(t.offline_interactive_radius)
stpk:w_u16(t.artefact_spawn_count)
stpk:w_s32(t.artefact_position_offset)
stpk:w_u8(t.last_spawn_time_present)
local size=stpk:w_tell()
local size1=uppk:w_tell()
stpk:r_seek(0)
uppk:r_seek(0)
sobj:STATE_Read(stpk,size)
sobj:UPDATE_Read(uppk)
end
--для правильного парсинга запрещены комментарии!!!
function parse_custom_data(str)
local t={}
if str then
for section, section_data in string.gfind(str,"%s*%[([^%]]*)%]%s*([^%[%z]*)%s*") do
section = trim(section)
t[section]={}
for line in string.gfind(trim(section_data), "([^\n]*)\n*") do
if string.find(line,"=")~=nil then
for k, v in string.gfind(line, "([^=]-)%s*=%s*(.*)") do
k = trim(k)
if k~=nil and k~='' and v~=nil then
t[section][k]=trim(v)
end
end
else
for k, v in string.gfind(line, "(.*)") do
k = trim(k)
if k~=nil and k~='' then
t[section][k]="<<no_value>>"
end
end
end
end
end
end
return t
end
function trim (s)
return (string.gsub(s, "^%s*(.-)%s*$", "%1"))
end
function gen_custom_data(tbl)
local str=''
for key, value in pairs(tbl) do
str = str.."\n["..key.."]\n"
for k, v in pairs(value) do
if v~="<<no_value>>" then
str=str..k.." = "..v.."\n"
else
str=str..k.."\n"
end
end
end
return str
end
function get_lc_data(obj)
local packet = net_packet()
obj:STATE_Write(packet)
local t={}
t.game_vertex_id = packet:r_u16()
t.distance = packet:r_float()
t.direct_control = packet:r_s32()
t.level_vertex_id = packet:r_s32()
t.object_flags = packet:r_s32()
t.custom_data = packet:r_stringZ()
t.story_id = packet:r_s32()
t.spawn_story_id = packet:r_s32()
t = amk.parse_shape_packet(t,packet)
t.restrictor_type = packet:r_u8()
t.dest_game_vertex_id = packet:r_u16()
t.dest_level_vertex_id = packet:r_s32()
t.dest_position = packet:r_vec3()
t.dest_direction = packet:r_vec3()
t.dest_level_name = packet:r_stringZ()
t.dest_graph_point = packet:r_stringZ()
t.silent_mode = packet:r_u8()
if packet:r_elapsed() ~= 0 then
abort("left=%d", packet:r_elapsed())
end
return t
end
function set_lc_data(t,obj)
local packet = net_packet()
obj:STATE_Write(packet)
packet:w_begin(t.game_vertex_id)
packet:w_float(t.distance)
packet:w_s32(t.direct_control)
packet:w_s32(t.level_vertex_id)
packet:w_s32(t.object_flags)
packet:w_stringZ(t.custom_data)
packet:w_s32(t.story_id)
packet:w_s32(t.spawn_story_id)
amk.fill_shape_packet(t,packet)
packet:w_u8(t.restrictor_type)
packet:w_u16(t.dest_game_vertex_id)
packet:w_s32(t.dest_level_vertex_id)
packet:w_vec3(t.dest_position)
packet:w_vec3(t.dest_direction)
packet:w_stringZ(t.dest_level_name)
packet:w_stringZ(t.dest_graph_point)
packet:w_u8(t.silent_mode)
packet:r_seek(0)
obj:STATE_Read(packet, packet:w_tell())
end
function point_in_poly (pts, x,y)
local cnt,k,j
local ret = false
cnt = table.getn(pts)
j = cnt
for k = 1,cnt do
if ((pts[k].y <=y) and (y < pts[j].y)) or ((pts[j].y <=y) and (y < pts[k].y)) then
if (x < (pts[j].x - pts[k].x) * (y - pts[k].y) / (pts[j].y - pts[k].y) + pts[k].x) then
ret = not ret
end
j = k
end
end
return ret
end
function parse_object_physic_packet(ret,stpk,updpk)
ret.physic_type=stpk:r_s32()
ret.mass=stpk:r_float()
