--[[ - Remade by Tronex - 2019/4/23 Edit Log: 2020/5/29 - Vintar - added Warfare compatibility - Global functions for assault tasks, with support for pre-info before accepting Parameters for precondition P[1] = (string) task_id P[2] = (num) scan mode (1 to 5) 1 = same level 2 = same or nearby levels 3 = neaby levels only 4 = far levels 5 = all levels P[3] = (num) minimum squad members size P[4] = (num) minumum stay time for squad P[5] = (bool) if true, scan will includes scripted squads P[6] = (bool) if true, the factions declared in "status_functor_params" are enemy factions to traget, otherwise script assume they are natural and will search for matual enemies to them. If first faction is "monster" it will be a mutant squad hunt P[7] = (string) specific smart to target Example of usage in configs: precondition = validate_assault_task( mil_smart_terrain_7_7_freedom_leader_stalker_task_2 : 2 : 1 : nil : false : true : nil ) target_functor = assault_task_target_functor status_functor = assault_task_status_functor status_functor_params = dolg on_job_descr = %=setup_assault_task( mil_smart_terrain_7_7_freedom_leader_stalker_task_2 )% --]] -- Cache local cache_assault = {} local cache_assault_func = {} local sfind = string.find local factions_list = { -- List of allowed factions ["stalker"] = true, ["dolg"] = true, ["freedom"] = true, ["csky"] = true, ["ecolog"] = true, ["killer"] = true, ["army"] = true, ["bandit"] = true, ["monolith"] = true, } local blacklisted_maps = { -- List of maps to skip in scans -- North ["l13_generators"] = true, ["l12_stancia_2"] = true, ["l12_stancia"] = true, ["l11_pripyat"] = true, ["l10_radar"] = true, ["l11_hospital"] = true, -- Underground ["jupiter_underground"] = true, ["labx8"] = true, ["l03u_agr_underground"] = true, ["l04u_labx18"] = true, ["l08u_brainlab"] = true, ["l10u_bunker"] = true, ["l12u_control_monolith"] = true, ["l12u_sarcofag"] = true, ["l13u_warlab"] = true, ["fake_start"] = true } ---------------------------< Utility >--------------------------- function is_legit_mutant_squad(squad) local section = squad and squad:section_name() return squad and (not sfind(section,"tushkano")) and (not sfind(section,"rat")) and true or false end function evaluate_smarts_squads(task_id, tbl, smart, squad_def, faction_def) if (not smart) then return end local smrt_id = smart.id local smrt_name = smart:name() if (simulation_objects.base_smarts[smrt_name] == true) then return end local smrt = smrt_id and SIMBOARD.smarts[smrt_id] if (not smrt) then return end --printf("~ %s | scanning smart: %s", task_id, smrt_name) for sq_id,_ in pairs(smrt.squads) do --printf("# %s | found squad (%s) in smart: %s", task_id, sq_id, smrt_name) -- if warfare, override checks on stay time, default squad stuff -- if smart's squad is on its level + they are targeting it local squad = alife_object(sq_id) if squad and simulation_objects.is_on_the_same_level(squad, smart) and squad.current_target_id and (squad.current_target_id == smrt_id) and (squad.current_action == 1) and (((squad:npc_count() >= squad_def.num) and squad.stay_time and ((not squad_def.stay_time) or (squad_def.stay_time and (game.get_game_time():diffSec(squad.stay_time) <= tonumber(squad_def.stay_time)))) and (squad_def.scripted or (not squad:get_script_target()))) or (_G.WARFARE and not squad:get_script_target())) then --printf("# %s | smart (%s) [%s] w/ squad (%s) [%s] = Checking", task_id, smrt_id, smrt_name, sq_id, squad.player_id) for fac,_ in pairs(faction_def) do -- if squad is from enemies table if (is_legit_mutant_squad(squad) and squad.player_id == fac) then --squad.stay_time = game.get_game_time() tbl[sq_id] = smrt_id --printf("- %s | smart (%s) [%s] w/ squad (%s) [%s] = Added", task_id, smrt_id, smrt_name, sq_id, squad.player_id) end end end end end function evaluate_squads_smarts(task_id, var, squad, smart) if squad and simulation_objects.is_on_the_same_level(squad, smart) then