1233 lines
43 KiB
Plaintext
1233 lines
43 KiB
Plaintext
--[[
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scheme_type: active_section
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author: Alundaio
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TODO: Fix use camp
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HiveGame: Fix use camp
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--]]
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---------------
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beh_evid = 188111
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beh_actid = 188111
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---------------
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-----------------------------
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local level = level
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local alife = alife
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-----------------------------
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-----------------------------
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local keep_state_min_time = 2000
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local function angle_dir(ang)
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return vector():setHP(ang.y,ang.x):normalize()
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end
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local function init_custom_data(npc, ini, section, st, scheme)
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local def = {}
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--[[
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{+npcx_beh_relax}
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--]]
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def.behavior_state = "{+npcx_beh_wait -npcx_beh_relax} beh_wait, {+npcx_beh_patrol_mode !is_squad_commander} beh_move, {+npcx_beh_patrol_mode} beh_patrol, {+npcx_beh_relax} beh_patrol, beh_move"
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def.goto_target = "{!is_squad_commander} commander, actor"
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def.walk_dist = "{+npcx_beh_patrol_mode} 60, {+npcx_beh_relax} 60, 3"
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def.jog_dist = "{+npcx_beh_patrol_mode} 120, {+npcx_beh_relax} 120, 6"
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def.keep_distance = "{+npcx_beh_distance_far} far, near"
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def.near_desired_dist = "{+npcx_beh_patrol_mode =is_squad_commander} 1, {!is_squad_commander} 2, 3"
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def.far_desired_dist = "{+npcx_beh_patrol_mode =is_squad_commander} 1, {!is_squad_commander} 2, 8"
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def.wait_cond = "{+npcx_beh_substate_stealth} hide, guard"
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def.walk_cond = "{+npcx_beh_patrol_mode -npcx_beh_substate_stealth} patrol,{+npcx_beh_substate_stealth} sneak, patrol"
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def.jog_cond = "{+npcx_beh_substate_stealth} sneak_run, rush"
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def.run_cond = "{+npcx_beh_substate_stealth} rush, assault"
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def.delay_cond = "{+npcx_beh_substate_stealth} hide, guard"
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--def.use_camp_cond = "{+npcx_beh_relax} true, false"
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st.behavior_state = ini:r_string_to_condlist(section,"behavior_state",def.behavior_state)
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st.goto_target = ini:r_string_to_condlist(section,"target",def.goto_target)
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st.walk_dist = ini:r_string_to_condlist(section,"walk_dist",def.walk_dist)
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st.jog_dist = ini:r_string_to_condlist(section,"jog_dist",def.jog_dist)
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st.keep_distance = ini:r_string_to_condlist(section,"keep_dist",def.keep_distance)
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st.near_desired_dist = ini:r_string_to_condlist(section,"near_desired_dist",def.near_desired_dist)
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st.far_desired_dist = ini:r_string_to_condlist(section,"far_desired_dist",def.far_desired_dist)
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st.wait_cond = ini:r_string_to_condlist(section,"wait_anim",def.wait_cond)
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st.walk_cond = ini:r_string_to_condlist(section,"walk_anim",def.walk_cond)
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st.jog_cond = ini:r_string_to_condlist(section,"jog_anim",def.jog_cond)
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st.run_cond = ini:r_string_to_condlist(section,"run_anim",def.run_cond)
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st.delay_cond = ini:r_string_to_condlist(section,"delay_anim",def.delay_cond)
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st.path_end = ini:r_string_to_condlist(section,"path_end")
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st.sound_idle = ini:r_string_ex(section,"sound_idle")
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st.use_camp = ini:r_bool_ex(section,"use_camp")
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st.camp_found = false
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st.signals = {}
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st.path_index = load_var(npc,"path_index",1)
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st.wait_delay = nil
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st.am_i_reached = nil
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st.rally_lvid = nil
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end
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function am_i_reached(npc,index)
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local st = npc and db.storage[npc:id()]
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if (index) then
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return st and st.active_scheme == "beh" and st.beh.am_i_reached and st.beh.path_index == index
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end
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return st and st.active_scheme == "beh" and st.beh.am_i_reached
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end
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local used_vids = {}
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local assoc_tbl = {
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idle = {director = {"sit"}, listener = {"sit","sit_ass","sit_knee","sit_ass_weapon","sit_ass_eat_bread","sit_ass_drink_vodka","sit_ass_drink_energy","sit_ass_eat_kolbasa"}},
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harmonica = {director = {"play_harmonica"}, listener = {"sit","sit_ass","sit_knee","sit_ass_weapon","sit_ass_eat_bread","sit_ass_drink_vodka","sit_ass_drink_energy","sit_ass_eat_kolbasa"}},
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guitar = {director = {"play_guitar"}, listener = {"sit","sit_ass","sit_knee","sit_ass_weapon","sit_ass_eat_bread","sit_ass_drink_vodka","sit_ass_drink_energy","sit_ass_eat_kolbasa"}},
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story = {director = {"sit"}, listener = {"sit","sit_ass","sit_knee","sit_ass_weapon","sit_ass_eat_bread","sit_ass_drink_vodka","sit_ass_drink_energy","sit_ass_eat_kolbasa"}},
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}
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--------------------------------Action Base Evaluator ---------------------------------------------------------------------
