177 lines
5.2 KiB
Plaintext
177 lines
5.2 KiB
Plaintext
local nta_utils = new_tasks_addon_tasks_utils
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local art_sections = {
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-- T1
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{},
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-- T2
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{
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"af_empty",
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"af_eye",
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"af_fuzz_kolobok",
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"af_bracelet",
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"af_mincer_meat",
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"af_gravi",
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"af_cristall",
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"af_pin",
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"af_ring",
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"af_vyvert",
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"af_sponge",
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"af_dummy_dummy",
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"af_electra_moonlight",
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"af_lobster_eyes"
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},
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-- T3
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{
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"af_baloon",
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"af_black_spray",
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"af_electra_flash",
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"af_fire",
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"af_fireball",
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"af_full_empty",
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"af_glass",
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"af_gold_fish",
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"af_ice"
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}
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}
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local state = {
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artifact_id = {},
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artifact_section = {},
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stalker_id = {},
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}
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local target = {}
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local rolled_artifact = {}
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-- Target reroll will be available on reload/location change if player was unlucky. It should be cool.
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local target_rolled = {}
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function save_state(mdata)
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mdata.nta_intercept_artifact_task_data = state
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end
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function load_state(mdata)
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if mdata.nta_intercept_artifact_task_data then
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state = mdata.nta_intercept_artifact_task_data
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end
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end
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local function task_initialized(task_id)
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return state[task_id] and state[task_id].stalker_id
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end
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task_status_functor.intercept_artifact_task_status_functor = function(tsk,task_id)
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if not (db.actor and tsk and state[task_id] and task_initialized(task_id)) then return end
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local stage = tsk.stage
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local art_id = state[task_id].artifact_id
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local art = alife_object(art_id)
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if not art or not string.find(art:section_name(), state[task_id].artifact_section) then
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-- Fail if the item doesn't exist anymore (stalker holding it or the item itself despawned)
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return "fail"
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end
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if stage == 0 or stage == 1 then
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if utils_item.has_item_by_id(nil, art_id) then
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tsk.stage = 2
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end
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end
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if stage == 2 then
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if not utils_item.has_item_by_id(nil, art_id) then
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tsk.stage = 1
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end
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end
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end
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task_functor.intercept_artifact_task_target_functor = function(task_id,field,p,tsk)
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if not (db.actor and tsk and task_initialized(task_id)) then return nil end
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local stage = tsk.stage
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if stage == 0 then
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return state[task_id].stalker_id
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end
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-- Stage 1 happens only if player picks up the artifact container and stores it somewhere/drops it
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if stage == 1 then
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return state[task_id].artifact_id
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end
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if stage == 2 then
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return tsk.task_giver_id
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end
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end
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xr_effects.intercept_artifact_cleanup = function(actor, npc, p)
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local task_id = p[1]
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state[task_id] = {
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artifact_id = nil,
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artifact_section = nil,
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stalker_id = nil,
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}
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end
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xr_effects.intercept_artifact_completed = function(actor, npc, p)
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local task_id = p[1]
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news_manager.relocate_item(nil, "out", state[task_id].artifact_section)
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safe_release_manager.release({ id = state[task_id].artifact_id })
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end
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local function collect_targeted_factons(p)
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local result = {}
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for i=4,#p do
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table.insert(result, p[i])
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end
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return result
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end
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-- p1: task id
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-- p2: artifact tier
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-- p3: scanned maps (group name)
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-- p4+: targeted factions
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xr_conditions.intercept_artifact_check = function(actor,npc,p)
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local task_id = p[1]
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if not target_rolled[task_id] then
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local art_tier = tonumber(p[2])
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local scanned_maps = p[3]
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local targeted_factions = collect_targeted_factons(p)
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target[task_id] = nta_utils.find_random_stalker(targeted_factions, nta_utils[scanned_maps])
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target_rolled[task_id] = true
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local art_tier_selected = art_sections[art_tier]
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rolled_artifact[task_id] = art_tier_selected[math.random(1, #art_tier_selected)]
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end
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return not not target[task_id]
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end
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xr_effects.dispatch_intercept_artifact_task_details = function(actor, npc, p)
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CreateTimeEvent(0,"intercept_artifact_task_details",0, function ()
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local task_id = p[1]
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-- Build News
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local news_caption = game.translate_string(task_manager.task_ini:r_string_ex(task_id, "title")) or "error"
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local news_text = game.translate_string("st_mm_new_game_name") .. " " .. target[task_id].name ..
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"\\n " .. game.translate_string("st_mm_new_game_faction_2") .. " " .. game.translate_string(target[task_id].faction) ..
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"\\n " .. game.translate_string("st_location") .. " " .. game.translate_string(target[task_id].level) ..
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"\\n " .. game.translate_string("nta_intercept_item") .. " " .. game.translate_string("st_" .. rolled_artifact[task_id] .. "_name")
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local news_ico = task_manager.task_ini:r_string_ex(task_id, "icon")
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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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end
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xr_effects.spawn_intercept_artifact_artifact = function(actor, npc, p)
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local task_id = p[1]
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local section = rolled_artifact[task_id] .. "_lead_box"
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if not state[task_id] then
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state[task_id] = {}
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end
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state[task_id].artifact_id = alife_create_item(section, alife_object(target[task_id].id)).id
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state[task_id].artifact_section = section
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state[task_id].stalker_id = target[task_id].id
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end
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function on_game_start()
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RegisterScriptCallback("save_state",save_state)
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RegisterScriptCallback("load_state",load_state)
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end |