local light_zones = {} local indoor_levels = { labx8 = true, jupiter_underground = true, -- Call of Chernobyl l03u_agr_underground = true, l04u_labx18 = true, l08u_brainlab = true, l10u_bunker = true, l12u_sarcofag = true, l12u_control_monolith = true, l13u_warlab = true } local lightOn = 19 local lightOff = 5 --------------------------------------------------------------------------------------------------------------------- class "action_light" function action_light:__init (obj, storage) self.object = obj self.st = storage self.active = false self.id = obj:id() end function action_light:reset_scheme() light_zones[self.id] = self end function action_light:update(delta) if xr_logic.try_switch_to_another_section(self.object, self.st, db.actor) then self.active = false light_zones[self.id] = nil return end self.active = true end function action_light:check_stalker(stalker) if self.active == false then return false, false end if self.object:inside(stalker:position()) then return self.st.light, true end return false, false end --------------------------------------------------------------------------------------------------------------------- function add_to_binder(npc, ini, scheme, section, storage) --' printf("DEBUG: add_to_binder: scheme='%s', section='%s'", scheme, section) local new_action = action_light (npc, storage) xr_logic.subscribe_action_for_events(npc, storage, new_action) end function set_scheme(npc, ini, scheme, section, gulag_name) local st = xr_logic.assign_storage_and_bind(npc, ini, scheme, section) st.logic = xr_logic.cfg_get_switch_conditions(ini, section, npc) st.light = ini:r_bool_ex(section,"light_on",false) end --------------------------------------------------------------------------------------------------------------------- function check_light(stalker) local st = db.storage[stalker:id()] local tg = time_global() if (st.srlight_timer and tg < st.srlight_timer) then return end st.srlight_timer = tg + 2000 + math.random(100) local torch = stalker:object("device_torch") -- Stalker dead or sleep animstate; release torch local anm = state_mgr.get_state(stalker) if (not stalker:alive() or anm == "zat_b106_wounded_idle" or anm == "sleep" or anm == "play_guitar" or string.find(anm,"animpoint") or string.find(anm,"sneak")) then if torch then if (torch:attachable_item_enabled()) then torch:enable_attachable_item(false) end local se_torch = alife_object(torch:id()) if se_torch then alife_release(se_torch) end end return end -- Stalker in danger mode; release torch --[[ if (st.danger_flag) then if torch then if (torch:attachable_item_enabled()) then torch:enable_attachable_item(false) end local se_torch = alife_object(torch:id()) if se_torch then alife_release(se_torch) end end return end --]] -- Non-headlamp scheme in use; release torch local scheme = st.active_scheme if (scheme == "kamp" or scheme == "camper" or scheme == "sleeper") then if torch then if (torch:attachable_item_enabled()) then torch:enable_attachable_item(false) end local se_torch = alife_object(torch:id()) if se_torch then alife_release(se_torch) end end return end -- Stalker has enemy and is not underground; release torch --[[ if (stalker:best_enemy() and not indoor_levels[level.name()]) then if torch then if (torch:attachable_item_enabled()) then torch:enable_attachable_item(false) end local se_torch = alife_object(torch:id()) if se_torch then alife_release(se_torch) end end return end --]] -- Daytime and place condition local forced, light = false, false for k,v in pairs(light_zones) do light, forced = v:check_stalker(stalker) if forced == true then break end end if (forced == false) then local htime = level.get_time_hours() if htime <= lightOff or htime >= lightOn then light = true end if (light == false) then if indoor_levels[level.name()] == true then light = true end end end if (stalker:has_info("npcx_is_companion")) then if (stalker:has_info("npcx_light_on")) then light = true else light = false end end if (light) then if (torch) then if not (torch:attachable_item_enabled()) then torch:enable_attachable_item(true) end else alife_create_item("device_torch", stalker) end else if torch and alife_object(torch:id()) then if (torch:attachable_item_enabled()) then torch:enable_attachable_item(false) end alife_release_id(torch:id()) end end end function clean_up () for k,v in pairs(light_zones) do light_zones[k] = nil end end