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class "evaluator_beh" (property_evaluator)
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function evaluator_beh:__init(storage, name) super (nil, name)
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self.st = storage
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self.st.approved_actions = {"play_harmonica","play_guitar","sit","sit_ass","sit_knee","sit_ass_weapon","sit_ass_eat_bread","sit_ass_drink_vodka","sit_ass_drink_energy","sit_ass_eat_kolbasa" }
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end
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function evaluator_beh:evaluate()
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return xr_logic.is_active(self.object, self.st) or false
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end
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--------------------------------------Action Base --------------------------------------------------------------------------------
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class "action_beh" (action_base)
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function action_beh:__init(npc_name, action_name, storage) super (nil, action_name)
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self.st = storage
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end
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function action_beh:initialize()
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action_base.initialize(self)
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self.keep_state_until = time_global()
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self.object:set_sight(look.direction, self.object:direction() , 0)
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end
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function action_beh:execute()
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action_base.execute(self)
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local keep_distance = xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.keep_distance)
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self.st.desired_distance = tonumber(xr_logic.pick_section_from_condlist(db.actor, self.object, self.st[keep_distance.."_desired_dist"]))
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self.st.behavior = xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.behavior_state,"behavior_state") or "beh_move"
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self.st.wait_animation = xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.wait_cond)
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self.st.walk_animation = xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.walk_cond)
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self.st.jog_animation = xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.jog_cond)
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self.st.run_animation = xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.run_cond)
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self.st.delay_animation = xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.delay_cond)
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if (self.st.last_behavior ~= self.st.behavior) then
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self.st.last_behavior = self.st.behavior
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self.st.rally_lvid = nil
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end
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if (self:set_desired_target() and self[self.st.behavior]) then
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self[self.st.behavior](self)
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end
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------------------ SURGE ------------------
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if (xr_conditions.surge_started()) then
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if (self.object:dont_has_info("npcx_beh_surge")) then
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self.object:give_info_portion("npcx_beh_surge")
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end
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else
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if (self.object:has_info("npcx_beh_surge")) then
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self.object:disable_info_portion("npcx_beh_surge")
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end
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end
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if (self.object:dont_has_info("npcx_beh_surge")) then
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if (se_load_var(self.object:id(), self.object:name(), "cover") ~= nil) then
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se_save_var(self.object:id(), self.object:name(), "cover", nil)
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end
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end
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------------------ SURGE ------------------
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------------------ RELAX ------------------
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if (self.object:dont_has_info("npcx_beh_relax")) then
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if (se_load_var(self.object:id(), self.object:name(), "campfire_step") ~= nil) then
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se_save_var(self.object:id(), self.object:name(), "campfire_step", nil)
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end
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if (self.st.camp ~= nil) then
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xr_sound.stop_sounds_by_id(self.object:id())
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self.st.camp:unregister_npc(self.object:id())
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self.st.camp = nil
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end
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end
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------------------ RELAX ------------------
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end
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function action_beh:set_desired_target()
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local target = xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.goto_target)
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if (target == nil or target == "" or target == "nil") then
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return false
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end
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if (self.st.desired_target) then
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if (self.st.target ~= target) then
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self.st.target = target
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self.st.desired_target.__keep_until = nil
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self.st.rally_lvid = nil
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end
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local tg = time_global()
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if (self.st.desired_target.__keep_until) then
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-- do forever if keep_until is -1
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if (self.st.desired_target.__keep_until == -1) then
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return true
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end