if not ( squad.first_update ) then --printf("~ %s | not all squads are loaded yet!", task_id) return true end if (var.scripted or (not squad:get_script_target())) and (squad.current_target_id and squad.current_target_id == smart.id and squad.current_action == 1) then --printf("- %s | squad (%s) [%s] is targeting smart (%s)", task_id, squad.id, squad.player_id, smart.id) for i = 1, #cache_assault_func[task_id] do local fac = cache_assault_func[task_id][i] if (is_legit_mutant_squad(squad) and squad.player_id == fac) then -- updating data var.squad_id = squad.id save_var( db.actor, task_id, var ) -- reset gametime so they don't leave if not _G.WARFARE then squad.stay_time = game.get_game_time() end squad.force_online = true --printf("- %s | squad (%s) [%s] is saved", task_id, squad.id, squad.player_id) return true end end end end return false end function postpone_for_next_frame(task_id, squad_id) local is_hostage_task = (task_manager.task_ini:r_string_ex(task_id, "status_functor") == "hostage_task") and true or false local squad = alife_object(squad_id) if (squad) then -- Location local location = alife():level_name(game_graph():vertex(squad.m_game_vertex_id):level_id()) for k in squad:squad_members() do local se_obj = k.object or alife_object(k.id) if se_obj then location = dynamic_news_helper.GetPointDescription(se_obj) break end end local str_location = game.translate_string("st_location") .. " " .. location -- Community local str_comm = "" local community = squad.player_id if is_squad_monster[community] then str_comm = game.translate_string("st_sq_type") .. " " .. game.translate_string(community) else str_comm = game.translate_string("st_mm_new_game_faction_2") .. " " .. game.translate_string(community) end -- Build News local news_caption = game.translate_string(task_manager.task_ini:r_string_ex(task_id, "title")) or "error" local news_text, news_ico if is_hostage_task then news_text = str_location news_ico = task_manager.task_ini:r_string_ex(task_id, "icon") else news_text = str_comm .. "\\n " .. str_location news_ico = news_manager.tips_icons[squad.player_id] end if (not news_ico) then news_ico = task_manager.task_ini:r_string_ex(task_id, "icon") or "ui_iconsTotal_mutant" end db.actor:give_talk_message2(news_caption, news_text, news_ico, "iconed_answer_item") end return true end ---------------------------< Target functor >--------------------------- task_functor.assault_task_target_functor = function (task_id,field,p,tsk) if (field == "target") then if (tsk and tsk.stage == 1 and tsk.task_giver_id) then return tsk.task_giver_id end local actor = db.actor local var = actor and load_var(actor, task_id) if (not var) then printe("! %s | assault_task_target_functor - var is nil", task_id) return end local smart = var.smart_id and alife_object(var.smart_id) if (not smart) then printe("! %s | assault_task_target_functor - smart is nil", task_id) return end local squad = var.squad_id and alife_object(var.squad_id) -- If enemies are more then 50m from target location, then show red (?) near their location if (squad) then if (smart.position:distance_to_sqr(squad.position) > 2500) then if (squad:clsid() == clsid.online_offline_group_s) then if (squad.id and level.map_has_object_spot(squad.id,"red_location") == 0) then level.map_add_object_spot(squad.id, "red_location", "st_ui_pda_task_unknown_enemy") end end else if (squad:clsid() == clsid.online_offline_group_s) then if (squad.id and level.map_has_object_spot(squad.id,"red_location") == 1) then level.map_remove_object_spot(squad.id, "red_location") end end end end return var.smart_id end end ---------------------------< Status functor >--------------------------- task_status_functor.assault_task_status_functor = function (tsk,task_id) if not (db.actor and tsk) then return end if (tsk.stage == 1) then return end -- already completed local var = load_var(db.actor, task_id) -- check