865 lines
23 KiB
Plaintext
865 lines
23 KiB
Plaintext
----------------------------------------------------------------------------------------------------
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-- Glowstick Script made by Lucy c:
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----------------------------------------------------------------------------------------------------
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local despawn_time = 120 -- Time (in seconds) to despawn a glowstick after it stopped emitting light
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local enable_bs_mm_flicker = false -- Will be overwritten by MCM setting if MCM is installed
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local throw_force = 8000 -- Will be overwritten by MCM setting if MCM is installed
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local throw_key = key_bindings.kUSE -- Will be overwritten by MCM setting if MCM is installed
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local glowstick_stash_chance = 0.1 -- Will be overwritten by MCM setting if MCM is installed
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local glowstick_loot_chance = 1 -- Will be overwritten by MCM setting if MCM is installed
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----------------------------------------------------------------------------------------------------
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local glowsticks = {}
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local press_begin = 0
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local last_det_state = 0
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local next_gs_upd = 0
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local throw_time_after = 0
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local active_gs_drain = 0
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function actor_on_hud_animation_end(item, section, motion, state, slot)
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if (string.find(section, "glowstick")) then
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if (motion == "anm_throw_stick") then
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local function hide_anm(sec)
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game.play_hud_motion(1, "device_glowstick_hud_base", "anm_throw_hide", true, 2)
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equip_next(sec)
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return true
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end
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CreateTimeEvent("glowstick","hide_anm",0.01,hide_anm,item:section())
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alife_release_id(item:id())
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return
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end
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if (state == 1) then
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local speed = ((motion == "anm_show_fast" or "anm_zoom_show_fast") and 2 or 1)
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item:play_hud_motion(string.find(motion, "zoom") and "anm_zoom_show_real" or "anm_show_real", false, 0, speed, 0)
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end
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end
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end
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function actor_on_update()
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local actor = db.actor
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local det = actor:active_detector()
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if (det) then
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if (time_global() > next_gs_upd) then
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if (string.find(det:section(), "glowstick")) then
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if (det:condition() > 0.01) then
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local new_c = clamp(det:condition() - active_gs_drain, 0.01, 0.9999)
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det:set_condition(new_c)
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end
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end
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next_gs_upd = time_global() + 1000
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end
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if (det:get_state() ~= last_det_state) then
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last_det_state = det:get_state()
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active_gs_drain = ini_sys:r_float_ex(det:section(), "power_drain", 0.001)
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-- Makes the glowstick light up before the draw animation ended
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if (string.find(det:section(), "glowstick")) then
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if (det:get_state() == 1 and axr_main.weapon_is_zoomed) then
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det:switch_state(0)
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det:play_hud_motion("anm_zoom_show_real", false, 0, 1, 0)
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end
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-- Ugly fix for the broken flashlight draw animation
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elseif (string.find(det:section(), "flashlight")) then
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if (det:get_state() == 1 and not axr_main.weapon_is_zoomed) then
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local prev_con = det:condition()
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det:set_condition(0.001)
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det:switch_state(0)
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local tm = det:play_hud_motion("anm_show", false, 1, 1, 0) / 1000
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local function flashlight_fix(id,con_d)
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local obj = level.object_by_id(id)
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if (obj) then
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obj:set_condition(con_d)
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end
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return true
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end
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CreateTimeEvent("glowstick","flashlight_fix",clamp(tm-0.5,0.1,999),flashlight_fix,det:id(),prev_con)
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end
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end
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end
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if (press_begin ~= 0) then
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local shift_pressed = (key_state(DIK_keys.DIK_LSHIFT) == 1) or (key_state(DIK_keys.DIK_RSHIFT) == 1)
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if (det:get_state() ~= 0 or shift_pressed or not is_empty(_GUIs) or not game.hud_motion_allowed() or game.only_movekeys_allowed() or not string.find(det:section(), "glowstick")) then
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press_begin = 0
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return
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end
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if (time_global() > press_begin + 250) then
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local rand = math.random(1,4)
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local tm = det:play_hud_motion("anm_throw_stick", true, 0, 4, 0) / 1000
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level.add_cam_effector("camera_effects\\switch\\strong"..rand..".anm", 13370, false, '')
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game.play_hud_anm("script\\gasmask.anm", 0, 0.6, 0.35, false)
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game.only_allow_movekeys(true)
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press_begin = 0
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CreateTimeEvent("glowstick","drop",tm-0.2,spawn_glowstick,det:id(),true)
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return
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end
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end
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end
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end
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function spawn_glowstick(id, throw)
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if (not id or not alife_object(id)) then return true end
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local itm = level.object_by_id(id)
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if (not itm or (not throw and itm:parent())) then return true end
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local actor = db.actor
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local section = itm:section()
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local pos = actor:bone_position(throw and "eye_left" or "bip01_l_hand")
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pos.y = pos.y + 0.1
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local obj = alife_create("lights_glowstick", pos, actor:level_vertex_id(), actor:game_vertex_id())
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if (not obj) then
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printf("!Couldn't spawn Glowstick!")