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if (tg < self.st.desired_target.__keep_until) then
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return true
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end
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end
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if (self.st.desired_target.level_vertex_id) then
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db.used_level_vertex_ids[self.st.desired_target.level_vertex_id] = nil
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end
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end
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self.st.target = target
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local npc = self.object
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local t = self.st.desired_target and empty_table(self.st.desired_target) or {}
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local function set_position_data(id)
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local obj = level.object_by_id(id)
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local sobj = alife_object(id)
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if (obj) then
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t.level_vertex_id = obj:level_vertex_id()
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t.game_vertex_id = obj:game_vertex_id()
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t.position = obj:position()
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t.direction = obj:direction()
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t.object = obj
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elseif (sobj) then
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t.level_vertex_id = sobj.m_level_vertex_id
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t.game_vertex_id = sobj.m_game_vertex_id
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t.position = sobj.position
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t.direction = self.object:position():sub(t.position)
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t.object = sobj
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end
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end
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local obj = get_story_object(target)
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if (obj) then
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set_position_data(obj:id())
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elseif (target == "enemy") then
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local st = db.storage[self.object:id()]
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local be = self.object:best_enemy() or st and st.enemy_id and level.object_by_id(st.enemy_id)
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if (be and be:alive()) then
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t.level_vertex_id = be:level_vertex_id()
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t.position = be:position()
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t.direction = self.object:position():sub(t.position)
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t.object = be
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end
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elseif (target == "cover_near_actor") then
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local vid = utils_obj.find_close_cover(self.object,db.actor:position(),db.actor:position()) or self.object:level_vertex_id()
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if (vid) then
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t.level_vertex_id = vid
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t.position = level.vertex_position(vid)
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t.direction = self.object:position():sub(t.position)
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t.object = db.actor
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db.used_level_vertex_ids[vid] = self.object:id()
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t.__keep_until = time_global() + 3000
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self.st.behavior = "beh_cover"
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end
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elseif (target == "cover_wait") then
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local vid = utils_obj.try_go_cover(self.object,self.object,self.st.desired_target and self.st.desired_target.level_vertex_id or nil,3) or self.object:level_vertex_id()
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if (vid) then
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db.used_level_vertex_ids[vid] = self.object:id()
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t.level_vertex_id = vid
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t.position = level.vertex_position(vid)
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t.direction = self.object:position():sub(t.position)
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local dist = db.actor:position():distance_to_sqr(self.object:position())
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t.object = dist <= 5 and db.actor or nil
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t.__keep_until = -1
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self.st.behavior = "beh_cover"
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end
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elseif (target == "task_target_anomaly") then
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local name = db.actor and load_var(db.actor,"task_target_anomaly")
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if (name) then
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local anomaly = db.anomaly_by_name[name]
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if (anomaly and anomaly.object) then
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local vid = utils_obj.try_go_cover(self.object,anomaly.object:position(),self.st.desired_target and self.st.desired_target.level_vertex_id or nil)
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if (vid) then
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db.used_level_vertex_ids[vid] = self.object:id()
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t.level_vertex_id = vid
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t.position = level.vertex_position(vid)
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t.direction = self.object:position():sub(t.position)
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t.object = anomaly.object
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t.__keep_until = time_global() + 8000
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self.st.behavior = "beh_cover"
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end
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end
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end
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elseif (target == "task_target_hostage") then
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local vid = utils_obj.try_go_cover(self.object,self.object,self.st.desired_target and self.st.desired_target.level_vertex_id or nil,3) or self.object:level_vertex_id()
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if (vid) then
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db.used_level_vertex_ids[vid] = self.object:id()
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t.level_vertex_id = vid
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t.position = level.vertex_position(vid)
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t.direction = self.object:position():sub(t.position)
