748 lines
22 KiB
Plaintext
748 lines
22 KiB
Plaintext
local DIALOG_ID = {}
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local sfind = string.find
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local fetch_items = {}
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local fetch_rank_tier = {}
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local patch_general = {
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["army"] = {
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["freedom_patch"] = 0,
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["bandit_patch"] = 0,
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["stalker_patch"] = 0,
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["csky_patch"] = 0,
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["monolith_patch"] = 0,
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},
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["bandit"] = {
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["army_patch"] = 0,
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["dolg_patch"] = 0,
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["stalker_patch"] = 0,
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["csky_patch"] = 0,
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["ecolog_patch"] = 0,
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},
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["csky"] = {
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["army_patch"] = 0,
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["bandit_patch"] = 0,
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["renegade_patch"] = 0,
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},
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["dolg"] = {
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["freedom_patch"] = 0,
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["bandit_patch"] = 0,
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["monolith_patch"] = 0,
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},
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["freedom"] = {
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["dolg_patch"] = 0,
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["army_patch"] = 0,
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["monolith_patch"] = 0,
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},
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["killer"] = {
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["freedom_patch"] = 0,
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["bandit_patch"] = 0,
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["dolg_patch"] = 0,
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["army_patch"] = 0,
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["monolith_patch"] = 0,
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},
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["monolith"] = {
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["army_patch"] = 0,
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["freedom_patch"] = 0,
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["bandit_patch"] = 0,
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["stalker_patch"] = 0,
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["csky_patch"] = 0,
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["dolg_patch"] = 0,
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},
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["stalker"] = {
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["bandit_patch"] = 0,
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},
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["greh"] = {
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["army_patch"] = 0,
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["freedom_patch"] = 0,
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["bandit_patch"] = 0,
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["stalker_patch"] = 0,
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["csky_patch"] = 0,
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["dolg_patch"] = 0,
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},
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["renegade"] = {
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["army_patch"] = 0,
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["dolg_patch"] = 0,
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["stalker_patch"] = 0,
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["csky_patch"] = 0,
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["ecolog_patch"] = 0,
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},
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}
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local faction_lookup = { -- List of factions used in patch tasks
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"stalker",
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"dolg",
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"freedom",
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"csky",
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"ecolog",
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"killer",
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"army",
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"bandit",
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"monolith"
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}
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if smr_amain_mcm.get_config("smr_enabled") then
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faction_lookup = smr_pop.get_faction_spawn_table()
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end
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---------------------------< Utility >---------------------------
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function postpone_fetch_for_next_frame(task_id, section, amount)
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if not (task_id and section) then
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return true