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return true
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end
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local data = utils_stpk.get_lamp_data(obj)
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if (not data) then
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printf("!Couldn't get Glowstick data!")
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return true
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end
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local angle = device().cam_dir
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angle.x = angle.x + math.random(-5,5)
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angle.y = angle.y + math.random(-5,5)
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angle.z = angle.z + math.random(-5,5)
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obj.angle = angle
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local con_d = itm:condition()
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if (not throw) then
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alife_release_id(itm:id())
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end
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local light_section = ini_sys:r_string_ex(section, "light_section", "glowstick_definition")
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local hud_section = ini_sys:r_string_ex(section, "hud", "device_glowstick_hud")
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data.visual_name = ini_sys:r_string_ex(section, "visual", "dynamics\\devices\\dev_glowstick\\dev_glowstick_glow")
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data.light_flags = 45 -- Change to 47 for shadows
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-- Volumetric light
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if (ini_sys:r_bool_ex(light_section, "volumetric", false)) then
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data.light_flags = data.light_flags + 64
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data.volumetric_quality = ini_sys:r_float_ex(light_section, "volumetric_quality", 0.5)
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data.volumetric_intensity = ini_sys:r_float_ex(light_section, "volumetric_intensity", 0.5)
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data.volumetric_distance = ini_sys:r_float_ex(light_section, "volumetric_distance", 0.5)
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end
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-- Color
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local color_s = ini_sys:r_string_ex(light_section, "color_r2", "0.0,0.4,0.3,0.8")
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local _s = str_explode(color_s,",")
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for i=1,#_s do
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_s[i] = clamp(round(tonumber(_s[i]) * 255), 0, 255)
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end
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local function lshift(x, by)
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return x * 2 ^ by
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end
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data.main_color = lshift(bit_and(_s[4],0xff), 24) + lshift(bit_and(_s[1],0xff), 16) + lshift(bit_and(_s[2],0xff), 8) + bit_and(_s[3],0xff)
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data.main_brightness = con_d <= 0.01 and 0 or (_s[1]/255 + _s[2]/255 + _s[3]/255) / 3 + 1
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data.main_color_animator = ini_sys:r_string_ex(light_section, "color_animator", "empty")
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data.main_bone = ini_sys:r_string_ex(hud_section, "fire_bone", "light_bone_2")
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data.main_range = ini_sys:r_float_ex(light_section, "range_r2", 15)
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glowsticks[obj.id] = {section, con_d}
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utils_stpk.set_lamp_data(data, obj)
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local function applyForce(id,throw)
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local gl = level.object_by_id(id)
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if (not gl) then return false end
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local dir = device().cam_dir
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dir:mul(throw and throw_force or 100)
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gl:get_physics_shell():apply_force(dir.x, dir.y, dir.z)
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return true
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end
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CreateTimeEvent("glowstick","throw",0,applyForce,obj.id,throw)
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return true
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end
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function actor_on_item_drop(itm)
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if (not itm or not alife_object(itm:id())) then return end
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if (not string.find(itm:section(),"glowstick")) then return end
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CreateTimeEvent("glowstick","drop",0.01,spawn_glowstick,itm:id(),false)
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end