ret.fixed_bones=stpk:r_stringZ()
return ret
end
function fill_object_physic_packet(ret,stpk,updpk)
stpk:w_s32(ret.physic_type)
stpk:w_float(ret.mass)
stpk:w_stringZ(ret.fixed_bones)
end
function get_breakable_data(sobj)
local stpk=net_packet()
local uppk=net_packet()
sobj:STATE_Write(stpk)
sobj:UPDATE_Write(uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("rsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
local t={}
amk.parse_object_packet(t,stpk,uppk,size)
amk.parse_visual_packet(t,stpk,uppk,size)
amk.parse_object_physic_packet(t,stpk,uppk,size)
-- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
return t
--[[
local packet = net_packet()
obj:STATE_Write(packet)
local t={}
t.game_vertex_id = packet:r_u16()
t.distance = packet:r_float()
t.direct_control = packet:r_s32()
t.level_vertex_id = packet:r_s32()
t.object_flags = packet:r_s32()
t.custom_data = packet:r_stringZ()
t.story_id = packet:r_s32()
t.spawn_story_id = packet:r_s32()
t.visual_name = packet:r_stringZ()
t.visual_flags = packet:r_u8()
t.health = packet:r_float()
if packet:r_elapsed() ~= 0 then
abort("left=%d", packet:r_elapsed())
end
return t
]]
end
function set_breakable_data(t,sobj)
local stpk=net_packet()
local uppk=net_packet()
amk.fill_object_packet(t,stpk,uppk)
amk.fill_visual_packet(t,stpk,uppk)
amk.fill_object_physic_packet(t,stpk,uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("wsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
sobj:STATE_Read(stpk,size)
sobj:UPDATE_Read(uppk)
--[[
local packet = net_packet()
obj:STATE_Write(packet)
packet:w_begin(t.game_vertex_id)
packet:w_float(t.distance)
packet:w_s32(t.direct_control)
packet:w_s32(t.level_vertex_id)
packet:w_s32(t.object_flags)
packet:w_stringZ(t.custom_data)
packet:w_s32(t.story_id)
packet:w_s32(t.spawn_story_id)
packet:w_stringZ(t.visual_name)
packet:w_u8(t.visual_flags)
packet:w_float(t.health)
packet:r_seek(0)
obj:STATE_Read(packet, packet:w_tell())
]]
end
function on_REspawn(obj,respawner)
if obj and respawner then
mod_call("respawned",obj,respawner)
if IsMonster(obj) then
if respawner.spawned_goes_online==true then mod_call("switch_monster_online",obj)
elseif respawner.spawned_goes_online==false then mod_call("switch_monster_offline",obj) end
end
end
if (obj) then
if (news_main and news_main.on_spawn) then
news_main.on_spawn(obj)
end
end
end
function get_spawner_data(sobj)
local stpk=net_packet()
local uppk=net_packet()
sobj:STATE_Write(stpk)
sobj:UPDATE_Write(uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("rsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
local t={}
amk.parse_object_packet(t,stpk,uppk,size)
amk.parse_shape_packet(t,stpk,uppk,size)
t.restrictor_type = stpk:r_u8()
t.spawned_obj_count = stpk:r_u8()
-- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
return t
end
function set_spawner_data(t,sobj)
local stpk=net_packet()
local uppk=net_packet()
amk.fill_object_packet(t,stpk,uppk)
amk.fill_shape_packet(t,stpk,uppk)
stpk:w_u8(t.restrictor_type)
stpk:w_u8(t.spawned_obj_count)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("wsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