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end
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task_id = string.sub(task_id,1,-7) or "" -- because it ends with fetch
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amount = amount or 1
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local extra = ""
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if (ini_sys:r_string_ex(section,"kind") == "i_arty") then
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extra = " " .. game.translate_string("st_ui_artefact")
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end
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local clr = utils_xml.get_color("pda_white") --"%c[255,238,153,26]"
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local news_caption = game.translate_string("ui_inv_needs") .. ":" --game.translate_string(task_manager.task_ini:r_string_ex(task_id, "title")) or "error"
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local news_ico = task_manager.task_ini:r_string_ex(task_id, "icon") or "ui_inGame2_D_Sisshik"
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local news_text = ui_item.get_sec_name(section) .. extra .. clr .. " (x" .. amount .. ")"
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db.actor:give_talk_message2(news_caption, news_text, news_ico, "iconed_answer_item")
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return true
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end
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xr_effects.fetch_reward_and_remove = function(actor, npc, p) -- Remove fetch items and give money reward:
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-- Description: Removes fetch task items and gives actor money reward based on item value
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-- Usage: fetch_reward_and_remove( p[1]:p[2] )
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-- Parameters:
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-- p[1] (type: string) Var name given to fetch task items
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-- p[2] (type: float) Multiplier for cost of items to apply to reward value (optional; default = 1.0)
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-- Return value (type: none): none, removes fetch items and gives actor reward
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-- Get fetch items
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local sec = load_var( db.actor, p[1] )
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if not (sec) then return end
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local sim = alife()
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-- Extract artefact if its in container
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if string.find(sec,"af_") and (not db.actor:object(sec)) then
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local break_con
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local break_arty
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local id_combo
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local search_cont = { "lead_box" , "af_aam", "af_aac", "af_iam" }
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for i=1,#search_cont do
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if db.actor:object(sec .. "_" .. search_cont[i]) then
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break_arty = sec
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break_con = search_cont[i]
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id_combo = db.actor:object(sec .. "_" .. search_cont[i]):id()
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break
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end
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end
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if id_combo and break_con and break_arty and ini_sys:section_exist(break_con) then
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printdbg("/ Artefact container found, artefact [%s] - contairer [%s]", break_arty, break_con)
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alife_create_item(break_arty, db.actor)
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alife_create_item(break_con, db.actor)
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alife_release_id(id_combo)
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-- play effect
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level.add_cam_effector('camera_effects\\item_use.anm', 8053, false,'')
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xr_effects.play_inv_aac_open()
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end
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end
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local function timer() -- delay for 1 sec, to register alife changes
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-- Gather task items and cost
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local count = load_var( db.actor, (p[1] .. "_count") ) or 1
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local mult = tonumber(p[2]) or 1
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local max_use = IsItem("multiuse",sec) or 1
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local cost = ini_sys:r_float_ex(sec,"cost") * (1 / max_use)
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local last_obj
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local collected_itms = {}
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local total_cost, remain = 0,0
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local cur_count = count
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local use_con = (max_use == 1) and (not IsItem("device",sec)) and (not IsItem("battery", sec)) and true or false
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local function itr(temp, obj)
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if (obj:section() == sec) then
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local cnt = (max_use > 1) and obj:get_remaining_uses() or 1
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local con = use_con and obj:condition() or 1
