198 lines
5.9 KiB
Plaintext
198 lines
5.9 KiB
Plaintext
--[[
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Wrapper class to let you autoinject things via monkey patch to all traders, respecting the restock time.
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How to use: Monkey patch the update function here in your script.
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ex:
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TraderAuto = trader_autoinject.update
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function trader_autoinject.update(npc)
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TraderAuto(npc)
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add_custom_crap(npc) -- you define this function ok
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end
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Some functions provided below for convenience.
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Note: If you want to iterate NPC inventory to check for items, fire a time event to allow the items to register on new game.
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--]] --
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find = string.find
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local function t2c(t)
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if not t then return nil end
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local ct = game.CTime()
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ct:set(t.Y,t.M,t.D,t.h,t.m,t.s,t.ms)
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return ct
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end
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local function c2t(ct)
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if not ct then return nil end
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-- printf('%s, %s',ct,type(ct))
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local Y, M, D, h, m, s, ms = 0, 0, 0, 0, 0, 0, 0
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Y, M, D, h, m, s, ms = ct:get(Y, M, D, h, m, s, ms)
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return { Y=Y, M=M, D=D, h=h, m=m, s=s, ms=ms }
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end
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TraderUpdate = trade_manager.update
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function trade_manager.update(npc, force_refresh)
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local id = npc:id()
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if not npc:alive() then
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return default
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end
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local reup_time = trade_manager.get_trade_profile(id, "resupply_time")
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TraderUpdate(npc, force_refresh)
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local restock_time = game_difficulties.get_eco_factor("restock") or 24
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if force_refresh then restock_time = 0 end
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if reup_time and game.get_game_time():diffSec(t2c(reup_time)) < (restock_time * 3600) then
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-- print_dbg("Not time to resupply yet!")
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return
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end
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disable_info("sleep_active")
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CreateTimeEvent("custom_update"..npc:id(), "custom_resupply"..npc:id(), 0.1, timed_update, npc)
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end
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function timed_update(npc)
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update(npc)
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return true
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end
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-- monkeypatch me
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function update(npc)
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end
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-- util functions to help with monkey patching
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function get_faction_goodwill(faction)
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end
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COMPANION = 0 -- companions got special trade logic, this is just to catch errors
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MECHANIC = 1 -- mechanics/techs
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BARMAN = 2 -- exclusive food suppliers like Spirit
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MEDIC = 3 -- medics
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SUPPLIER = 4 -- everyone else that sells crap
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-- return trader type as int, or nil if error
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function get_trader_type(npc)
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local st = db.storage[npc:id()]
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if not st then return -1 end
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local trader = false
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if npc:character_community() == "trader" or npc:clsid() == clsid.script_trader or npc:clsid() == clsid.trader then
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trader = true
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end
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if find(npc:section(),"trader") then
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trader = true
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end
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local cini = st.ini
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local logic = st.section_logic
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if not logic and not trader then return -1 end
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local trade_logic = cini and cini:r_string_ex(logic, "trade")
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if not trade_logic then return -1 end
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if find(trade_logic, "companion") then
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return COMPANION
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elseif find(trade_logic, "trade_generic_mechanic") then
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return MECHANIC
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elseif find(trade_logic, "trade_generic_barman") then
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return BARMAN
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elseif find(trade_logic, "trade_generic_medic") then
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return MEDIC
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else
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return SUPPLIER
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end
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end
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-- return supply level of npc, like suppy_1, supply_2, etc
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-- as_number removes the supply_ prefix and only returns as int
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function supply_level(npc, as_number)
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local profile = trade_manager.get_trade_profile(npc:id(), "cfg_ltx")
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-- printf("Profile is %s", profile)
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local config = trade_manager.get_trade_cfg(profile)
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if not config then return end
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local str = config:r_string_ex("trader", "buy_supplies")
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if not (str) then
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return -- no buy_supplies this is normal
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end
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local condlist = xr_logic.parse_condlist(npc, "trader", "buy_supplies", str)
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str = condlist and xr_logic.pick_section_from_condlist(db.actor, npc, condlist)
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if as_number then
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local num = str_explode(str, "_")
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return tonumber(num[2])
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else
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return str
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end
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end
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-- collapse several tables into one table, the way sections work in ltx files
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-- tables should be in section -> amount format
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-- precedence goes up to last table, meaning whatever is in the last table will be the last changes applied
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function merge_tables(tables)
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local final_table = {}
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if #tables > 0 then
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copy_table(final_table, tables[1])
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if #tables > 1 then
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for i=2, #tables do
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for k,v in pairs(tables[i]) do
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final_table[k] = v
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end
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end
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end
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end
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return final_table
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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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-- used to get the real community of the NPC by checking spawn id
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-- author: HarukaSai
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function get_real_community(npc, default)
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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 default
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end
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end
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-- to_spawn should be table of sections to amount
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-- if check_existing is true, only spawns up to that amount in trader inventory. else arbitrarily spawns
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function spawn_items(npc, to_spawn, check_existing)
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local npc_name = npc:name()
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local alive_or_furniture = xr_conditions.is_alive(db.actor, npc) or furniture[npc_name]
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if not alive_or_furniture then return end
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local supply_table = {}
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copy_table(supply_table, to_spawn)
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if check_existing then
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local function itr_inv(temp, item)
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if supply_table[item:section()] and supply_table[item:section()] > 0 then
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-- printf("Found 1 of %s", item:section())
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supply_table[item:section()] = supply_table[item:section()] - 1
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end
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end
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npc:iterate_inventory(itr_inv)
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end
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for k,v in pairs(supply_table) do
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-- printf("Creating %s of %s", v, k)
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for i=1, v do
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-- printf("Created %s", k)
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alife_create_item(k, npc)
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end
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end
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end
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