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function actor_on_first_update()
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for n,p in pairs(glowsticks) do
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if glowsticks[n][2] <= 0.01 then
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if (alife_object(n)) then
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alife_release_id(n)
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end
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glowsticks[n] = nil
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end
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end
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throw_time_after = game.get_motion_length("device_glowstick_hud_base", "anm_throw_hide", 2.5) / 1000
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if (ui_mcm) then
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enable_bs_mm_flicker = ui_mcm.get("glowsticks/enable_bs_mm_flicker")
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throw_force = ui_mcm.get("glowsticks/throw_force") * 1000
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throw_key = tonumber(ui_mcm.get("glowsticks/throw_key"))
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glowstick_stash_chance = ui_mcm.get("glowsticks/stash_chance")
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glowstick_loot_chance = ui_mcm.get("glowsticks/loot_chance")
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end
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end
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function equip_next(section)
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local actor = db.actor
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local next = actor:object(section)
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local function activate_detector()
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game.only_allow_movekeys(false)
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db.actor:show_detector()
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return true
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end
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if (next) then
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actor:move_to_slot(next,9)
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else
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local function search(temp, item)
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if (item and string.find(item:section(), "glowstick") and ini_sys:r_string_ex(item:section(), "class", nil) == "D_FLALIT") then
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actor:move_to_slot(item,9)
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return true
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end
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end
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actor:iterate_ruck(search)
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end
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CreateTimeEvent("glowstick","draw_next",throw_time_after+0.3,activate_detector)
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return true
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end
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function _draw_detector()
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db.actor:show_detector()
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return true
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end
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function try_draw_on_take(id)
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local actor = db.actor
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if (actor:item_in_slot(9)) then return true end
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if (not actor:object_id(id)) then return true end
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actor:move_to_slot(actor:object_id(id),9)
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local itm = actor:active_item()
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if (itm) then
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local slot = ini_sys:r_s32(itm:section(), "slot")
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if (slot ~= 0 and slot ~= 1 and slot ~= 5) then return true end
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end
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local function __draw_detector()
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db.actor:show_detector()
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return true
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end
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CreateTimeEvent("glowstick","draw_next",0.1,__draw_detector)
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return true
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end
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function on_key_press(key)
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local bind = dik_to_bind(key)
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if (bind == throw_key) then
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press_begin = time_global()
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end
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if (bind == key_bindings.kUSE) then
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local function iter(obj)
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if (obj and obj:section() == "lights_glowstick") then