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collected_itms[obj:id()] = cnt
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total_cost = total_cost + (cost * cnt * (con * con) * mult)
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cur_count = cur_count - cnt
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last_obj = obj
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end
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if (cur_count <= 0) then
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if (cur_count < 0) then
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remain = math.abs(cur_count)
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end
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return true
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end
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--return false
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end
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db.actor:iterate_inventory(itr, nil)
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-- Check availability
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if is_empty(collected_itms) then
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printe("! ERROR: fetch_reward_and_remove | no fetch item found!")
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return true
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end
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if (total_cost < 50) then
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total_cost = 50
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printf("~ Warning: fetch_reward_and_remove | total_cost is below 50")
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end
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-- Reward value for artefacts depends on progression difficulty
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if IsArtefact(last_obj) then
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local eco = game_difficulties.get_eco_factor("type") or 0.5
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local factor = (eco == 3 and 0.4) or (eco == 2 and 0.5) or 0.6
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total_cost = total_cost * factor
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end
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--
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local delta = math.floor(total_cost * 0.1)
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local min_reward = (total_cost - delta)
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local max_reward = (total_cost + delta)
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xr_effects.reward_random_money( actor, npc, { min_reward , max_reward } )
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-- Give task items to npc
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local trade_npc = false --get_speaker()
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for k,v in pairs(collected_itms) do
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if trade_npc then
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local obj = level.object_by_id(k)
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if obj then
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db.actor:transfer_item(obj, trade_npc)
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end
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else
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alife_release_id(k)
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end
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end
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if (remain > 0) and IsItem("multiuse",sec) then
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alife_create_item(sec, db.actor, {uses = remain})
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local last_obj_uses = last_obj:get_remaining_uses()
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if last_obj_uses and (last_obj_uses > remain) then
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local uses = (last_obj_uses - remain)
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alife_process_item(last_obj:section(), last_obj:id(), {uses = uses})
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end
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end
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news_manager.relocate_item(db.actor, "out", sec, count)
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return true
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end
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CreateTimeEvent(0,"delay_reward", 1, timer)
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end
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xr_effects.remove_fetch_item = function(actor,npc,p)
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local section = load_var(db.actor,p[1])
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if (section and db.actor:object(section)) then
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local amt = p[2] or load_var(db.actor,p[1].."_count") or 1
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local trade_npc = get_speaker()
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if (trade_npc) then
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local function transfer_object_item(itm)
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if (itm:section() == section and amt > 0) then
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db.actor:transfer_item(itm, trade_npc)
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amt = amt - 1
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end
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if (amt <= 0) then
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return true
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end
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return false
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end
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db.actor:inventory_for_each(transfer_object_item)
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else