saved data if (not var) then return "fail" end local smart_id = var.smart_id -- check smart id if (not smart_id) then return "fail" end local smrt = SIMBOARD.smarts[smart_id] -- check smart object (special defines) if (not smrt) then return "fail" end local smart = smrt.smrt -- check smart server object if (not smart) then return "fail" end -- in case sim_avail is set true during the player's tsk. with simulation_objects.available_by_id[smart.id] nil means unprocess, false is absolutely not avail if (simulation_objects.available_by_id[smart.id] == nil) then return elseif (simulation_objects.available_by_id[smart.id] == false) then printe("! %s | task failed because smart no longer available", task_id) return "fail" end -- Store factions parameters for the first time to re-use it if (not cache_assault_func[task_id]) then cache_assault_func[task_id] = {} local params = parse_list(task_manager.task_ini,task_id,"status_functor_params") if var.is_enemy then for i=1,#params do if is_squad_monster[params[i]] or factions_list[params[i]] then cache_assault_func[task_id][i] = params[i] printf("/ %s | Faction [%s] is re-added to cache_assault_func table", task_id, params[i]) end end elseif (not is_squad_monster[params[1]]) then for fac,_ in pairs(factions_list) do local cnt = 0 local is_enemy_to_actor = true --game_relations.is_factions_enemies(fac, get_actor_true_community()) for i=1,#params do if (fac ~= params[i]) and is_enemy_to_actor and game_relations.is_factions_enemies(fac, params[i]) then cnt = cnt + 1 end end if (cnt == #params) then local idx = #cache_assault_func[task_id] + 1 cache_assault_func[task_id][idx] = fac printf("/ %s | Faction [%s] is re-added to cache_assault_func table", task_id, fac) end end end if (#cache_assault_func[task_id] == 0) then printe("! %s | no enemy factions found",task_id) return "fail" end end -- Timer for less pressure local tg = time_global() if (tsk.__check_smart_time and tg < tsk.__check_smart_time) then return end tsk.__check_smart_time = tg+3000 -- cleaning data for re-assign next local squad_id = var.squad_id var.squad_id = nil save_var(db.actor, task_id, var) -- Scan saved squad local squad = squad_id and alife_object(squad_id) if squad then local pass_this = evaluate_squads_smarts(task_id, var, squad, smart) if pass_this then return end end -- Scan all squads for id,v in pairs( SIMBOARD.squads ) do local squad = alife_object(id) if squad then local pass_this = evaluate_squads_smarts(task_id, var, squad, smart) if pass_this then return end end end -- And who to shoot? if (smart.position:distance_to(db.actor:position()) > 15) then return end -- If smart is controllable by factions, player dominate it if (smart.faction_controlled) then local comm = character_community(db.actor):sub(7) smart.faction = factions_list[comm] and comm or smart.faction end -- Assuming no squads means that target smart got cleared tsk.stage = 1 end ---------------------------< Precondition >--------------------------- xr_conditions.validate_assault_task = function(actor, npc, p) if not (p and #p >= 1) then return false end local task_id = p[1] if (#p < 7) then printe("! %s | not enough parameters", task_id) return false end --// Return true if a squad is picked already if cache_assault[task_id] then local c_squad_id = cache_assault[task_id].squad_id local c_smart_id = cache_assault[task_id].smart_id local c_squad = c_squad_id and alife_object(c_squad_id) local c_smart = c_smart_id and alife_object(c_smart_id) if c_squad and c_smart and (c_squad.current_target_id == c_smart_id) then return true end end --// Utilities local sim = alife() local gg = game_graph() local actor_comm = sim:actor():community() local actor_level = level.name() local is_avail = simulation_objects.available_by_id local p_status = parse_list(task_manager.task_ini,task_id,"status_functor_params") local enemy_faction_list = {} if (not p_status[1]) then printe("! %s | status functor parameters are mising!", task_id) return false end --// Defines local def = {} def.scan = tonumber(p[2]) or 1 def.num = tonumber(p[3]) or 1 def.stay_time = (p[4] ~= "nil") and tonumber(p[4]) def.scripted = (p[5] == "true") and true or false def.is_enemy = (p[6] == "true") and true or false def.smart = (p[7] ~= "nil") and p_status[1] --// Collect enemy factions if def.is_enemy then -- if faction parameters are enemies for i=1,#p_status do if is_squad_monster[p_status[i]] or factions_list[p_status[i]] then --printf("/ %s | Faction [%s] is added to enemy_faction_list table", task_id, p_status[i]) enemy_faction_list[p_status[i]] = true end end elseif (not is_squad_monster[p_status[1]]) then -- if faction parameters are matutal factions for fac,_ in pairs(factions_list) do local cnt = 0 local is_enemy_to_actor = true --game_relations.is_factions_enemies(fac, get_actor_true_community()) for i=1,#p_status do if (fac ~= p_status[i]) and is_enemy_to_actor and game_relations.is_factions_enemies(fac, p_status[i]) then cnt = cnt + 1 end end if (cnt == #p_status) then enemy_faction_list[fac] = true --printf("/ %s | Faction [%s] is added to enemy_faction_list table", task_id, fac) end end end if is_empty(enemy_faction_list) then printe("! %s | no enemy factions found", task_id) return false end --// Search all smarts local targets = {} -- target[squad_id] = smart_id if def.smart then -- search in specific smart local smart = SIMBOARD.smarts_by_names[def.smart] if smart then evaluate_smarts_squads(task_id, targets, smart, def, enemy_faction_list) end else -- search all smarts for name,v in pairs(SIMBOARD.smarts_by_names) do -- if smart is available if (is_avail[v.id] == true) then -- if smart is not in blacklisted location local smart_level = sim:level_name(gg:vertex(v.m_game_vertex_id):level_id()) if (not blacklisted_maps[smart_level]) then -- if smart location is proper to the parameter local is_online = v.online local is_nearby = sfind(simulation_objects.config:r_value(actor_level, "target_maps", 0, ""), smart_level) if ((def.scan == 1) and is_online) -- same level or ((def.scan == 2) and (is_online or is_nearby)) -- same + nearby level or ((def.scan == 3) and is_nearby) -- nearby levels only or ((def.scan == 4) and (not (is_online or is_nearby))) -- far levels only or (def.scan == 5) -- anywhere then evaluate_smarts_squads(task_id, targets, v, def, enemy_faction_list) end end end end end --// Cache results if is_not_empty(targets) then local target_squad = random_key_table(targets) local target_smart = targets[target_squad] -- local x = alife_object(target_smart) -- printf('target %s',x and x:name()) cache_assault[task_id] = { squad_id = target_squad, smart_id = target_smart, is_enemy = def.is_enemy, scripted = def.scripted } --printf("- %s | Found %s targets so far", task_id, size_table(targets)) return true end --printf("! %s | no targets found", task_id) return false end ---------------------------< Effects >--------------------------- xr_effects.setup_assault_task = function(actor, npc, p) if not (p and p[1]) then return false end local task_id = p[1] --// Read cache if cache_assault[task_id] then local squad_id = cache_assault[task_id].squad_id local smart_id = cache_assault[task_id].smart_id local squad = squad_id and alife_object(squad_id) local smart = smart_id and alife_object(smart_id) if squad and smart then squad.stay_time = game.get_game_time() sim_offline_combat.task_squads[squad_id] = true local tbl = { smart_id = smart_id, squad_id = squad_id, is_enemy = cache_assault[task_id].is_enemy, scripted = cache_assault[task_id].scripted, } save_var(db.actor, task_id, tbl) printdbg("- %s | Cached result = squad_id (%s) [%s] - smart_id(%s) - is_enemy: %s - scripted: %s", task_id, squad_id, squad.player_id, smart_id, tbl.is_enemy, tbl.scripted) CreateTimeEvent(0,"setup_assault_task",0,postpone_for_next_frame,task_id, squad_id) end end end