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--t.object = db.actor
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t.__keep_until = -1
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self.st.behavior = "beh_cover"
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self.st.rally_lvid = nil
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end
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------------------ SURGE ------------------
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elseif (xr_conditions.surge_started()) then
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local tg = time_global()
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local actor = db.actor
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local npcpos = npc:position()
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if (se_load_var(npc:id(), npc:name(), "cover") ~= nil) then
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local cover = se_load_var(npc:id(), npc:name(), "cover")
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local coverl = se_load_var(npc:id(), npc:name(), "coverlast")
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local dist = se_load_var(npc:id(), npc:name(), "coverdist")
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local timerl = se_load_var(npc:id(), npc:name(), "covertimel")
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local timern = se_load_var(npc:id(), npc:name(), "covertimen")
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if (coverl == nil) then coverl = npcpos end
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if (timerl == nil) then timerl = tg end
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if (timern == nil) then timern = tg end
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if (tg > timerl) then
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if (npcpos:distance_to_sqr(cover) < 3) then
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se_save_var(npc:id(), npc:name(), "covertimel", nil)
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se_save_var(npc:id(), npc:name(), "covertimen", nil)
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elseif (npcpos:distance_to_sqr(cover) < dist or npcpos:distance_to_sqr(coverl) > 1) then
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dist = npcpos:distance_to_sqr(cover)
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se_save_var(npc:id(), npc:name(), "coverlast", npcpos)
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se_save_var(npc:id(), npc:name(), "coverdist", dist)
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se_save_var(npc:id(), npc:name(), "covertimen", nil)
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se_save_var(npc:id(), npc:name(), "covertimel", tg+2000)
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else
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se_save_var(npc:id(), npc:name(), "coverdist", nil)
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se_save_var(npc:id(), npc:name(), "covertimel", nil)
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se_save_var(npc:id(), npc:name(), "covertimen", tg+5000)
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end
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elseif (tg > timern) then
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se_save_var(npc:id(), npc:name(), "cover", nil)
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se_save_var(npc:id(), npc:name(), "coverlast", nil)
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se_save_var(npc:id(), npc:name(), "coverdist", nil)
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se_save_var(npc:id(), npc:name(), "covertimel", nil)
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se_save_var(npc:id(), npc:name(), "covertimen", nil)
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end
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-- Move to savezone --
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if (dist == nil) then
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t.position = actor:position()
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t.level_vertex_id = actor:level_vertex_id()
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t.direction = actor:direction()
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self.st.desired_target = t
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self.st.behavior = "beh_move"
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else
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t.position = cover
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t.level_vertex_id = level.vertex_id(cover)
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t.direction = npc:position():sub(cover)
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self.st.desired_target = t
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self.st.behavior = "beh_path"
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end
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elseif (hg_companion) then
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se_save_var(npc:id(), npc:name(), "coverlast", nil)
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se_save_var(npc:id(), npc:name(), "coverdist", nil)
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se_save_var(npc:id(), npc:name(), "covertimel", nil)
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se_save_var(npc:id(), npc:name(), "covertimen", nil)
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local covers = hg_companion:get_covers()
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local dist = 10000
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-- Search savezone --
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local vid
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for name,id in pairs(covers) do
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local cover = db.zone_by_name[name]
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if (cover) then
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if (npcpos:distance_to_sqr(cover:position()) < dist) then
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dist = npcpos:distance_to_sqr(cover:position())
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se_save_var(npc:id(), npc:name(), "cover", cover:position())
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se_save_var(npc:id(), npc:name(), "coverlast", npcpos)
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se_save_var(npc:id(), npc:name(), "coverdist", dist)
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se_save_var(npc:id(), npc:name(), "covertimel", tg+2000)
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end
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end
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end
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t.position = actor:position()
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t.level_vertex_id = actor:level_vertex_id()
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t.direction = actor:direction()
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self.st.desired_target = t
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self.st.behavior = "beh_move"
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end
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------------------ SURGE ------------------
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------------------ RELAX ------------------
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elseif (self.object:has_info("npcx_beh_relax")) then
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local name = npc:character_name()
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local npcid = npc:id()
