238 lines
7.0 KiB
Plaintext
238 lines
7.0 KiB
Plaintext
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--[[
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=====================================================================
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Addon : Neutral Zone
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Link : https://www.moddb.com/mods/stalker-anomaly/addons/neutral-zone
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Author : party_50
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Date : 07.02.2024
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Last Edit : 09.02.2024
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=====================================================================
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--]]
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local NEUTRAL_ZONES = {}
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local warning_sent = {}
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local crime_timer = {}
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local warning_timer = 0
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function on_option_change()
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NEUTRAL_ZONES = {}
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if z_neutral_zone_mcm.get_config("yantar_bunker") then
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table.insert(NEUTRAL_ZONES, {
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level_name = "l08_yantar",
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smart_name = "yan_smart_terrain_6_4",
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radius = 100,
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faction = "ecolog",
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cooldown = 8,
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warn = true,
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warn_sender = "yan_stalker_sakharov",
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warn_text = "st_yan_sakharov_neutral_zone_warning"
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})
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end
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if z_neutral_zone_mcm.get_config("jupiter_bunker") then
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table.insert(NEUTRAL_ZONES, {
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level_name = "jupiter",
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smart_name = "jup_b41",
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radius = 50,
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faction = "ecolog",
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cooldown = 8
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})
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end
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if z_neutral_zone_mcm.get_config("rostok") then
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table.insert(NEUTRAL_ZONES, {
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level_name = "l05_bar",
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smart_name = "bar_dolg_bunker",
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radius = 160,
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faction = "dolg",
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cooldown = 8,
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warn = true,
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warn_sender = "bar_duty_security_squad_leader",
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warn_text = "st_bar_duty_neutral_zone_warning"
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})
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end
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if z_neutral_zone_mcm.get_config("yanov") then
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table.insert(NEUTRAL_ZONES, {
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level_name = "jupiter",
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smart_name = "jup_a6",
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radius = 50,
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faction = "freedom",
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cooldown = 8
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})
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end
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end
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function are_npc_enemies_to_faction(npc1, npc2, faction)
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return game_relations.is_factions_enemies(character_community(npc1), faction)
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or game_relations.is_factions_enemies(character_community(npc2), faction)
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end
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function are_npc_within_neutral_zone(npc1, npc2, zone)
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local smart = SIMBOARD.smarts_by_names[zone.smart_name]
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local npc1_dist = smart.position:distance_to(npc1:position());
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local npc2_dist = smart.position:distance_to(npc2:position());
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return npc1_dist < zone.radius or npc2_dist < zone.radius
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end
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function npc_on_before_hit(npc, shit, bone_id, flags)
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if shit.draftsman:id() ~= db.actor:id() then
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return
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end
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if character_community(npc) == "arena_enemy" then
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return
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end
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for _, zone in ipairs(NEUTRAL_ZONES) do
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if level.name() ~= zone.level_name then
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goto continue
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end
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if are_npc_enemies_to_faction(npc, shit.draftsman, zone.faction) then
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goto continue
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end
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if are_npc_within_neutral_zone(npc, shit.draftsman, zone) then
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crime_timer[zone.smart_name] = game.get_game_time()
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end
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::continue::
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end
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end
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function on_enemy_eval(obj, enemy, flags)
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if character_community(obj) == "arena_enemy" then
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return
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end
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for _, zone in ipairs(NEUTRAL_ZONES) do
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if level.name() ~= zone.level_name then
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goto continue
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end
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if are_npc_enemies_to_faction(obj, enemy, zone.faction) then
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goto continue
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end
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if enemy:id() == db.actor:id() and crime_timer[zone.smart_name] then
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if game.get_game_time():diffSec(crime_timer[zone.smart_name]) < 60 * 60 * zone.cooldown then
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if are_npc_within_neutral_zone(obj, enemy, zone) then
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crime_timer[zone.smart_name] = game.get_game_time()
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end
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goto continue
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else
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crime_timer[zone.smart_name] = nil
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end