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local pos2d = game.world2ui(obj:position())
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if (pos2d.x < 350 or pos2d.x > 750 or pos2d.y < 250 or pos2d.y > 500) then return false end
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if (not glowsticks[obj:id()]) then return false end
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if (not obj:get_hanging_lamp():is_on()) then return false end
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local section = glowsticks[obj:id()][1] or "device_glowstick"
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local con_d = glowsticks[obj:id()][2]
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local newid = alife_create_item(section, db.actor, {cond = con_d}).id
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glowsticks[obj:id()] = nil
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alife_release_id(obj:id())
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CreateTimeEvent("glowstick","try_draw_on_take",0.1,try_draw_on_take,newid)
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-- Compatibility with FeelFried's pickup animation :3
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if (take_item_anim and take_item_anim.actor_on_item_take) then
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local actor = db.actor
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if (not actor:item_in_slot(9)) then
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local itm = actor:active_item()
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if (itm) then
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local slot = ini_sys:r_s32(itm:section(), "slot")
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if (slot == 0 or slot == 1 or slot == 5) then return true end -- Don't play item take animation if we're going to draw the next glowstick
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end
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end
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take_item_anim.actor_on_item_take(obj)
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end
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return true
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end
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end
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level.iterate_nearest(db.actor:position(), 2, iter)
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end
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end
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function on_key_release(key)
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local bind = dik_to_bind(key)
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if (bind == throw_key) then
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press_begin = 0
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end
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end
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function save_state(MDATA)
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MDATA.glowsticks = glowsticks
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end
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function load_state(MDATA)
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glowsticks = MDATA.glowsticks or {}
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end
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RegisterScriptCallback("actor_on_hud_animation_end", actor_on_hud_animation_end)
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RegisterScriptCallback("actor_on_item_drop", actor_on_item_drop)
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RegisterScriptCallback("actor_on_update", actor_on_update)
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RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
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RegisterScriptCallback("on_key_press", on_key_press)
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RegisterScriptCallback("on_key_release", on_key_release)
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RegisterScriptCallback("save_state", save_state)
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RegisterScriptCallback("load_state", load_state)
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----------------------------------------------------------------------------------------------------
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-- Glowstick binder
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----------------------------------------------------------------------------------------------------
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function init(obj)
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obj:bind_object(glowstick_binder(obj))
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end
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----------------------------------------------------------------------------------------------------
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class "glowstick_binder" (object_binder)
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function glowstick_binder:__init(obj) super(obj)
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self.first_update = true
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self.next_update = time_global()
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end