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xr_effects.remove_item(actor, npc, {section,amt})
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end
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end
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end
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xr_effects.remove_artefact_item = function(actor,npc,p)
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local section = load_var(db.actor,p[1])
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if (not section) then
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printe("!ERROR xr_effects.remove_artefact_item | no var found for %s", p[1])
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return
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end
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local cont
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local obj = db.actor:object(section)
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if (not obj) then
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local search_cont = { "lead_box" , "af_aam", "af_aac", "af_iam" }
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for i=1,#search_cont do
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if db.actor:object(section .. "_" .. search_cont[i]) then
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obj = db.actor:object(section .. "_" .. search_cont[i])
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cont = search_cont[i]
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break
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end
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end
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end
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if (not obj) then
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return
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end
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local trade_npc = get_speaker()
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if (trade_npc) then
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db.actor:transfer_item(obj, trade_npc)
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else
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alife_release(obj)
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end
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if cont then
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alife_create_item(cont, db.actor)
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-- play effect
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level.add_cam_effector('camera_effects\\item_use.anm', 8053, false,'')
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xr_effects.play_inv_aac_open()
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end
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end
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---------------------------< Effects >---------------------------
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local function get_suitable_item(tbl,rank)
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local temp = {}
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for sec,tier in pairs(tbl) do
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if (not rank) or (rank and fetch_rank_tier[rank] and fetch_rank_tier[rank][tier]) then
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temp[#temp + 1] = sec
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--printf("- Fetch items | found proper item [%s] tier (%s) for rank (%s)", sec, tier, rank)
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end
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end
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return (#temp > 0) and temp[math.random(#temp)]
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end
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xr_effects.setup_fetch_task = function(actor,npc,p) -- setup_supplies_fetch_task
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-- Pick a random item from the list:
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-- param 1 - var name
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-- param 2 - items type
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-- param 2 - min count
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-- param 3 - max count
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local npc = get_speaker(true)
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local id = npc and npc:id()
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local sec = DIALOG_ID[id] and DIALOG_ID[id][p[1]] and DIALOG_ID[id][p[1]].sec
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local cnt = DIALOG_ID[id] and DIALOG_ID[id][p[1]] and DIALOG_ID[id][p[1]].cnt
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if (sec and ini_sys:section_exist(sec) and cnt) then
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dialogs._FETCH_TEXT = ui_item.get_sec_name(sec)
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save_var( db.actor, p[1], sec )
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save_var( db.actor, (p[1] .. "_count"), cnt )
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else
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local npc_comm = npc and character_community(npc) or "stalker"
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local npc_rank = ranks.get_obj_rank_name(npc) or "experienced"
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local itms = {} -- non-key table
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-- expand supplies list to include drinks and smoke if the task giver is not monolith
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if (p[2] == "supplies") and (npc_comm ~= "monolith") then
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itms = fetch_items["supplies"]
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for sec,tier in pairs(fetch_items["drink"]) do
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itms[sec] = tier
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end