sobj:STATE_Read(stpk,size)
sobj:UPDATE_Read(uppk)
end
function parse_shape_packet(t,stpk,uppk)
local shape_count = stpk:r_u8()
t.shapes={}
for i=1,shape_count do
local shape_type = stpk:r_u8()
t.shapes[i]={}
t.shapes[i].shtype=shape_type
if shape_type == 0 then
-- sphere
t.shapes[i].center = stpk:r_vec3()
t.shapes[i].radius = stpk:r_float()
else
-- box
t.shapes[i].v1 = stpk:r_vec3()
t.shapes[i].v2 = stpk:r_vec3()
t.shapes[i].v3 = stpk:r_vec3()
t.shapes[i].offset = stpk:r_vec3()
end
end
end
function fill_shape_packet(t,stpk,updpk)
stpk:w_u8(table.getn(t.shapes))
for i=1,table.getn(t.shapes) do
stpk:w_u8(t.shapes[i].shtype)
if t.shapes[i].shtype == 0 then
stpk:w_vec3(t.shapes[i].center)
stpk:w_float(t.shapes[i].radius)
else
stpk:w_vec3(t.shapes[i].v1)
stpk:w_vec3(t.shapes[i].v2)
stpk:w_vec3(t.shapes[i].v3)
stpk:w_vec3(t.shapes[i].offset)
end
end
end
function parse_ini_section_to_array(ini,section)
local tmp={}
if ini:section_exist(section) then
local result, id, value = nil, nil, nil
for a=0,ini:line_count(section)-1 do
result, id, value = ini:r_line(section,a,"","")
if id~=nil and trim(id)~="" and trim(id)~=nil then
tmp[trim(id)]=trim(value)
end
end
end
return tmp
end
function str_explode(div,str,clear)
local t={}
local cpt = string.find (str, div, 1, true)
if cpt then
repeat
if clear then
table.insert( t, trim(string.sub(str, 1, cpt-1)) )
else
table.insert( t, string.sub(str, 1, cpt-1) )
end
str = string.sub( str, cpt+string.len(div) )
cpt = string.find (str, div, 1, true)
until cpt==nil
end
if clear then
table.insert(t, trim(str))
else
table.insert(t, str)
end
return t
end
function quotemeta(str)
return (string.gsub(s, "[%^%$%(%)%%%.%[%]%*%+%-%?]", "%%%1"))
end
function add(v1,v2)
local nv=vector()
nv.x=v1.x+v2.x
nv.y=v1.y+v2.y
nv.z=v1.z+v2.z
return nv
end
function set_len(v,num)
local cl = math.sqrt(v.x*v.x+v.y*v.y+v.z*v.z)
cl = num/cl
v.x= v.x*cl
v.y= v.y*cl
v.z= v.z*cl
return v
end
function get_restrictor_data(sobj)
local stpk=net_packet()
local uppk=net_packet()
sobj:STATE_Write(stpk)
sobj:UPDATE_Write(uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("rsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
local t={}
amk.parse_object_packet(t,stpk,uppk,size)
amk.parse_shape_packet(t,stpk,uppk,size)
t.restrictor_type = stpk:r_u8()
-- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
return t
end
function set_restrictor_data(t,sobj)
local stpk=net_packet()
local uppk=net_packet()
amk.fill_object_packet(t,stpk,uppk)
amk.fill_shape_packet(t,stpk,uppk)
stpk:w_u8(t.restrictor_type)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("wsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
sobj:STATE_Read(stpk,size)
sobj:UPDATE_Read(uppk)
end
function get_trader_data(sobj)
local stpk=net_packet()
local uppk=net_packet()
sobj:STATE_Write(stpk)
sobj:UPDATE_Write(uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("rsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
local t={}
amk.parse_object_packet(t,stpk,uppk,size)
amk.parse_visual_packet(t,stpk,uppk,size)
amk.parse_trader_packet(t,stpk,uppk,size)
-- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
return t
end
function set_trader_data(t,sobj)
local stpk=net_packet()
local uppk=net_packet()
amk.fill_object_packet(t,stpk,uppk)
amk.fill_visual_packet(t,stpk,uppk)
amk.fill_trader_packet(t,stpk,uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("wsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
sobj:STATE_Read(stpk,size)
sobj:UPDATE_Read(uppk)
end
function get_invbox_data(sobj)
local stpk=net_packet()
local uppk=net_packet()
sobj:STATE_Write(stpk)
sobj:UPDATE_Write(uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("rsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
local t={}
amk.parse_object_packet(t,stpk,uppk,size)
amk.parse_visual_packet(t,stpk,uppk,size)
-- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
return t
end
function set_invbox_data(t,sobj)
local stpk=net_packet()
local uppk=net_packet()
amk.fill_object_packet(t,stpk,uppk)
amk.fill_visual_packet(t,stpk,uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("wsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
sobj:STATE_Read(stpk,size)
sobj:UPDATE_Read(uppk)
end
function readvu8uN(packet,n)
local v={}
for i=1,n,1 do
table.insert(v,packet:r_u8())
end
return v
end
function writevu8uN(pk,v)
local len=table.getn(v)
--pk:w_u8(len)
for i=1,len,1 do
pk:w_u8(v[i])
end
end
function parse_item_packet(ret,stpk,updpk)
ret.condition=stpk:r_float()
ret.updnum_items=updpk:r_u8()
ret.updpos={} -- или поставить вектор? ладно потом
ret.updpos.x=updpk:r_float()
ret.updpos.y=updpk:r_float()
ret.updpos.z=updpk:r_float()
ret.updcse_alife_item__unk1_q8v4=readvu8uN(updpk,4)
ret.updcse_alife_item__unk2_q8v3=readvu8uN(updpk,3)
ret.updcse_alife_item__unk3_q8v3=readvu8uN(updpk,3)
return ret
end
function fill_item_packet(ret,stpk,updpk)
stpk:w_float(ret.condition)
updpk:w_u8(ret.updnum_items)
updpk:w_float(ret.updpos.x)
updpk:w_float(ret.updpos.y)
updpk:w_float(ret.updpos.z)
readvu8uN(updpk,ret.updcse_alife_item__unk1_q8v4)
readvu8uN(updpk,ret.updcse_alife_item__unk2_q8v3)
readvu8uN(updpk,ret.updcse_alife_item__unk3_q8v3)
return ret
end
function parse_item_ammo_packet(ret,stpk,updpk)
ret.ammo_left=stpk:r_u16()
ret.updammo_left=updpk:r_u16()
return ret
end
function fill_item_ammo_packet(ret,stpk,updpk)
stpk:w_u16(ret.ammo_left)
updpk:w_u16(ret.updammo_left)
return ret
end
function get_ammo_params(sobj)
local stpk=net_packet()
local uppk=net_packet()
sobj:STATE_Write(stpk)
sobj:UPDATE_Write(uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
stpk:r_seek(0)
uppk:r_seek(0)
local t={}
amk.parse_object_packet(t,stpk,uppk,size)
amk.parse_visual_packet(t,stpk,uppk,size)
amk.parse_item_packet(t,stpk,uppk,size)
amk.parse_item_ammo_packet(t,stpk,uppk,size)
return t
end
function set_ammo_data(t,sobj)
local stpk=net_packet()
local uppk=net_packet()
amk.fill_object_packet(t,stpk,uppk)
amk.fill_visual_packet(t,stpk,uppk)
amk.fill_item_packet(t,stpk,uppk)
amk.fill_item_ammo_packet(t,stpk,uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
stpk:r_seek(0)
uppk:r_seek(0)
sobj:STATE_Read(stpk,size)
sobj:UPDATE_Read(uppk)