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local function save_step(npc, step)
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se_save_var(npc:id(), npc:name(), "campfire_step", step)
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end
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if (se_load_var(npcid, npc:name(), "campfire_step") ~= nil) then
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if (se_load_var(npcid, npc:name(), "campfire") ~= nil) then
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local step = se_load_var(npcid, npc:name(), "campfire_step")
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local campfire = se_load_var(npcid, npc:name(), "campfire")
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local vid = se_load_var(npcid, npc:name(), "campfire_vid")
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||
local look = se_load_var(npcid, npc:name(), "campfire_look")
|
||
local npos = npc:position()
|
||
if (step < 1) then
|
||
t.level_vertex_id = vid
|
||
t.position = level.vertex_position(vid)
|
||
t.direction = self.object:position():sub(t.position)
|
||
-- Move to camp --
|
||
self.st.desired_target = t
|
||
self.st.behavior = "beh_path"
|
||
-- Moved to camp --
|
||
if (npos:distance_to_sqr(t.position) < 1) then
|
||
local tg = time_global()
|
||
-- Sleep or talk--
|
||
local sleep = math.random(100)
|
||
if (sleep < 5) then self.current_action = "sleep_sit" else self.current_action = "sit_ass" end
|
||
state_mgr.set_state(self.object, self.current_action, nil, nil, {look_position = look})
|
||
se_save_var(npcid, npc:name(), "campfire_time", tg + 5000)
|
||
--printdbg("%s came to campfire", npc:character_name())
|
||
save_step(npc, 1)
|
||
end
|
||
else
|
||
-- ReMoved to camp --
|
||
if (npos:distance_to_sqr(level.vertex_position(vid)) > 2) then save_step(npc, 0) end
|
||
-- Camp --
|
||
local state = state_mgr.get_state(self.object)
|
||
local camp = sr_camp.get_current_camp(npc:position())
|
||
if (camp) then
|
||
if (state ~= "sleep_sit") then
|
||
self.st.camp = camp
|
||
camp:register_npc(npc:id())
|
||
self.in_camp = true
|
||
elseif (state == "sleep_sit") then
|
||
if (self.in_camp) then
|
||
camp:unregister_npc(npc:id())
|
||
self.in_camp = nil
|
||
self.st.camp = nil
|
||
end
|
||
end
|
||
elseif (self.in_camp == true and not self.st.camp) then
|
||
self.st.camp:unregister_npc(npc:id())
|
||
self.in_camp = nil
|
||
self.st.camp = nil
|
||
end
|
||
-- Animation --
|
||
local tg = time_global()
|
||
local tg_delay = se_load_var(npcid, npc:name(), "campfire_time")
|
||
if (tg > tg_delay) then
|
||
local state = self.current_action
|
||
local new_state = self:relax_animations()
|
||
if (new_state ~= state) then
|
||
--local camp_action, is_director = self.st.camp:get_camp_action(self.object:id())
|
||
--local role = is_director and "director" or "listener"
|
||
--printdbg("%s is %s", npc:character_name(), role)
|
||
state_mgr.set_state(self.object, new_state, nil, nil, {look_position = look})
|
||
se_save_var(npcid, npc:name(), "campfire_time", tg + math.random(120000,240000))
|
||
end
|
||
end
|
||
-- Sound --
|
||
self.st.sound_tg = self.st.sound_tg or tg + math.random(10000,30000)
|
||
if (tg > self.st.sound_tg) then
|
||
local sound = xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.sound_idle)
|
||
if (sound and sound ~= "nil" and sound ~= "") then
|
||
xr_sound.set_sound_play(self.object:id(), sound)
|
||
end
|
||
self.st.sound_tg = nil
|
||
end
|
||
end
|
||
end
|
||
else
|
||
-- Save campfire --
|
||
if (se_load_var(npcid, npc:name(), "campfire") ~= nil) then
|
||
if (se_load_var(npcid, npc:name(), "fire") ~= nil) then
|
||
local fire = se_load_var(npcid, npc:name(), "fire")
|
||
if (not fire:is_on()) then fire:turn_on() end
|
||
end
|
||
local vid,look
|
||
local campfire = se_load_var(npcid, npc:name(), "campfire")
|
||
local dir = vector():set(campfire:direction())
|
||
local pos = campfire:position()
|
||
local member = se_load_var(npcid, npc:name(), "member_group") or 1
|
||
local all = se_load_var(npcid, npc:name(), "member_all") or 1
|
||
|
||
vid = self:vertex_create(pos,vector_rotate_y(dir,360/all*member),3)
|
||
look = pos
|
||
|
||
if (vid ~= nil) then
|
||
se_save_var(npcid, npc:name(), "campfire_vid", vid)
|
||
se_save_var(npcid, npc:name(), "campfire_look", look)
|
||
--printdbg("%s found campfire", npc:character_name())
|
||
save_step(npc, 0)
|
||
return
|
||
end
|
||
end
|
||
local npcpos = npc:position()
|
||
local dist = 10000
|
||
-- Search campfire --
|
||
for id,binder in pairs(bind_campfire.campfires_all) do
|
||
if (binder and binder.campfire) then
|
||
if (npcpos:distance_to_sqr(binder.object:position()) < dist) then
|
||
se_save_var(npcid, npc:name(), "campfire", binder.object)
|
||
se_save_var(npcid, npc:name(), "fire", binder.campfire)
|
||
dist = npcpos:distance_to_sqr(binder.object:position())
|
||
end
|
||
end
|
||
end
|
||
return
|
||
end
|
||
------------------ RELAX ------------------
|
||
|
||
elseif (target == "waypoint") then
|
||
t = self:get_current_waypoint()
|
||
self.st.behavior = "beh_path"
|
||
elseif (target == "commander") then
|
||
local squad = get_object_squad(self.object)
|
||
if not(squad:commander_id() == self.object:id()) then
|
||
set_position_data(squad:commander_id())
|
||
end
|
||
elseif (string.find(target,"lvid:")) then
|
||
local vid,pos
|
||
for s in string.gmatch(target,"lvid:(%d+)") do
|
||
vid = tonumber(s)
|
||
end
|
||
if (vid) then
|
||
t.level_vertex_id = vid
|
||
t.position = level.vertex_position(vid)
|
||
t.direction = self.object:position():sub(t.position)
|
||
t.object = nil
|
||
end
|
||
elseif (string.find(target,"id:")) then
|
||
local id
|
||
for s in string.gmatch(target,"id:(%w+)") do
|
||
id = tonumber(s)
|
||
end
|
||
if (id) then
|
||
set_position_data(id)
|
||
end
|
||
elseif (target == "scan_area") then
|
||
self.st.behavior = "beh_cover"
|
||
end
|
||
|
||
if not (t.level_vertex_id) then
|
||
return false
|
||
end
|
||
|
||
self.st.desired_target = t
|
||
return true
|
||
end
|
||
|
||
function action_beh:beh_cover()
|
||
if (self.st.desired_target and self.st.desired_target.level_vertex_id and self.object:level_vertex_id() ~= self.st.desired_target.level_vertex_id) then
|
||
state_mgr.set_state(self.object, "rush")
|
||
utils_obj.send_to_nearest_accessible_vertex(self.object,self.st.desired_target.level_vertex_id)
|
||
return
|
||
end
|
||
local t = time_global()
|
||
if (self.keep_state_until and t < self.keep_state_until) then
|
||
return
|
||
end
|
||
self.keep_state_until = t + keep_state_min_time
|
||
local new_state = self.st.wait_animation or "hide"
|
||
if (new_state == "rand") then
|
||
new_state = random_choice("binocular","idle","hide","caution")
|
||
end
|
||
state_mgr.set_state(self.object,new_state,nil,nil,{look_object = self.st.desired_target and self.st.desired_target.object or nil})
|
||
end
|
||
|
||
function action_beh:beh_wait()
|
||
local new_state = self.st.wait_animation
|
||
local state = state_mgr.get_state(self.object)
|
||
|
||
if (new_state and new_state ~= state) then
|
||
local target = xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.goto_target)
|
||
local lobj = target and target ~= "" and get_story_object(target)
|
||
state_mgr.set_state(self.object, new_state,nil, nil, {look_object = lobj })
|
||
end
|
||
end
|
||
|
||
function action_beh:set_state()
|
||
local t = time_global()
|
||
if (self.keep_state_until and t < self.keep_state_until) then
|
||
return
|
||
end
|
||
self.keep_state_until = t + keep_state_min_time
|
||
|
||
local new_state = self.st.wait_animation
|
||
local dist_walk = tonumber(xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.walk_dist) or 5) or 5
|
||
local dist_jog = tonumber(xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.jog_dist) or 10) or 10
|
||
|
||