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-- Gather patches of NPC's enemy factions
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elseif (p[2] == "patch_general") then
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local patches = {}
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for i=1,#faction_lookup do
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if game_relations.is_factions_enemies(faction_lookup[i], npc_comm) then
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local comm
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if (faction_lookup[i] == "killer") then comm = "merc"
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elseif (faction_lookup[i] == "dolg") then comm = "duty"
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else comm = faction_lookup[i]
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end
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local patch = comm .. "_patch"
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patches[patch] = 0
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end
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end
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if is_empty(patches) then
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if smr_amain_mcm.get_config("smr_enabled") then
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local t = smr_pop.get_faction_spawn_table()
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local patch = t[math.random(#t)] .. "_patch"
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patches[patch] = 0
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else
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patches = patch_general[npc_comm]
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end
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end
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itms = patches
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-- Gather suitable repair kits
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elseif (p[2] == "repair") then
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-- Get NPC's weapon
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local obj_wep = npc:best_weapon()
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local sec_wep = obj_wep and obj_wep:section()
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-- Gather proper repair kits
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local repair_kits = {
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["sharpening_stones"] = 0,
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["sewing_kit_b"] = 0,
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}
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if sec_wep then
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local wep_type = ini_sys:r_string_ex(sec_wep,"repair_type") or ""
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for sec,tier in pairs(fetch_items["repair"]) do
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local kit_type = parse_list(ini_sys,sec,"repair_only",true)
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if kit_type[wep_type] then
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repair_kits[sec] = tier
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end
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end
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end
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itms = repair_kits
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-- Gather suitable weapons
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elseif (p[2] == "weapons") then
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local f = faction_expansions.faction[npc_comm]
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local npc_preference = f and f["weapon"] or ""
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-- Collects weapons suitable for npc rank
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local wpn_by_rank = {}
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if fetch_items["weapons_" .. npc_rank] then
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local tbl = fetch_items["weapons_" .. npc_rank]
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for sec,tier in pairs(tbl) do
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wpn_by_rank[sec] = tier
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end
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end
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-- Collects weapons suitable for npc faction
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local wpn_by_ref = {}
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if fetch_items["weapons_" .. npc_preference] then
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local tbl = fetch_items["weapons_" .. npc_preference]
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for sec,tier in pairs(tbl) do
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wpn_by_ref[sec] = tier
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end
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end
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-- collect suitable weapons
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local wpns = {}
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for sec,tier in pairs(wpn_by_rank) do
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if wpn_by_ref[sec] then
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wpns[sec] = tier
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end
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end
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for sec,tier in pairs(wpn_by_ref) do
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if wpn_by_rank[sec] then
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wpns[sec] = tier
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end
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end
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if is_not_empty(wpns) then
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itms = wpns
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else