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function glowstick_binder:update(delta)
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if (self.first_update) then
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local con_d = glowsticks[self.object:id()] and glowsticks[self.object:id()][2] or 0.01
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if (con_d > 0.01) then
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self.object:get_hanging_lamp():turn_on()
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self.object:set_tip_text("inventory_item_use")
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end
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self.power_drain = ini_sys:r_float_ex(glowsticks[self.object:id()] and glowsticks[self.object:id()][1] or "device_glowstick", "power_drain", 0.001)
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self.first_update = nil
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end
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if (time_global() > self.next_update ) then
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if (not glowsticks[self.object:id()]) then return end
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local con_d = glowsticks[self.object:id()][2]
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if (con_d > 0.01) then
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local new_c = clamp(con_d - self.power_drain, 0.01, 0.9999)
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glowsticks[self.object:id()][2] = new_c
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if (not self.object:get_hanging_lamp():is_on()) then
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self.object:set_tip_text_default()
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self.next_update = time_global() + 1000 * despawn_time
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con_d = 0.01
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return
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end
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elseif (self.object:get_hanging_lamp():is_on()) then
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self.object:get_hanging_lamp():turn_off()
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self.object:set_tip_text_default()
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self.next_update = time_global() + 1000 * despawn_time
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return
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else
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glowsticks[self.object:id()] = nil
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alife_release_id(self.object:id())
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end
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self.next_update = time_global() + 1000
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end
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end
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function glowstick_binder:net_destroy()
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glowsticks[self.object:id()] = nil
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end
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----------------------------------------------------------------------------------------------------
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function glowstick_binder:net_save_relevant()
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return true
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end
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function glowstick_binder:save(packet)
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end
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function glowstick_binder:load(reader)
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end
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function glowstick_binder:reload(section)
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end
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function glowstick_binder:reinit()
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end
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function glowstick_binder:net_spawn(data)
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end
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----------------------------------------------------------------------------------------------------
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-- Mod Configuration Menu
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----------------------------------------------------------------------------------------------------
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function on_mcm_load()
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options =
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{
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id = "glowsticks", sh = true ,gr=
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{
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{ id = "title", type = "slide", link = "Glowstick_Banner.dds", size = {706,50}, spacing = 20 },
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{ id = "enable_bs_mm_flicker", type = "check", val = 1, def = false },
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{ id = "throw_force", type="track", val=2, min=5, max=20, step=1, def=8 },
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{ id = "stash_chance", type="track", val=2, min=0.01, max=0.5, step=0.01, def=0.1 },