if (self.st.assist_point == nil or self.st.assist_point == self.object:level_vertex_id()) then
|
||
new_state = self.st.wait_animation
|
||
elseif (self.dist_to_assist_pt <= dist_walk ) then
|
||
new_state = self.st.walk_animation
|
||
elseif (self.dist_to_assist_pt <= dist_jog ) then
|
||
new_state = self.st.jog_animation
|
||
else
|
||
new_state = self.st.run_animation
|
||
end
|
||
|
||
state_mgr.set_state(self.object, new_state,nil, nil, nil, { fast_set = true, animation = true })
|
||
end
|
||
|
||
class "position_node"
|
||
function position_node:__init(amt)
|
||
self.node = {}
|
||
for i=1,amt do
|
||
self.node[i] = {}
|
||
end
|
||
end
|
||
|
||
function position_node:select_best_vertex_id(object,dir,lvid,distance)
|
||
local closest
|
||
local data_companion = hg_companion:return_squad()
|
||
|
||
if (object:has_info("npcx_is_companion") and data_companion[object:id()] ~= nil) then
|
||
local actor = db.actor
|
||
local hg_angle = 40
|
||
local hg_angle_rnd = 1
|
||
local movement = hg_companion:return_movement()
|
||
local hg_dist = 1
|
||
if (hg_companion) then hg_dist = hg_companion:return_distance() end
|
||
|
||
local k = data_companion[object:id()]
|
||
local m = k.move
|
||
local d = k.dist
|
||
local action = k.action
|
||
|
||
local s = 1
|
||
local angle = 180
|
||
|
||
-- Патруль
|
||
if (object:has_info("npcx_beh_patrol_mode")) then
|
||
distance = 3*(hg_dist/2)
|
||
s = k.squad
|
||
m = k.number
|
||
angle = 180-(hg_angle+20)*(s-2)+(hg_angle+20)*2*(m-1)
|
||
else
|
||
local formation = true
|
||
if (hg_companion) then
|
||
formation = hg_companion:return_formation()
|
||
end
|
||
|
||
lvid = actor:level_vertex_id()
|
||
dir = actor:direction()
|
||
|
||
if (time_global() > 10000) then
|
||
local lpos = se_load_var(object:id(), object:name(), "lpos")
|
||
if (lpos == nil) then
|
||
se_save_var(object:id(), object:name(), "lpos", actor:position())
|
||
elseif (actor:position():distance_to_sqr(lpos) > 3) then
|
||
if (formation == true) then
|
||
lvid = level.vertex_id(actor:position())
|
||
dir = actor:position():sub(lpos)
|
||
end
|
||
se_save_var(object:id(), object:name(), "lpos", actor:position())
|
||
se_save_var(object:id(), object:name(), "lvid", lvid)
|
||
se_save_var(object:id(), object:name(), "ldir", dir)
|
||
else
|
||
lvid = se_load_var(object:id(), object:name(), "lvid")
|
||
dir = se_load_var(object:id(), object:name(), "ldir")
|
||
if (lvid == nil) then lvid = actor:level_vertex_id() end
|
||
if (dir == nil) then dir = actor:direction() end
|
||
end
|
||
end
|
||
|
||
-- Походный строй
|
||
if (movement == 0) then
|
||
distance = d*m*(hg_dist/2)
|
||
-- Атакующий строй
|
||
elseif (movement == 1) then
|
||
distance = d*hg_dist
|
||
if (m < 3) then
|
||
m = m
|
||
if (data_companion.move > 1 or data_companion.move == 1) then s = 2 else s = data_companion.move end
|
||
angle = 180-hg_angle*(s-1)+hg_angle*2*(m-1)+math.random(-hg_angle_rnd, hg_angle_rnd)
|
||
elseif (m < 6) then
|
||
m = m - 2
|
||
if (data_companion.move > 4) then
|
||
s = 3
|
||
if (m == 2) then hg_dist = 1.4 else hg_dist = 1.6 end
|
||
else
|
||
s = data_companion.move - 2
|
||
hg_dist = 1.6
|
||
end
|
||
angle = 180-(hg_angle-20)*(s-1)+(hg_angle-20)*2*(m-1)+math.random(-hg_angle_rnd, hg_angle_rnd)
|
||
else
|
||
m = m - 5
|
||
s = data_companion.move - 5
|
||
angle = 180-(hg_angle-30)*(s-1)+(hg_angle-30)*2*(m-1)+math.random(-hg_angle_rnd, hg_angle_rnd)
|
||
hg_dist = 2
|
||
end
|
||
-- Защитный строй
|
||
elseif (movement == 2) then
|
||
distance = d*hg_dist
|
||
if (m < 4) then
|
||
s = 2
|
||
-- Дозорный (идет чуть спереди всегда на одном расстоянии)
|
||
if (m == 1) then
|
||
angle = -16+math.random(-hg_angle_rnd, hg_angle_rnd)
|
||
distance = 16
|
||
-- Боковые (идёт слева и справа)
|
||
else
|
||
angle = 180-(hg_angle+60)*(s-1)+(hg_angle+60)*2*(m-2)+math.random(-hg_angle_rnd, hg_angle_rnd)
|
||
hg_dist = 1.6
|
||
end
|
||
elseif (m < 6) then
|
||
m = m - 3
|
||
-- Тыловые (идут сзади)
|
||
if (data_companion.move > 4) then s = 2 else s = data_companion.move - 3 end
|
||
angle = 180-hg_angle*(s-1)+hg_angle*2*(m-1)+math.random(-hg_angle_rnd, hg_angle_rnd)
|
||
hg_dist = 1.4
|
||
else
|
||
-- Резерв (идут сзади)
|
||
m = m - 5
|
||
s = data_companion.move - 5
|
||
angle = 180-(hg_angle-30)*(s-1)+(hg_angle-30)*2*(m-1)+math.random(-hg_angle_rnd, hg_angle_rnd)
|
||
hg_dist = 2.4
|
||
end
|
||
-- Цепь
|
||
elseif (movement == 3) then
|
||
distance = (d + d*math.floor((m-1)/2))*hg_dist
|
||
angle = 90 + 180*math.floor((m)/2)
|
||
end
|
||
end
|
||
|
||
for i=1, #self.node do
|
||
if (bit_and(i,1)) then
|
||
self.node[i].desired_direction = vector_rotate_y(dir, -angle)
|
||
else
|
||
self.node[i].desired_direction = vector_rotate_y(dir, angle)
|
||
end
|
||
|
||
self.node[i].vertex_id = level.vertex_in_direction(lvid, self.node[i].desired_direction, distance)
|
||
|
||
if (self.node[i].vertex_id and utils_obj.accessible(object,self.node[i].vertex_id)) then
|
||
self.node[i].distance = self.node[i].vertex_id == lvid and -1 or object:position():distance_to_sqr(level.vertex_position(self.node[i].vertex_id))
|
||
|
||
if not (closest) then
|
||
closest = self.node[i].vertex_id
|
||
end
|
||
|
||
if (self.node[i-1] and self.node[i-1].distance and self.node[i-1].distance < self.node[i].distance) then
|
||
closest = self.node[i-1].vertex_id
|
||
end
|
||
end
|
||
end
|
||
else
|
||
for i=1, #self.node do
|
||
if (bit_and(i,1)) then
|
||
self.node[i].desired_direction = vector_rotate_y(dir, -math.random(170,190))
|
||
else
|
||
self.node[i].desired_direction = vector_rotate_y(dir, math.random(170,190))
|
||
end
|
||
|
||
self.node[i].vertex_id = level.vertex_in_direction(lvid, self.node[i].desired_direction, distance)
|
||
|
||
if (self.node[i].vertex_id and utils_obj.accessible(object,self.node[i].vertex_id)) then
|
||
self.node[i].distance = self.node[i].vertex_id == lvid and -1 or object:position():distance_to_sqr(level.vertex_position(self.node[i].vertex_id))
|
||
|
||
if not (closest) then
|
||
closest = self.node[i].vertex_id
|
||
end
|
||
|
||
if (self.node[i-1] and self.node[i-1].distance and self.node[i-1].distance < self.node[i].distance) then
|
||
closest = self.node[i-1].vertex_id
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return closest and closest ~= -1 and closest
|
||
end
|
||
|
||
function action_beh:beh_move()
|
||
if not (self.st.desired_target.level_vertex_id) then
|
||
return
|
||
end
|
||
|
||
if (self.st.desired_target.object and not simulation_objects.is_on_the_same_level(self.object,self.st.desired_target.object)) then
|
||
local gvid = self.st.desired_target.game_vertex_id or self.st.desired_target.object.m_game_vertex_id
|
||
self.object:set_dest_game_vertex_id(gvid)
|
||
else
|
||
local select_new_pt = false
|
||
local target
|
||
|
||
local dist_from_self_to_goto_target = self.object:position():distance_to(self.st.desired_target.position)
|
||
|
||
if (self.st.rally_lvid or dist_from_self_to_goto_target >= self.st.desired_distance) then
|
||
select_new_pt = true
|
||
end
|
||
|
||
if ( select_new_pt ) then
|
||
local node = position_node(2)
|
||
self.st.assist_point = self.st.rally_lvid or node:select_best_vertex_id(self.object,self.st.desired_target.direction,self.st.desired_target.level_vertex_id,self.st.desired_distance) or self.st.desired_target.level_vertex_id --self.object:level_vertex_id()
|
||
self.keep_state_until = nil
|
||
end
|
||
|
||
if ( self.st.assist_point ) then
|
||
--self.object:set_dest_level_vertex_id(self.st.assist_point)
|
||
self.object:set_path_type(game_object.level_path)
|
||
self.object:set_desired_direction()
|
||
self.st.assist_point = utils_obj.send_to_nearest_accessible_vertex(self.object,self.st.assist_point,"axr_beh")
|
||
self.object:set_desired_position(level.vertex_position(self.st.assist_point))
|
||
end
|
||
end
|
||
|
||