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itms = fetch_items["weapons"]
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end
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else
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itms = fetch_items[p[2]]
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end
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if (not itms) then
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printe("! ERROR: %s | fetch list [%s] is invalid", p[1], p[2])
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end
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local min_count = (p[3] and tonumber( p[3] ) or 1)
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local max_count = (p[4] and tonumber( p[4] ) or min_count)
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sec = get_suitable_item(itms, npc_rank) or random_key_table(itms)
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cnt = math.random( min_count, max_count )
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-- Save chosen fetch item:
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if (not DIALOG_ID[id]) then DIALOG_ID[id] = {} end
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if (not DIALOG_ID[id][p[1]]) then DIALOG_ID[id][p[1]] = {} end
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DIALOG_ID[id][p[1]].sec = sec
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DIALOG_ID[id][p[1]].cnt = cnt
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dialogs._FETCH_TEXT = ui_item.get_sec_name(sec)
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save_var( db.actor, p[1], sec )
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save_var( db.actor, (p[1] .. "_count"), cnt )
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end
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CreateTimeEvent(0,"setup_fetch_task", 0, postpone_fetch_for_next_frame, p[1], sec, cnt)
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end
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xr_effects.setup_supplies_fetch_task_lostzone_patch = function(actor,npc,p)
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local npc = get_speaker(true)
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local id = npc and npc:id()
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local sec = DIALOG_ID[id] and DIALOG_ID[id][p[1]] and DIALOG_ID[id][p[1]].sec
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local cnt = DIALOG_ID[id] and DIALOG_ID[id][p[1]] and DIALOG_ID[id][p[1]].cnt
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if (sec and cnt and ini_sys:section_exist(sec)) then
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dialogs._FETCH_TEXT = ui_item.get_sec_name(sec)
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save_var( db.actor, p[1], sec )
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save_var( db.actor, (p[1] .. "_count"), cnt )
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else
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local comm = npc and character_community(npc) or "stalker"
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local itms = patch_general[comm] or patch_general["stalker"]
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-- SMR
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if smr_amain_mcm.get_config("smr_enabled") then
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local itms = {}
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for i=1,#faction_lookup do
|
|
if game_relations.is_factions_enemies(faction_lookup[i], comm) then
|
|
if (faction_lookup[i] == "killer") then comm = "merc"
|
|
elseif (faction_lookup[i] == "dolg") then comm = "duty"
|
|
else comm = faction_lookup[i]
|
|
end
|
|
local patch = comm .. "_patch"
|
|
itms[patch] = 0
|
|
end
|
|
end
|
|
|
|
if is_empty(itms) then
|
|
local t = smr_pop.get_faction_spawn_table()
|
|
local patch = t[math.random(#t)] .. "_patch"
|
|
itms[patch] = 0
|
|
end
|
|
end
|
|
sec = random_key_table(itms)
|
|
cnt = math.random(p[2] and tonumber(p[2]) or 1,p[3] and tonumber(p[3]) or 1)
|
|
|
|
-- Save chosen fetch item:
|
|
if (not DIALOG_ID[id]) then DIALOG_ID[id] = {} end
|
|
if (not DIALOG_ID[id][p[1]]) then DIALOG_ID[id][p[1]] = {} end
|
|
|
|
DIALOG_ID[id][p[1]].sec = sec
|
|
DIALOG_ID[id][p[1]].cnt = cnt
|
|
dialogs._FETCH_TEXT = ui_item.get_sec_name(sec)
|
|
save_var( db.actor, p[1], sec )
|
|
save_var( db.actor, (p[1] .. "_count"), cnt )
|
|
end
|
|
|
|
CreateTimeEvent(0,"setup_fetch_task", 0, postpone_fetch_for_next_frame, p[1], sec, cnt)
|
|
end
|
|
|
|
xr_effects.setup_generic_fetch_task = function(actor,npc,p)
|
|
-- param1 - variable name
|
|
-- param2 - count
|
|
-- param3+ - sections
|
|
|
|
if (p[1] and p[2] and p[3]) then
|
|
local npc = get_speaker(true)
|
|
local id = npc and npc:id()
|
|
local sec = DIALOG_ID[id] and DIALOG_ID[id][p[1]] and DIALOG_ID[id][p[1]].sec
|
|
local cnt = DIALOG_ID[id] and DIALOG_ID[id][p[1]] and DIALOG_ID[id][p[1]].cnt
|
|
|
|
if (sec and cnt and ini_sys:section_exist(sec)) then
|
|
dialogs._FETCH_TEXT = ui_item.get_sec_name(sec)
|
|
save_var( db.actor, p[1], sec )
|
|
if (cnt > 1) then
|
|
save_var( db.actor, (p[1] .. "_count"), cnt )
|
|
end
|
|
else
|
|
sec = #p > 3 and p[math.random(3,#p)] or p[3]
|
|
if (sec and ini_sys:section_exist(sec)) then
|
|
cnt = tonumber(p[2]) or 1
|
|
|
|
-- Save chosen fetch item:
|
|
if (not DIALOG_ID[id]) then DIALOG_ID[id] = {} end
|
|
if (not DIALOG_ID[id][p[1]]) then DIALOG_ID[id][p[1]] = {} end
|
|
|
|
DIALOG_ID[id][p[1]].sec = sec
|
|
DIALOG_ID[id][p[1]].cnt = cnt
|
|
dialogs._FETCH_TEXT = ui_item.get_sec_name(sec)
|
|
save_var( db.actor, p[1], sec )
|
|
if (cnt > 1) then
|
|
save_var( db.actor, (p[1] .. "_count"), cnt )
|
|
end
|
|
else
|
|
printe("!ERROR: xr_effects:setup_generic_fetch_task - invalid section %s",sec)
|
|
end
|
|
end
|
|
|
|
CreateTimeEvent(0,"setup_fetch_task", 0, postpone_fetch_for_next_frame, p[1], sec, cnt)
|
|
end
|
|
end
|
|
|
|
|
|
---------------------------< Target functor >---------------------------
|
|
task_functor.general_fetch_task = function(task_id,field,p,tsk)
|
|
if (field == "title") then
|
|
