423 lines
12 KiB
Plaintext
423 lines
12 KiB
Plaintext
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-- Adapted the debugger code
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function spawn_at_position(section, position_vector, lvid, gvid, is_squad, angle, is_anomaly)
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local se_obj = alife_create(section, position_vector, lvid, gvid)
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if is_squad then
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se_obj:create_npc(nil, position_vector, lvid, gvid)
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local sim = alife()
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for k in se_obj:squad_members() do
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local se_npc = k.object or k.id and sim:object(k.id)
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if (se_npc) then
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SIMBOARD:setup_squad_and_group(se_npc)
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SendScriptCallback("squad_on_npc_creation",se_obj,se_npc)
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end
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end
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end
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if angle then
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se_obj.angle = angle
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end
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if is_anomaly then
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local data = utils_stpk.get_object_data(se_obj)
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if (data) then
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data.object_flags = 31
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data.restrictor_type = 0
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data.shapes = {}
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data.shapes[1] = {}
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data.shapes[1].shtype = 0
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data.shapes[1].offset = VEC_ZERO
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data.shapes[1].radius = 10
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utils_stpk.set_object_data(data,se_obj)
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end
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end
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return se_obj.id
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end
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-- TODO: remove second param - it's cancer
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-- Second param is mainly used for loop spawning to not have same sections defined in configs
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function spawn_helper(spawn_config, section_override)
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return spawn_at_position(
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spawn_config.section or section_override,
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spawn_config.vector,
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spawn_config.lvid,
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spawn_config.gvid,
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spawn_config.is_squad,
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spawn_config.angle,
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spawn_config.is_anomaly
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)
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end
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function is_dark_night ()
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return level.get_time_hours() <= 3 or level.get_time_hours() >= 22
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end
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function spawn_helicopter(is_strong, pos, lvid, gvid)
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local heli = "new_tasks_addon_heli_" .. (is_strong and "strong" or "weak")
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local se_obj = alife_create(heli, pos, lvid, gvid)
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local visual = utils_data.cfg_get_string(ini_sys, heli,"visual", se_obj, false)
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local data = utils_stpk.get_heli_data(se_obj)
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if (data) then
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data.visual_name = visual and visual ~= "" and visual or [[dynamics\vehicles\mi2\veh_mi2_01]]
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data.motion_name = [[helicopter\aaa.anm]]
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data.startup_animation = "idle"
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data.skeleton_name = "idle"
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data.engine_sound = [[vehicles\helicopter\helicopter]]
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utils_stpk.set_heli_data(data, se_obj)
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else
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safe_release_manager.release(se_obj)
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end
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return se_obj.id
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end
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function immediate_explosion(actor,obj)
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if (obj) then
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obj:explode(0)
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end
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end
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function noop() end
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function find_index(tab, val)
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for index, value in ipairs(tab) do
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if value == val then
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return index
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end
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end
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return -1
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end
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function has_value(tab, val)
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for index, value in ipairs(tab) do
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if value == val then
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return true
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end
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end
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return false
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end
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function shallow_copy(t)
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local res = {}
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for k,v in pairs(t) do
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res[k] = v
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end
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return res
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end
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-- No invalid range check - expect to receive the right input
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function rand_with_exclusion(min, max, exclude)
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local t = {}
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for i = min, max do
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if i ~= exclude then
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table.insert(t, i)
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end
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end
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local rand_i = math.random(#t)
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return t[rand_i]
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end
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function is_strike(shit)
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-- IDK why but for some reason hit.strike comes back as 7 sometimes. Something's really fucked up
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return shit.type == 5
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end
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function is_axe()
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local item = db.actor:active_item()
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return item and string.find(item:section(), "axe")
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end
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function is_melee(item)
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return string.find(item:section(), "axe") or string.find(item:section(), "knife")
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end
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function teleport_visual()
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level.add_pp_effector ("teleport.ppe", 2006, false)
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local snd_obj = sound_object("affects\\tinnitus3a")
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snd_obj:play_no_feedback(db.actor, sound_object.s2d, 0, VEC_ZERO, 1.0, 1.0)
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end
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-- Used to push dead bodies that should disappear below the textures to avoid errors caused by on_death callbacks from other mods