self.dist_to_assist_pt = self.st.assist_point and level.vertex_position(self.st.assist_point):distance_to(self.object:position()) or 0
|
||
--self.dist_from_self_to_goto_target = dist_from_self_to_goto_target
|
||
self:set_state()
|
||
end
|
||
|
||
function action_beh:beh_path()
|
||
if not (self.st.desired_target.level_vertex_id) then
|
||
return
|
||
end
|
||
|
||
local next_index = self:next_waypoint_index()
|
||
if (self.object:level_vertex_id() ~= self.st.desired_target.level_vertex_id) or ((next_index) and (not self.st.desired_target.delay or self.st.desired_target.delay < 0)) then
|
||
self.st.am_i_reached = nil
|
||
if (self.object:level_vertex_id() == self.st.desired_target.level_vertex_id) then
|
||
self:increment_waypoint_index()
|
||
self.st.desired_target = self:get_current_waypoint()
|
||
if not (self.st.desired_target.level_vertex_id) then
|
||
return
|
||
end
|
||
end
|
||
self.object:set_path_type(game_object.level_path)
|
||
self.object:set_desired_direction()
|
||
--self.object:set_dest_level_vertex_id(self.st.desired_target.level_vertex_id)
|
||
--printf("lvid = %s",self.st.desired_target.level_vertex_id)
|
||
self.st.assist_point = utils_obj.send_to_nearest_accessible_vertex( self.object, self.st.desired_target.level_vertex_id, "axr_beh")
|
||
--self.object:set_desired_position(self.st.desired_target.position)
|
||
local pos = vector():set(self.object:position())
|
||
pos = vector():set(pos.x,self.st.desired_target.position.y,pos.z)
|
||
self.dist_to_assist_pt = pos:distance_to(self.st.desired_target.position)
|
||
self:set_state()
|
||
return
|
||
end
|
||
|
||
self.st.am_i_reached = true
|
||
|
||
if (self.st.desired_target.delay ~= 0) then
|
||
if not (self.st.desired_target.delay) then
|
||
self.st.desired_target.delay = 0
|
||
end
|
||
|
||
local tg = time_global()
|
||
|
||
if not (self.st.wait_delay) then
|
||
self.st.wait_delay = tg + self.st.desired_target.delay
|
||
end
|
||
|
||
if (tg > self.st.wait_delay) then
|
||
self:increment_waypoint_index()
|
||
return
|
||
end
|
||
else
|
||
local mgr = db.storage[self.object:id()].state_mgr
|
||
if (mgr) then
|
||
mgr.animation:set_state(nil)
|
||
if (mgr.animation.states.anim_marker == nil) then
|
||
self:increment_waypoint_index()
|
||
return
|
||
end
|
||
end
|
||
end
|
||
|
||
local state = state_mgr.get_state(self.object)
|
||
local new_state = self.st.desired_target.delay_animation or self.st.delay_animation
|
||
|
||
--[[
|
||
if (self.st.use_camp) then
|
||
self:fill_approved_actions(new_state)
|
||
self.camp = sr_camp.get_current_camp(self.object:position())
|
||
if (self.camp and not self.in_camp) then
|
||
self.camp:register_npc(self.object:id())
|
||
self.in_camp = true
|
||
end
|
||
|
||
if (self.in_camp) then
|
||
local camp_action, is_director = self.camp and self.camp:get_camp_action(self.object:id())
|
||
if (camp_action) then
|
||
|
||
local tbl = is_director and assoc_tbl[camp_action].director or assoc_tbl[camp_action].listener
|
||
local descr = new_state == "sit_knee" and "sit_ass" or new_state
|
||
|
||
local t = {}
|
||
local found
|
||
for i=1,#tbl do
|
||
for n=#self.st.approved_actions, 1, -1 do
|
||
if (self.st.approved_actions[n].name == descr..tbl[i]) then
|
||
table.insert(t,self.st.approved_actions[n].name)
|
||
found = true
|
||
end
|
||
end
|
||
end
|
||
|
||
local anm = found and t[math.random(#t)]
|
||
if (anm and anm ~= "") then
|
||
if (self.st.desired_target.animpoint) then
|
||
printf("camp_action = %s",anm)
|
||
state_mgr.set_state(self.object, anm, nil, nil, nil, {animation_position = self.st.desired_target.animpoint, animation_direction = self.st.desired_target.animpoint_dir})
|
||
else
|
||
state_mgr.set_state(self.object, anm)
|
||
end
|
||
return
|
||
end
|
||
end
|
||
end
|
||
elseif (self.in_camp) then
|
||
self.camp:unregister_npc(self.object:id())
|
||
self.in_camp = nil
|
||
else
|
||
local sound = self.st.desired_target.sound_idle or xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.sound_idle)
|
||
if (sound and sound ~= "nil" and sound ~= "") then
|
||
xr_sound.set_sound_play(self.object:id(), sound)
|
||
end
|
||
end
|
||
|
||
if (new_state and new_state ~= state) then
|
||
if (self.st.desired_target.animpoint) then
|
||
state_mgr.set_state(self.object, new_state,nil, nil,{look_object = self.st.desired_target.look_object, look_position = self.st.desired_target.look_position }, {animation_position = self.st.desired_target.animpoint, animation_direction = self.st.desired_target.animpoint_dir})
|
||
if (new_state == "zat_b106_wounded_idle") then
|
||
local mgr = db.storage[self.object:id()].state_mgr
|
||
if (mgr) then
|
||
mgr.animation:set_state(nil,true)
|
||
mgr.animation:set_control()
|
||
end
|
||
end
|
||
else
|
||
state_mgr.set_state(self.object, new_state,nil, nil,{look_object = self.st.desired_target.look_object, look_position = self.st.desired_target.look_position })
|
||
end
|
||
end
|
||
--]]
|
||
end
|
||
|
||
|
||
------------------------------- RELAX -----------------------------------------------------------------
|
||
|
||
function action_beh:vertex_create(pos, dir, radius)
|
||
local vertex_id = 4294967295
|
||
local tmp_pos = VEC_ZERO
|
||
while (vertex_id >= 4294967295) do
|
||
tmp_pos.x = pos.x + dir.x * radius
|
||
tmp_pos.z = pos.z + dir.z * radius
|
||
tmp_pos.y = pos.y
|
||
|
||
vertex_id = level.vertex_id(tmp_pos)
|
||
if (vertex_id >= 4294967295 or used_vids[vertex_id]) then
|
||
if (radius > 1) then
|
||
radius = radius - 1
|
||
else
|
||
break
|
||
end
|
||
end
|
||
end
|
||
return vertex_id
|
||
end
|
||
|
||
function action_beh:relax_animations()
|
||
if (self.st.camp ~= nil) then
|
||
local camp_action, is_director = self.st.camp:get_camp_action(self.object:id())
|
||
end
|
||
if not (camp_action) then
|
||
camp_action = "idle"
|
||
end
|
||
|
||
local role = is_director and "director" or "listener"
|
||
local tbl = assoc_tbl[camp_action][role]
|
||
self.current_action = tbl and tbl[math.random(#tbl)] or "sit_ass"
|
||
return self.current_action
|
||
end
|
||
|
||
------------------------------- RELAX -----------------------------------------------------------------
|
||
|
||
|
||
function action_beh:get_current_waypoint(use_var)
|
||
local st = db.storage[self.object:id()]
|
||
local str
|
||
|
||
if (self.object:has_info("npcx_beh_patrol_mode")) then
|
||
str = se_load_var(self.object:id(),self.object:name(),"pathpoint"..self.st.path_index) --load_var(self.object,"pathpoint"..self.st.path_index)
|
||
else
|
||
str = st.active_section and st.ini:r_string_ex(st.active_section,"pt"..tostring(self.st.path_index))
|
||
end
|
||
|
||
if not (str) then
|
||
return {}
|
||
end
|
||
|
||
if (self.st.desired_target and self.st.path_index == self.st.desired_target.index and st.active_section == self.st.desired_target.active_section) then
|
||
return self.st.desired_target
|
||
end
|
||
|
||
local t = {}
|
||
|
||
t.index = self.st.path_index
|
||
t.active_section = st.active_section
|
||
|
||
for s in string.gmatch(str,"look:(%A+)") do
|
||
local p = str_explode(s,",")
|
||
t.look_position = vector():set(tonumber(p[1]),tonumber(p[2]),tonumber(p[3]))
|
||
end
|
||
for s in string.gmatch(str,"look_f:(%S+)") do
|
||
local p = str_explode(s,"@")
|
||
-- printf('%s|%s (%s)', p[1], p[2], #p)
|
||
if p and #p == 2 then
|
||
local script = p[1]
|
||
local func = p[2]
|
||
t.look_position = _G[script][func](self.object)
|
||
end
|
||
end
|
||
|
||
for s in string.gmatch(str,"animpoint:(%A+)") do
|
||
local p = str_explode(s,",")
|
||
t.animpoint = vector():set(tonumber(p[1]),tonumber(p[2]),tonumber(p[3]))
|
||
p[4] = p[4] and tonumber(p[4]) or 0
|
||
p[5] = p[5] and tonumber(p[5]) or 0
|
||
p[6] = p[6] and tonumber(p[6]) or 0
|
||
t.animpoint_dir = vector():set(p[4],p[5],p[6])
|
||
end
|
||
|
||
for s in string.gmatch(str,"pos:(%A+)") do
|
||
local p = str_explode(s,",")
|
||