local fetch = db.actor and ui_item.get_sec_name(load_var(db.actor,task_id.."_fetch",""))
|
|
local count = fetch and load_var(db.actor,task_id.."_fetch_count") or 1
|
|
if (count > 1) then
|
|
return strformat((game.translate_string(p) or ""),fetch .. " x" .. tostring(count))
|
|
end
|
|
return strformat(game.translate_string(p) or "",fetch)
|
|
elseif (field == "descr") then
|
|
if (tsk.stage == 1) then
|
|
return game.translate_string("st_return_for_reward")
|
|
end
|
|
local fetch = db.actor and ui_item.get_sec_name(load_var(db.actor,task_id.."_fetch",""))
|
|
local count = fetch and load_var(db.actor,task_id.."_fetch_count") or 1
|
|
if (count > 1) then
|
|
return strformat((game.translate_string(p) or ""),fetch .. " x" .. tostring(count))
|
|
end
|
|
return strformat(game.translate_string(p) or "",fetch)
|
|
elseif (field == "target") then
|
|
if (tsk.stage == 1) then
|
|
local id = db.actor and load_var(db.actor,task_id.."_target_id") or tsk.task_giver_id
|
|
if (id) then
|
|
return id
|
|
end
|
|
local story_id = string.sub(task_id,1,string.find(task_id,"_task")-1)
|
|
local se_obj = get_story_se_object(story_id)
|
|
if (se_obj) then
|
|
return se_obj.id
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
task_functor.general_warfare_fetch_task = function(task_id,field,p,tsk) -- xQd, add the name and location of the warfare trader to the task description along with the fetch item
|
|
local id = tsk.task_giver_id
|
|
local se_obj = id and alife_object(id)
|
|
if not (se_obj) then
|
|
--printf("is_task_giver_valid se_obj nil id=%s %s",id,tsk.id)
|
|
return ""
|
|
else
|
|
local name = se_obj:character_name()
|
|
local lvl = --[[game.translate_string(se_obj.community) or]] game.translate_string(alife():level_name(game_graph():vertex(se_obj.m_game_vertex_id):level_id()))
|
|
if (field == "title") then
|
|
local fetch = db.actor and ui_item.get_sec_name(load_var(db.actor,task_id.."_fetch",""))
|
|
local count = fetch and load_var(db.actor,task_id.."_fetch_count") or 1
|
|
if (count > 1) then
|
|
return strformat((game.translate_string(p) or ""),fetch .. " x" .. tostring(count))
|
|
end
|
|
return strformat(game.translate_string(p) or "",fetch)
|
|
elseif (field == "descr") then
|
|
if (tsk.stage == 1) then
|
|
return game.translate_string("st_return_for_reward")
|
|
end
|
|
local fetch = db.actor and ui_item.get_sec_name(load_var(db.actor,task_id.."_fetch",""))
|
|
local count = fetch and load_var(db.actor,task_id.."_fetch_count") or 1
|
|
if (count > 1) then
|
|
return strformat((game.translate_string(p) or ""),name,lvl,fetch .. " x" .. tostring(count))
|
|
end
|
|
return strformat(game.translate_string(p) or "",name,lvl,fetch)
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
---------------------------< Status functor >---------------------------
|
|
task_status_functor.actor_has_fetch_item = function(tsk,task_id)
|
|
local actor = db.actor
|
|
local section = actor and load_var(actor,task_id.."_fetch")
|
|
if (not section) then
|
|
return
|
|
end
|
|
|
|
local item = section and actor:object(section)
|
|
if (item ~= nil) then
|
|
if (task_id == "esc_2_12_stalker_nimble_task_1" or task_id == "jup_b220_trapper_task_3") then
|
|
if (item:condition() >= 0.9) then
|
|
tsk.stage = 1
|
|
else
|
|
tsk.stage = 0
|
|
end
|
|
else
|
|
local count = load_var(actor,task_id.."_fetch_count")
|
|
if (count and count > 1) then
|
|
local cnt = utils_item.get_amount(db.actor, section, 1)
|
|
if (cnt >= count) then
|
|
tsk.stage = 1
|
|
else
|
|
tsk.stage = 0
|
|
end
|
|
return
|
|
end
|
|
tsk.stage = 1 -- should never happen but in such case let player finish quest for free
|
|
end
|
|
|
|
elseif section and sfind(section,"af_") then
|
|
if actor:object(section .. "_af_aam")
|
|
or actor:object(section .. "_af_iam")
|
|
or actor:object(section .. "_af_aac")
|
|
or actor:object(section .. "_lead_box")
|
|
then
|
|
tsk.stage = 1
|
|
else
|
|
tsk.stage = 0
|
|
end
|
|
else
|
|
tsk.stage = 0
|
|
end
|
|
end
|
|
|
|
task_status_functor.actor_has_fetch_weapon_warfare = function(tsk,task_id) -- xQd, added this for warfare fetch weapon tasks
|
|
if not (db.actor) then
|
|
return
|
|
end
|
|
local section = db.actor and load_var(db.actor,task_id.."_fetch")
|
|
local item = section and db.actor:object(section)
|
|
if (item ~= nil) then
|
|
if (item:condition() >= 0.60) then
|
|
tsk.stage = 1
|
|
else
|
|
tsk.stage = 0
|
|
end
|
|
else
|
|
tsk.stage = 0
|
|
end
|
|
end
|
|
|
|
|
|
---------------------------< Callbacks >---------------------------
|
|
local function save_state(m_data)
|
|
m_data.tasks_fetch_ids = DIALOG_ID
|
|
end
|
|
|
|
local function load_state(m_data)
|
|
DIALOG_ID = m_data.tasks_fetch_ids or {}
|
|
end
|
|
|
|
local function on_before_level_changing()
|
|
empty_table(DIALOG_ID)
|
|
alife_storage_manager.get_state().tasks_fetch_ids = nil
|
|
printdbg("~ tasks_fetch | cleaned fetch list for npcs")
|
|
end
|
|
|
|
function on_game_start()
|
|
local ini_fetch = ini_file("items\\settings\\fetch_list.ltx")
|
|
local n = 0
|
|
local result, id, value = "","",""
|
|
|
|
local list = {}
|
|
n = ini_fetch:line_count("fetch_list")
|
|
for i=0,n-1 do
|
|
result, id, value = ini_fetch:r_line_ex("fetch_list",i,"","")
|
|
list[#list + 1] = id
|
|
end
|
|
|
|
n = ini_fetch:line_count("fetch_tiers")
|
|
for i=0,n-1 do
|
|
result, id, value = ini_fetch:r_line_ex("fetch_tiers",i,"","")
|
|
if id and value then
|
|
fetch_rank_tier[id] = {}
|
|
fetch_rank_tier[id][0] = true
|
|
local nums = str_explode(value,",")
|
|
for j=1,#nums do
|
|
local m = tonumber(nums[j]) or 0
|
|
fetch_rank_tier[id][m] = true
|
|
end
|
|
end
|
|
end
|
|
|
|
for k=1,#list do
|
|
local category = list[k]
|
|
fetch_items[category] = {}
|
|
|
|
n = ini_fetch:line_count(category)
|
|
for i=0,n-1 do
|
|
result, id, value = ini_fetch:r_line_ex(category,i,"","")
|
|
if id and ini_sys:section_exist(id) then
|
|
fetch_items[category][id] = (value == "true" and 0) or ini_sys:r_float_ex(id,"tier") or 0
|
|
else
|
|
printe("! WARNING: fetch_list.ltx | wrong section name [%s]", id)
|
|
end
|
|
end
|
|
end
|
|
|
|
RegisterScriptCallback("save_state",save_state)
|
|
RegisterScriptCallback("load_state",load_state)
|
|
RegisterScriptCallback("on_before_level_changing",on_before_level_changing)
|
|
end |