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end
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if are_npc_within_neutral_zone(obj, enemy, zone) then
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flags.override = true
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flags.result = false
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end
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::continue::
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end
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end
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gameplay_disguise.expose_actor = function(npc, comm, is_enem)
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gameplay_disguise.set_msg("st_disguse_actor_exposed",gameplay_disguise.default_comm)
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gameplay_disguise.set_comm(gameplay_disguise.default_comm)
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-- News
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if npc and (not gameplay_disguise.inside_disguise_zone()) then
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local str = ""
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local flags = {}
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on_enemy_eval(npc, db.actor, flags)
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if is_enem and flags.result ~= false then
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str = "st_news_disguse_enemy_expose_"
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else
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str = "st_news_disguse_natural_expose_"
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if (comm ~= gameplay_disguise.default_comm) then
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if (ui_options.get("alife/general/dynamic_relations") == true)
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and (not game_relations.is_faction_unaffected(comm))
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and (not game_relations.is_faction_unaffected(gameplay_disguise.default_comm))
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and (not game_relations.is_faction_pair_unaffected(comm, gameplay_disguise.default_comm))
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then
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game_relations.change_faction_relations(comm, gameplay_disguise.default_comm, gameplay_disguise.relation_hit)
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end
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game_relations.change_factions_community_num(comm, gameplay_disguise.default_comm, gameplay_disguise.goodwill_hit)
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game_statistics.increment_reputation(gameplay_disguise.reputation_hit)
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end
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end
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local msg = game.translate_string(str .. tostring(math.random(1,4)))
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local comm_name = ", " .. game.translate_string("st_dyn_news_comm_" .. comm .. "_6")
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local se = strformat("%s%s", npc:character_name(), string.find(comm_name,"_6") and comm_name or "")
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dynamic_news_helper.send_tip(msg,se,2,nil,npc:character_icon(),nil,"npc")
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end
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-- long-term memory
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for k,v in pairs(gameplay_disguise.npcs_memory) do
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if v then
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v.memo = v.memo * gameplay_disguise.memory_multi
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end
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end
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gameplay_disguise.is_disguised = nil
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end
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function send_warning(sender, text)
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local se_npc = get_story_se_object(sender)
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if se_npc and se_npc:alive() then
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local msg = game.translate_string(text)
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dynamic_news_helper.send_tip(msg, se_npc:character_name(), 0, 10, se_npc:character_icon(), "news", "npc")
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end
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end
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function actor_on_update()
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local tg = time_global()
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if warning_timer > tg then
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return
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end
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warning_timer = tg + 1000
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-- Following code is executed once per second
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for _, zone in ipairs(NEUTRAL_ZONES) do
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if level.name() ~= zone.level_name then
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goto continue
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end
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if warning_sent[zone.smart_name] or not zone.warn then
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goto continue
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end
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local smart = SIMBOARD.smarts_by_names[zone.smart_name]
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local dist = smart.position:distance_to(db.actor:position())
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if dist > zone.radius and dist < zone.radius + 50 then
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local actor_community = character_community(db.actor)
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if not game_relations.is_factions_enemies(actor_community, zone.faction) and actor_community ~= "actor_" .. zone.faction then
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send_warning(zone.warn_sender, zone.warn_text)
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end
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warning_sent[zone.smart_name] = true
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elseif dist < zone.radius then
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warning_sent[zone.smart_name] = true
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end
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::continue::
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end
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end
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function save_state(m_data)
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m_data.neutral_zone_warning_sent = warning_sent
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m_data.neutral_zone_crime_timer = crime_timer
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end
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function load_state(m_data)
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warning_sent = type(m_data.neutral_zone_warning_sent) == "table" and m_data.neutral_zone_warning_sent or {}
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crime_timer = type(m_data.neutral_zone_crime_timer) == "table" and m_data.neutral_zone_crime_timer or {}
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end
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function on_game_start()
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on_option_change()
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RegisterScriptCallback("on_option_change", on_option_change)
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RegisterScriptCallback("npc_on_before_hit", npc_on_before_hit)
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RegisterScriptCallback("on_enemy_eval", on_enemy_eval)
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RegisterScriptCallback("actor_on_update", actor_on_update)
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RegisterScriptCallback("save_state", save_state)
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RegisterScriptCallback("load_state", load_state)
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end
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