188 lines
5.4 KiB
Plaintext
188 lines
5.4 KiB
Plaintext
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-- handle docs cost and other lootbox specific items
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local talking_npc_faction
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function on_get_item_cost(kind, obj, profile, calculated_cost, ret)
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local discount = profile.discount
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if profile.mode == 2 then
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return
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end
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local sec = obj:section()
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local factions = SYS_GetParam(0, sec, "factions")
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if not factions or factions == "" then return end
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local tbl = str_explode(factions, ",")
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t2k_table(tbl)
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cost = SYS_GetParam(2, sec, "cost")
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if tbl[talking_npc_faction] then
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cost = cost * 1.5
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end
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ret.new_cost = cost
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end
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local trader_npc_id = 0
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-- purge all docs in npc inv, on sale they should vanish
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function ActorMenu_on_trade_started()
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create_tools()
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local trader_npc = mob_trade.GetTalkingNpc()
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trader_npc_id = trader_npc:id()
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talking_npc_faction = get_real_community(trader_npc)
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end
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function ActorMenu_on_trade_closed()
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if trader_npc_id == 0 then
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return
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end
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local trader_npc = level.object_by_id(trader_npc_id)
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if not trader_npc then
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return
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end
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trader_npc:iterate_inventory(function(temp, item)
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if SYS_GetParam(0, item:section(), "factions") then
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alife_release(item)
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end
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end)
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talking_npc_faction = nil
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end
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local furniture = {
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["esc_m_trader"] = true,
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["red_m_lesnik"] = true
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}
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local blacklisted_comms = {
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["trader"] = true,
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["monster"] = true
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}
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function get_real_community(npc)
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if furniture[npc:name()] then
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return "stalker"
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end
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local community = character_community(npc)
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if not blacklisted_comms[community] then
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return community
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end
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local squad_community = get_object_squad(npc):get_squad_community()
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if not blacklisted_comms[squad_community] then
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return squad_community
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else
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return "stalker"
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end
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end
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-- spawn kit and picks in technician inv
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function IsMechanic(npc)
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return string.find(npc:section(), "mechanic") or string.find(npc:section(), "tech")
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end
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function create_tools()
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local npc = mob_trade.GetTalkingNpc()
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if IsMechanic(npc) then
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local num_picks = 0
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-- local num_set = 0
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-- local num_bundle = 0
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local function search(temp, item)
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local item_section = item:section()
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if item_section == "lockpick" then
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num_picks = num_picks + 1
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-- elseif item_section == "bundle_lockpick" then
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-- num_bundle = num_bundle + 1
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-- elseif item_section == "lockpick_set" then
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-- num_set = num_set + 1
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end
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end
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npc:iterate_inventory(search, nil)
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num_picks = 5 - num_picks
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if num_picks > 0 then
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for i=1, num_picks do
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alife_create_item("lockpick", npc)
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end
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end
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-- num_bundle = 5 - num_bundle
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-- if num_bundle > 0 then
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-- for i=1, num_bundle do
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-- alife_create_item("bundle_lockpick", npc)
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-- end
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-- end
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-- if num_set == 0 then
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-- alife_create_item("lockpick_set", npc)
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-- end
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end
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end
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CanRepair = inventory_upgrades.can_repair_item
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function inventory_upgrades.can_repair_item(sec)
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if arti_lootboxes.is_box(nil, sec) then return true
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else return CanRepair(sec) end
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end
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QuestionRepair = inventory_upgrades.question_repair_item
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function inventory_upgrades.question_repair_item( item_name, item_condition, can, mechanic ) --( string, float, bool, string )
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if arti_lootboxes.is_box(nil, item_name) then
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if not arti_lootboxes.check_open_compatibility(item_name, "lockpick") then
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return game.translate_string("st_tech_open_fail")
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end
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local price = inventory_upgrades_mp.how_much_repair( item_name, item_condition )
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if db.actor:money() < price then
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return game.translate_string("st_tech_open")..": "..price.." RU\\n"..game.translate_string("ui_inv_not_enought_money")..": "..price-db.actor:money().." RU"
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else
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return game.translate_string("st_tech_open").." "..price.." RU. "..game.translate_string("st_tech_open_q")
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end
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else
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return QuestionRepair(item_name, item_condition, can, mechanic)
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end
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end
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HowMuch = inventory_upgrades_mp.how_much_repair
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function inventory_upgrades_mp.how_much_repair( item_name, item_condition )
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if arti_lootboxes.is_box(nil, item_name) then
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if not arti_lootboxes.check_open_compatibility(item_name, "lockpick") then return 999999
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else
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local cof = game_difficulties.get_eco_factor("repair") or 1.67
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return ini_sys:r_u32(item_name, "cost") * cof * 0.6
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end
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else return HowMuch(item_name, item_condition)
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end
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end
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-- RModeRepair = ui_inventory.UIInventory.RMode_OnRepair
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-- function ui_inventory.UIInventory.RMode_OnRepair(self)
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-- end
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RModeRepairYes = ui_inventory.UIInventory.RMode_RepairYes
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function ui_inventory.UIInventory:RMode_RepairYes()
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self:Print(nil, "RMode_RepairYes")
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if (not self.upgr.id) then
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return
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end
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local obj = level.object_by_id(self.upgr.id)
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if (not obj) then
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return
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end
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RModeRepairYes(self)
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if arti_lootboxes.is_box(obj) then
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arti_lootboxes.open_lootbox_timer(self.upgr.id, true)
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end
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end
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function on_game_start()
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RegisterScriptCallback("ActorMenu_on_trade_started", ActorMenu_on_trade_started)
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RegisterScriptCallback("ActorMenu_on_trade_closed", ActorMenu_on_trade_closed)
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if utils_item.on_get_item_cost then
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RegisterScriptCallback("on_get_item_cost", on_get_item_cost)
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end
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end
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