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function hide_through_teleport(id)
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CreateTimeEvent(0,"nta_hide_body_teleport_" .. id,0, function ()
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local obj = level.object_by_id(id)
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local pos = obj:position()
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pos.y = pos.y - 40
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obj:force_set_position(pos, false)
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return true
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end)
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end
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function spawn_companion_squad(sq_section, vector, lvid, gvid)
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local id = spawn_at_position(sq_section, vector, lvid, gvid, true)
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local squad = alife_object(id)
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axr_companions.companion_squads[squad.id] = squad
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for k in squad:squad_members() do
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local se_obj = k.object or k.id and sim:object(k.id)
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if (se_obj) then
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se_save_var(se_obj.id,se_obj:name(),"companion",true)
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se_save_var(se_obj.id,se_obj:name(),"companion_cannot_dismiss",true)
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SIMBOARD:setup_squad_and_group(se_obj)
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end
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end
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-- Add to ignore offline combat simulation list
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sim_offline_combat.task_squads[squad.id] = true
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return id
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end
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function squad_alive(id)
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local sim = alife()
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local squad = sim:object(id)
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local alive = false
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for k in squad:squad_members() do
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local se_npc = k.object or k.id and sim:object(k.id)
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if (se_npc:alive()) then
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alive = true
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end
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end
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return alive
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end
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-- Excluded Bar
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southern_maps = {
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"k00_marsh",
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"k01_darkscape",
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"k02_trucks_cemetery",
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"l01_escape",
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"l02_garbage",
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"l03_agroprom",
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"l04_darkvalley",
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"l06_rostok",
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"l07_military",
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"l08_yantar",
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"l09_deadcity",
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"y04_pole",
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}
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nothern_maps = {
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"l10_red_forest",
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"jupiter",
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"pripyat",
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"zaton",
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"l13_generators",
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"l12_stancia_2",
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"l12_stancia",
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"l11_pripyat",
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"l10_radar",
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}
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sim_stalkers = nil
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function prefetch_sim_stalkers()
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sim_stalkers = {}
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for i = 1, 65534 do
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local se_obj = alife_object(i)
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if
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se_obj
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and (IsStalker(nil,se_obj:clsid()) and se_obj:alive() and string.find(se_obj:section_name(),"sim_default") and get_object_story_id(id) == nil)
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and (se_obj.group_id ~= 65535 and get_object_story_id(se_obj.group_id) == nil)
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then
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local comm = alife_character_community(se_obj)
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if not sim_stalkers[comm] then
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sim_stalkers[comm] = {}
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end
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table.insert(sim_stalkers[comm], se_obj.id)
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end
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end
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end
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function find_random_stalker(factions, maps)
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local limit = 60
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-- Check 60 random stalkers at most and make it completely random
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for i = 1, limit do
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local faction = factions[math.random(1, #factions)]
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local faction_stalkers = sim_stalkers[faction]
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-- It might happen that there's no stalker of a given faction on the map and the entry for that faction won't be created
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if faction_stalkers then
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local stalker_id = faction_stalkers[math.random(1, #faction_stalkers)]
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local se_obj = alife_object(stalker_id)
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if se_obj then
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local level = get_object_level_id(se_obj)
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if
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(not maps or has_value(maps, level))
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and IsStalker(nil,se_obj:clsid()) and se_obj:alive() and alife_character_community(se_obj) == faction
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then
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return {
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id = stalker_id,
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level = level,
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faction = faction,
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name = se_obj:character_name()
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}
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end
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end
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end
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end
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end
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function get_object_level_id(se_obj)
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local gg = game_graph()
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local sim = alife()
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return sim:level_name(gg:vertex(se_obj.m_game_vertex_id):level_id())
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end
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local earthquake_cam_eff = 3
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function earthquake_screen_effect_gradual(duration_multiplier)
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local phase_duration_multiplier = duration_multiplier or 2
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local effector_names = {
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"camera_effects\\earthquake_20.anm",
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"camera_effects\\earthquake_40.anm",
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"camera_effects\\earthquake_60.anm",
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"camera_effects\\earthquake_80.anm",
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"camera_effects\\earthquake.anm",