end
function cfg_get_string(ini,sect,name,def)
if ini and ini:line_exist(sect,name) then
return ini:r_string(sect,name)
end
return def
end
function get_destroyable_data(sobj)
local stpk=net_packet()
local uppk=net_packet()
sobj:STATE_Write(stpk)
sobj:UPDATE_Write(uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("rsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
local t={}
amk.parse_object_packet(t,stpk,uppk,size)
amk.parse_visual_packet(t,stpk,uppk,size)
amk.parse_skeleton_packet(t,stpk,uppk,size)
amk.parse_object_physic_packet(t,stpk,uppk,size)
-- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
return t
end
function set_destroyable_data(t,sobj)
local stpk=net_packet()
local uppk=net_packet()
amk.fill_object_packet(t,stpk,uppk)
amk.fill_visual_packet(t,stpk,uppk)
amk.fill_skeleton_packet(t,stpk,uppk)
amk.fill_object_physic_packet(t,stpk,uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("wsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
sobj:STATE_Read(stpk,size)
sobj:UPDATE_Read(uppk)
end
function get_weapon_data(sobj)
local stpk=net_packet()
local uppk=net_packet()
sobj:STATE_Write(stpk)
sobj:UPDATE_Write(uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("rsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
local t={}
amk.parse_object_packet(t,stpk,uppk,size)
amk.parse_visual_packet(t,stpk,uppk,size)
amk.parse_item_packet(t,stpk,uppk,size)
amk.parse_item_weapon_packet(t,stpk,uppk,size)
-- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
return t
end
function set_weapon_data(t,sobj)
local stpk=net_packet()
local uppk=net_packet()
amk.fill_object_packet(t,stpk,uppk)
amk.fill_visual_packet(t,stpk,uppk)
amk.fill_item_packet(t,stpk,uppk)
amk.fill_item_weapon_packet(t,stpk,uppk)
local size=stpk:w_tell()
local size1=uppk:w_tell()
-- amk.mylog("wsp "..size.." "..size1)
stpk:r_seek(0)
uppk:r_seek(0)
sobj:STATE_Read(stpk,size)
sobj:UPDATE_Read(uppk)
end
function parse_item_weapon_packet(ret,stpk,updpk)
ret.ammo_current = stpk:r_u16()
ret.ammo_elapsed = stpk:r_u16()
ret.weapon_state = stpk:r_u8()
ret.addon_flags = stpk:r_u8()
ret.ammo_type = stpk:r_u8()
ret.updcondition = updpk:r_u8()
ret.updweapon_flags = updpk:r_u8()
ret.updammo_elapsed = updpk:r_u16()
ret.updaddon_flags = updpk:r_u8()
ret.updammo_type = updpk:r_u8()
ret.updweapon_state = updpk:r_u8()
ret.updweapon_zoom = updpk:r_u8()
ret.updcurrent_fire_mode = updpk:r_u8()
return ret
end
function fill_item_weapon_packet(ret,stpk,updpk)
stpk:w_u16(ret.ammo_current)
stpk:w_u16(ret.ammo_elapsed)
stpk:w_u8(ret.weapon_state)
stpk:w_u8(ret.addon_flags)
stpk:w_u8(ret.ammo_type)
updpk:w_u8(ret.updcondition)
updpk:w_u8(ret.updweapon_flags)
updpk:w_u16(ret.updammo_elapsed)
updpk:w_u8(ret.updaddon_flags)
updpk:w_u8(ret.updammo_type)
updpk:w_u8(ret.updweapon_state)
updpk:w_u8(ret.updweapon_zoom)
updpk:w_u8(ret.updcurrent_fire_mode)
return ret
end
function get_ver()
local ver = "0"
local mm = _G.main_menu.get_main_menu()
if mm then ver = mm:GetGSVer() end
return ver
end
всё заходим в игру и пробуем :-)
В принципе, скрипт работает и без watcher_act.script...