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{ id = "loot_chance", type="track", val=2, min=0.1, max=2, step=0.1, def=1 },
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{ id = "throw_key", type="list", val=0, no_str = true , def="kb_use", content =
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{
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{tostring(key_bindings.kUSE),"kb_use"},
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{tostring(key_bindings.kWPN_FUNC),"kb_func"},
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},
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},
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}
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}
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return options
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end
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function on_option_change()
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if (ui_mcm) then
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enable_bs_mm_flicker = ui_mcm.get("glowsticks/enable_bs_mm_flicker")
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throw_force = ui_mcm.get("glowsticks/throw_force") * 1000
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throw_key = tonumber(ui_mcm.get("glowsticks/throw_key"))
|
|
glowstick_stash_chance = ui_mcm.get("glowsticks/stash_chance")
|
|
glowstick_loot_chance = ui_mcm.get("glowsticks/loot_chance")
|
|
end
|
|
end
|
|
|
|
RegisterScriptCallback("on_option_change",on_option_change)
|
|
|
|
----------------------------------------------------------------------------------------------------
|
|
-- Miracle Machine + Brain Scorcher lights flicker (optional)
|
|
----------------------------------------------------------------------------------------------------
|
|
|
|
base_get_light_flicker = level_environment.get_light_flicker()
|
|
|
|
function level_environment.get_light_flicker()
|
|
|
|
if (enable_bs_mm_flicker) then
|
|
local levelname = level.present() and level.name() or nil
|
|
|
|
-- Miracle Machine
|
|
if (levelname == "l08u_brainlab" and not has_alife_info("yan_labx16_switcher_primary_off")) then
|
|
return true
|
|
|
|
-- Brain Scorcher
|
|
elseif (levelname == "l10u_bunker" and not has_alife_info("bar_deactivate_radar_done")) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return base_get_light_flicker
|
|
end
|
|
|
|
----------------------------------------------------------------------------------------------------
|
|
-- Trader Autoinject (thx arty <3) + Dead Body Loot + New Game Loadouts + Stashes
|
|
----------------------------------------------------------------------------------------------------
|
|
|
|
local trade_table = {
|
|
|
|
["bandit"] = {
|
|
[1] = {
|
|
["device_glowstick_orange"] = 1
|
|
},
|
|
[2] = {
|
|
["device_glowstick_orange"] = 2,
|
|
["device_glowstick_red"] = 1
|
|
},
|
|
[3] = {
|
|
["device_glowstick_orange"] = 3,
|
|
["device_glowstick_red"] = 2
|
|
},
|
|
},
|
|
["dolg"] = {
|
|
[1] = {
|
|
["device_glowstick_red"] = 1
|
|
},
|
|
[2] = {
|
|
["device_glowstick_red"] = 2
|
|
},
|
|
[3] = {
|
|
["device_glowstick_red"] = 3
|
|
},
|
|
},
|
|
["ecolog"] = {
|
|
[1] = {
|
|
["device_glowstick_orange"] = 1,
|
|
["device_glowstick_blue"] = 1
|
|
},
|
|
[2] = {
|
|
["device_glowstick_orange"] = 2,
|
|
["device_glowstick_blue"] = 2
|
|
},
|
|
[3] = {
|
|
["device_glowstick_orange"] = 3,
|
|
["device_glowstick_blue"] = 3
|
|
},
|
|
},
|
|
["freedom"] = {
|
|
[1] = {
|
|
["device_glowstick"] = 1
|
|
},
|
|
[2] = {
|
|
["device_glowstick"] = 2
|
|
},
|
|
[3] = {
|
|
["device_glowstick_orange"] = 2,
|
|
["device_glowstick"] = 3
|
|
},
|
|
},
|
|
["killer"] = {
|
|
[1] = {
|
|
["device_glowstick_blue"] = 1
|
|
},
|
|
[2] = {
|
|
["device_glowstick_blue"] = 2
|
|
},
|
|
[3] = {
|
|
["device_glowstick_blue"] = 3
|
|
},
|
|
},
|
|
["army"] = {
|
|
[1] = {
|
|
["device_glowstick_red"] = 1
|
|
},
|
|
[2] = {
|
|
["device_glowstick_red"] = 2
|
|
},
|
|
[3] = {
|
|
["device_glowstick_red"] = 3
|
|
},
|
|
},
|
|
["monolith"] = {
|
|
[1] = {
|
|
["device_glowstick_blue"] = 1
|
|
},
|
|
[2] = {
|
|
["device_glowstick_blue"] = 2
|
|
},
|
|
[3] = {
|
|
["device_glowstick_blue"] = 3
|
|
},
|
|
},
|
|
["greh"] = {
|
|
[1] = {
|
|
["device_glowstick_orange"] = 1
|
|
},
|
|
[2] = {
|
|
["device_glowstick_orange"] = 2,
|
|
["device_glowstick_red"] = 1
|
|
},
|
|
[3] = {
|
|
["device_glowstick_orange"] = 3,
|
|
["device_glowstick_red"] = 2
|
|
},
|
|
},
|
|
["stalker"] = {
|
|
[1] = {
|
|
["device_glowstick"] = 1
|
|
},
|
|
[2] = {
|
|
["device_glowstick"] = 2
|
|
},
|
|
[3] = {
|
|
["device_glowstick"] = 3
|
|
},
|
|
},
|
|
["csky"] = {
|
|
[1] = {
|
|
["device_glowstick_blue"] = 1
|
|
},
|
|
[2] = {
|
|
["device_glowstick_blue"] = 2
|
|
},
|
|
[3] = {
|
|
["device_glowstick_blue"] = 3
|
|
},
|
|
},
|
|
["isg"] = {
|
|
[1] = {
|
|
["device_glowstick"] = 1
|
|
},
|
|
[2] = {
|
|
["device_glowstick"] = 2,
|
|
},
|
|
[3] = {
|
|
["device_glowstick"] = 3,
|
|
},
|
|
},
|
|
["renegade"] = {
|
|
[1] = {
|
|
["device_glowstick_orange"] = 1
|
|
},
|
|
[2] = {
|
|
["device_glowstick_orange"] = 2,
|
|
["device_glowstick_red"] = 1
|
|
},
|
|
[3] = {
|
|
["device_glowstick_orange"] = 3,
|
|
["device_glowstick_red"] = 2
|
|
},
|
|
},
|
|
}
|
|
|
|
-- Trader stuff
|
|
function spawn_glowosticks(npc)
|
|
|
|
local is_trader = trader_autoinject.get_trader_type(npc) == trader_autoinject.SUPPLIER
|
|
if not is_trader then return end
|
|
|
|
local community = npc:character_community() or "stalker"
|
|
local trader_table = trade_table[community] or trade_table["stalker"]