t.position = vector():set(tonumber(p[1]),tonumber(p[2]),tonumber(p[3]))
|
||
end
|
||
|
||
for s in string.gmatch(str,"sig:(%a+)") do
|
||
t.sig = s
|
||
end
|
||
|
||
for s in string.gmatch(str,"sound_idle:(%a+)") do
|
||
t.sound_idle = s
|
||
end
|
||
|
||
for s in string.gmatch(str,"look_object:(%a+)") do
|
||
if (s ~= "enemy") then
|
||
t.look_object = get_story_object(s)
|
||
else
|
||
local st = db.storage[self.object:id()]
|
||
local be = self.object:best_enemy() or st and st.enemy_id and level.object_by_id(st.enemy_id)
|
||
t.look_object = be and be:alive() and self.object:see(be) and be
|
||
end
|
||
end
|
||
|
||
for s in string.gmatch(str,"look_object_f:(%S+)") do
|
||
local p = str_explode(s,"@")
|
||
if p and #p == 2 then
|
||
local script = p[1]
|
||
local func = p[2]
|
||
t.look_object = _G[script][func](self.object)
|
||
end
|
||
end
|
||
|
||
|
||
for s in string.gmatch(str,"look_job:(%a+)") do
|
||
s = str_explode(s,",")
|
||
local board = SIMBOARD
|
||
local smart = s[1] and board and board.smarts_by_names[s[1]]
|
||
local obj = smart and smart.npc_by_job_section["logic@"..s[2]]
|
||
obj = obj and level.object_by_id(obj)
|
||
if (obj) then
|
||
t.look_object = obj
|
||
--t.look_position = obj:bone_position("bip01_neck")
|
||
end
|
||
end
|
||
|
||
local pt = str_explode(str,"|")
|
||
pt = pt[1] and str_explode(pt[1],",")
|
||
|
||
if not (pt) then
|
||
return
|
||
end
|
||
|
||
if not (t.position) then
|
||
t.level_vertex_id = tonumber(pt[1])
|
||
t.position = level.vertex_position(t.level_vertex_id)
|
||
t.delay = pt[2] and tonumber(pt[2]) or 0
|
||
t.delay_animation = trim(pt[3])
|
||
else
|
||
t.level_vertex_id = level.vertex_id(t.position)
|
||
t.delay = pt[1] and tonumber(pt[1]) or 0
|
||
t.delay_animation = trim(pt[2])
|
||
end
|
||
t.direction = self.object:position():sub(t.position)
|
||
return t
|
||
end
|
||
|
||
function action_beh:next_waypoint_index()
|
||
local st = db.storage[self.object:id()]
|
||
local inc = self.st.path_reverse and -1 or 1
|
||
if (self.object:has_info("npcx_beh_patrol_mode")) then
|
||
return se_load_var(self.object:id(),self.object:name(),"pathpoint"..(self.st.path_index+inc))--load_var(self.object,"pathpoint"..tostring(self.st.path_index+inc))
|
||
end
|
||
return st.active_section and st.ini:r_string_ex(st.active_section,"pt"..tostring(self.st.path_index+inc))
|
||
end
|
||
|
||
function action_beh:increment_waypoint_index()
|
||
local st = db.storage[self.object:id()]
|
||
|
||
local inc = self.st.path_reverse and -1 or 1
|
||
|
||
local next_index
|
||
if (self.object:has_info("npcx_beh_patrol_mode")) then
|
||
next_index = se_load_var(self.object:id(),self.object:name(),"pathpoint"..(self.st.path_index+inc))--load_var(self.object,"pathpoint"..self.st.path_index+inc)
|
||
else
|
||
next_index = st.active_section and st.ini:r_string_ex(st.active_section,"pt"..self.st.path_index+inc)
|
||
end
|
||
|
||
if (next_index) then
|
||
self.st.am_i_reached = nil
|
||
self.st.path_index = self.st.path_index + inc
|
||
|
||
if (self.object:has_info("npcx_beh_patrol_mode")) then -- "Сompanions_obey" addon added logic
|
||
self.st.path_reverse = -1 -- "Сompanions_obey" addon added logic
|
||
end -- "Сompanions_obey" addon added logic
|
||
|
||
if (self.st.path_reverse and self.st.path_index == 1) then
|
||
self.st.path_reverse = nil
|
||
end
|
||
else
|
||
local new_section = self.st.path_end and xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.path_end)
|
||
if (new_section and new_section ~= "nil" and new_section ~= "") then
|
||
if (new_section == "reverse") then
|
||
self.st.path_reverse = true
|
||
self.st.path_index = self.st.path_index - 1
|
||
elseif (new_section == "loop") then
|
||
self.st.path_index = 1
|
||
else
|
||
xr_logic.switch_to_section(self.object, st.ini, new_section)
|
||
self.st.am_i_reached = nil
|
||
self.st.path_index = 1
|
||
end
|
||
end
|
||
end
|
||
|
||
if (self.st.desired_target.sig) then
|
||
self.st.signals[self.st.desired_target.sig] = true
|
||
end
|
||
|
||
self.st.wait_delay = nil
|
||
save_var(self.object,"path_index",self.st.path_index)
|
||
end
|
||
|
||
function action_beh:fill_approved_actions(state)
|
||
local app_act = self.st.approved_actions
|
||
iempty_table(app_act)
|
||
local size_t = 0
|
||
|
||
if (state == "sit_knee") then
|
||
state = "sit_ass"
|
||
end
|
||
|
||
self.st.description = state
|
||
|
||
local t = { "eat_bread", "drink_energy", "drink_vodka", "eat_kolbasa", "guitar", "harmonica", "weapon" }
|
||
for i=1, 6 do
|
||
if (axr_beh["can_"..t[i]] and axr_beh["can_"..t[i]](self.object)) then
|
||
size_t = size_t + 1
|
||
app_act[size_t] = { name = state.."_"..t[i] }
|
||
end
|
||
end
|
||
end
|
||
|
||
function action_beh:finalize()
|
||
action_base.finalize(self)
|
||
if (self.in_camp) then
|
||
if self.camp == nil then return end
|
||
self.camp:unregister_npc(self.object:id())
|
||
self.in_camp = nil
|
||
end
|
||
if (self.st.desired_target and self.st.desired_target.level_vertex_id) then
|
||
db.used_level_vertex_ids[self.st.desired_target.level_vertex_id] = nil
|
||
end
|
||
save_var(self.object,"path_index",1)
|
||
end
|
||
|
||
--
|
||
-------------------------- Scheme Handlers ------------------------------------------------------------
|
||
|
||
function set_scheme(npc, ini, scheme, section, gulag_name)
|
||
local st = xr_logic.assign_storage_and_bind(npc,ini,"beh",section)
|
||
st.logic = xr_logic.cfg_get_switch_conditions(ini, section, npc)
|
||
init_custom_data(npc, ini, section, st, "beh")
|
||
|
||
st.sound_idle = ini:r_string_ex(section,"sound_idle")
|
||
st.reach_movement = xr_logic.parse_condlist(npc, "reach_movement", "reach_movement", ini:r_string_ex(section,"reach_movement") or "patrol")
|
||
end
|
||
|
||
function add_to_binder(npc, ini, scheme, section, storage)
|
||
if not npc then return end
|
||
local manager = npc:motivation_action_manager()
|
||
if not manager then return end
|
||
|
||
local wp = world_property
|
||
|
||
local evaluator = evaluator_beh(storage, "evaluator_beh")
|
||
local action = action_beh(npc, "action_beh", storage)
|
||
if not evaluator or not action then return end
|
||
|
||
manager:add_evaluator(beh_evid,evaluator)
|
||
|
||
action:add_precondition( wp(beh_evid, true) )
|
||
action:add_effect( wp(beh_evid, false) )
|
||
action:add_effect( wp(xr_evaluators_id.state_mgr + 4, false) )
|
||
|
||
manager:add_action(beh_actid,action)
|
||
|
||
xr_logic.subscribe_action_for_events(npc, storage, action)
|
||
|
||
action:add_precondition( wp(stalker_ids.property_alive,true) )
|
||
action:add_precondition( wp(stalker_ids.property_enemy,false) )
|
||
action:add_precondition( wp(stalker_ids.property_danger,false) )
|
||
|
||
if (_G.schemes["corpse_detection"]) then
|
||
action:add_precondition( wp(xr_evaluators_id.corpse_exist, false) )
|
||
end
|
||
if (_G.schemes["gather_items"]) then
|
||
action:add_precondition( wp(xr_gather_items.evaid, false) )
|
||
end
|
||
action:add_precondition( wp(stalker_ids.property_items, false) )
|
||
--action:add_precondition( wp(xr_evaluators_id.wounded_exist,false) )
|
||
action:add_precondition( wp(xr_evaluators_id.stohe_meet_base + 1, false) )
|
||
-- action:add_precondition( wp(xr_evaluators_id.sidor_wounded_base + 0, false) )
|
||
action:add_precondition( wp(xr_evaluators_id.abuse_base, false) )
|
||
|
||
--printf("ACTION_ALIFE_ID(axr_beh.add_to_binder): " .. tostring(xr_actions_id.alife))
|
||
action = manager:action(xr_actions_id.alife)
|
||
if action then action:add_precondition( wp(beh_evid, false) ) end
|
||
|
||
action = manager:action(xr_actions_id.state_mgr + 2)
|
||
if action then action:add_precondition( wp(beh_evid, false) ) end
|
||
end
|
||
|
||
--[[
|
||
function reset_scheme(loading, npc)
|
||
local st = db.storage[npc:id()]
|
||
if (st.beh) then
|
||
init_custom_data(npc, st.ini, section, st.beh, scheme)
|
||
end
|
||
end
|
||
--]]
|