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"camera_effects\\earthquake_80.anm",
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"camera_effects\\earthquake_60.anm",
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"camera_effects\\earthquake_40.anm",
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"camera_effects\\earthquake_20.anm"
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}
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for index, name in ipairs(effector_names) do
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CreateTimeEvent(0,"nta_earthquake_screen_" .. index, (index - 1) * phase_duration_multiplier, function ()
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level.remove_cam_effector(earthquake_cam_eff)
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level.add_cam_effector(name, earthquake_cam_eff, true, "", 0, false)
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return true
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end)
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end
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CreateTimeEvent(0,"nta_earthquake_screen_remove", #effector_names * phase_duration_multiplier, function ()
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level.remove_cam_effector(earthquake_cam_eff)
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return true
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end)
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end
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function earthquake_screen_effect_strong(duration)
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level.add_cam_effector("camera_effects\\earthquake.anm", earthquake_cam_eff, true, "", 0, false)
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CreateTimeEvent(0,"nta_earthquake_screen_remove", duration or 6, function ()
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level.remove_cam_effector(earthquake_cam_eff)
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return true
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end)
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end
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function actor_in_range(vector, dist)
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return db.actor:position():distance_to(vector) < dist
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end
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function actor_icon()
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return db.actor:character_icon()
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end
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function actor_name()
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return db.actor:character_name()
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end
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function obj_position_to_spawn_config_partial(obj)
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return {
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vector = obj:position(),
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lvid = obj:level_vertex_id(),
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gvid = obj:game_vertex_id()
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}
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end
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levels = {
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swamp = "k00_marsh",
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darkscape = "k01_darkscape",
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truck_cemetery = "k02_trucks_cemetery",
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cordon = "l01_escape",
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garbage = "l02_garbage",
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agroprom = "l03_agroprom",
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dark_valley = "l04_darkvalley",
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wild_territory = "l06_rostok",
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army_warehouses = "l07_military",
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yantar = "l08_yantar",
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dead_city = "l09_deadcity",
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meadow = "y04_pole",
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x16 = 'l08u_brainlab',
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x18 = 'l04u_labx18',
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red_forest = 'l10_red_forest',
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outskirts = 'pripyat'
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}
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-- TODO: Remove separate functions from task files and use this one instead
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function actor_on_level(lvl)
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return level.name() == lvl
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end
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local function load_defaults()
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local t = {}
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local op = new_tasks_addon_mcm.op
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for _, v in ipairs(op.gr) do
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if v.def ~= nil then
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t[v.id] = v.def
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end
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end
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return t
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end
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mcm_config = load_defaults()
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local function load_settings()
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mcm_config = load_defaults()
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if ui_mcm then
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for k, v in pairs(mcm_config) do
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mcm_config[k] = ui_mcm.get("new_tasks_addon/" .. k)
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end
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end
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end
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xr_effects.dispatch_nta_task_details = function(actor, npc, p)
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CreateTimeEvent(0,"nta_task_details",0, function ()
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local task_id = p[1]
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-- Build News
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local news_caption = game.translate_string(task_manager.task_ini:r_string_ex(task_id, "title")) or "error"
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local news_text = game.translate_string(task_manager.task_ini:r_string_ex(task_id, "nta_task_details")) or ""
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local news_ico = task_manager.task_ini:r_string_ex(task_id, "icon")
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db.actor:give_talk_message2(news_caption, news_text, news_ico, "iconed_answer_item")
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return true
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end)
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end
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xr_conditions.check_nta_replayability = function(actor, npc, p)
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local task_id = p[1]
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if not db.actor:has_info(task_id .. '_completed') then
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return true
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else
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return mcm_config["repl_" .. task_id]
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end
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end
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function check_nta_auto_assignment(task_id)
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return mcm_config["auto_assignment_" .. task_id]
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end
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function actor_on_first_update()
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prefetch_sim_stalkers()
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end
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add_console_command("chopper", function()
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se_id = spawn_helicopter(true, vector():set(-178.07975769043,5.3180623054504,-181.78283691406))
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end)
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function change_level(configs)
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change_level_now(configs.vector, configs.lvid, configs.gvid, configs.angle or vector():set(0, 0, 0))
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end
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function on_game_start()
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RegisterScriptCallback("on_game_load", load_settings)
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RegisterScriptCallback("on_option_change", load_settings)
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RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
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end
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