|
|
local supply_level = clamp(trader_autoinject.supply_level(npc, true) or 1, 1, 3)
|
|
|
|
if trader_table[supply_level] then
|
|
trader_autoinject.spawn_items(npc, trader_table[supply_level], true)
|
|
end
|
|
|
|
end
|
|
|
|
local loot_table = {
|
|
|
|
["bandit"] = {
|
|
[1] = "device_glowstick_orange",
|
|
[2] = "device_glowstick",
|
|
},
|
|
["dolg"] = {
|
|
[1] = "device_glowstick_red",
|
|
},
|
|
["ecolog"] = {
|
|
[1] = "device_glowstick_orange",
|
|
[2] = "device_glowstick",
|
|
[3] = "device_glowstick_red",
|
|
},
|
|
["freedom"] = {
|
|
[1] = "device_glowstick",
|
|
},
|
|
["killer"] = {
|
|
[1] = "device_glowstick_blue",
|
|
[2] = "device_glowstick_orange",
|
|
[3] = "device_glowstick",
|
|
},
|
|
["army"] = {
|
|
[1] = "device_glowstick_red",
|
|
[2] = "device_glowstick_orange",
|
|
[3] = "device_glowstick_blue",
|
|
|
|
},
|
|
["monolith"] = {
|
|
[1] = "device_glowstick_blue",
|
|
},
|
|
["greh"] = {
|
|
[1] = "device_glowstick_orange",
|
|
},
|
|
["stalker"] = {
|
|
[1] = "device_glowstick_blue",
|
|
[2] = "device_glowstick_orange",
|
|
[3] = "device_glowstick_red",
|
|
[4] = "device_glowstick",
|
|
},
|
|
["zombied"] = {
|
|
[1] = "device_glowstick_orange",
|
|
[2] = "device_glowstick_blue",
|
|
[3] = "device_glowstick_red",
|
|
[4] = "device_glowstick",
|
|
},
|
|
["csky"] = {
|
|
[1] = "device_glowstick_blue",
|
|
[2] = "device_glowstick_orange",
|
|
[3] = "device_glowstick_red",
|
|
[4] = "device_glowstick",
|
|
},
|
|
["isg"] = {
|
|
[1] = "device_glowstick",
|
|
},
|
|
["renegade"] = {
|
|
[1] = "device_glowstick_orange",
|
|
[2] = "device_glowstick_red",
|
|
},
|
|
|
|
}
|
|
|
|
local rank_table = {
|
|
["novice"] = 0.05,
|
|
["trainee"] = 0.1,
|
|
["experienced"] = 0.15,
|
|
["professional"] = 0.2,
|
|
["veteran"] = 0.15,
|
|
["expert"] = 0.15,
|
|
["master"] = 0.1,
|
|
["legend"] = 0.1,
|
|
}
|
|
|
|
local sections_table = {
|
|
[1] = "device_glowstick",
|
|
[2] = "device_glowstick_red",
|
|
[3] = "device_glowstick_blue",
|
|
[4] = "device_glowstick_orange",
|
|
}
|
|
|
|
-- Dead body loot stuff
|
|
function spawn_glowostick(npc, npc_rank, npc_comm)
|
|
|
|
local spawnchance = math.random()
|
|
local rank = npc_rank or "novice"
|
|
local comm = npc_comm or "stalker"
|
|
local rank_chance = rank_table[rank] or rank_table["novice"]
|
|
|
|
if (spawnchance < rank_chance * glowstick_loot_chance) then
|
|
local looting_table = loot_table[comm] or loot_table["stalker"]
|
|
local sec_to_spawn = looting_table[math.random(1,#looting_table)] or "device_glowstick"
|
|
death_manager.spawn_with_condition(npc, sec_to_spawn, math.random(20,80)/100)
|
|
end
|
|
|
|
end
|
|
|
|
TraderAuto = trader_autoinject.update
|
|
|
|
function trader_autoinject.update(npc)
|
|
TraderAuto(npc)
|
|
spawn_glowosticks(npc)
|
|
end
|
|
|
|
SpawnCosmetics = death_manager.spawn_cosmetics
|
|
|
|
function death_manager.spawn_cosmetics(npc, npc_id, npc_comm, npc_rank, visual, rand_condition)
|
|
SpawnCosmetics(npc, npc_id, npc_comm, npc_rank, visual, rand_condition)
|
|
spawn_glowostick(npc, npc_rank, npc_comm)
|
|
end
|
|
|
|
TrySpawnTreasure = treasure_manager.try_spawn_treasure
|
|
|
|
function treasure_manager.try_spawn_treasure(box)
|
|
|
|
local id = box:id()
|
|
|
|
if not (treasure_manager.caches[id]) then
|
|
return
|
|
end
|
|
|
|
if not (type(treasure_manager.caches[id]) == "string") then
|
|
return
|
|
end
|
|
|
|
if (math.random() < glowstick_stash_chance) then
|
|
alife_create_item(sections_table[math.random(1,4)], box, {cond_r = {30,70}})
|
|
end
|
|
|
|
TrySpawnTreasure(box)
|
|
end
|
|
|
|
_LoadLoadout = ui_mm_faction_select.UINewGame.LoadLoadout
|
|
|
|
function ui_mm_faction_select.UINewGame.LoadLoadout(self, rand)
|
|
_LoadLoadout(self, rand)
|
|
|
|
-- Copy existing loadout but remove the flashlight
|
|
local inv_sect_list = {}
|
|
local inv_point_list = {}
|
|
local i_size = 0
|
|
for idx,ci in pairs(self.CC["inventory"].cell) do
|
|
if (ci.section ~= "device_flashlight") then
|
|
i_size = i_size + 1
|
|
inv_sect_list[i_size] = ci.section
|
|
inv_point_list[i_size] = 0
|
|
end
|
|
end
|
|
|
|
-- Add a glowstick
|
|
i_size = i_size + 1
|
|
inv_sect_list[i_size] = loot_table[self.selected_faction][1] or "device_glowstick"
|
|
inv_point_list[i_size] = 0
|
|
|
|
-- Load the existing faction "shop"
|
|
i_size = 0
|
|
local load_sect_list = {}
|
|
local load_point_list = {}
|
|
for idx,ci in pairs(self.CC["loadout"].cell) do
|
|
i_size = i_size + 1
|
|
load_sect_list[i_size] = ci.section
|
|
load_point_list[i_size] = ci.flags.info or 0
|
|
end
|
|
|
|
-- Add glowsticks
|
|
for i=1,#sections_table do
|
|
if (sections_table[i] ~= inv_sect_list[#inv_sect_list]) then
|
|
i_size = i_size + 1
|
|
load_sect_list[i_size] = sections_table[i]
|
|
load_point_list[i_size] = 150
|
|
end
|
|
end
|
|
|
|
-- Add flashlight
|
|
i_size = i_size + 1
|
|
load_sect_list[i_size] = "device_flashlight"
|
|
load_point_list[i_size] = 300
|
|
|
|
-- Reinit inventories to apply the changes
|
|
self.CC["inventory"]:Reinit(inv_sect_list, inv_point_list)
|
|
for idx,ci in pairs(self.CC["inventory"].cell) do
|
|
if ci:IsShown() then
|
|
local val = ci.flags.info or 0
|
|
ci.flags.value = val
|
|
ci.flags.value_str = game.translate_string("st_mm_new_game_points") .. ": " .. val
|
|
end
|
|
end
|
|
|
|
self.CC["loadout"]:Reinit(load_sect_list, load_point_list)
|
|
for idx,ci in pairs(self.CC["loadout"].cell) do
|
|
if ci:IsShown() then
|
|
local val = ci.flags.info or 0
|
|
ci.flags.value = val
|
|
ci.flags.value_str = game.translate_string("st_mm_new_game_points") .. ": " .. val
|
|
end
|
|
end
|
|
end |