Divergent/mods/iTheon New Tasks/gamedata/scripts/tasks_the_living_fire.script

807 lines
30 KiB
Plaintext

local nta_utils = new_tasks_addon_tasks_utils
local configs = a_the_living_fire_configs
local state = {
prometheus_id = nil,
garbage_mutant_id = nil,
anomaly_ids = {},
mutant_ids = {},
corpse_ids = {},
corpse_moved = {},
x18_military_ids = {},
x18_military_relation_set = {},
greh_ids = {},
endgame_killed_greh = {}
}
function save_state(mdata)
mdata.the_living_fire_task_data = state
end
function load_state(mdata)
if mdata.the_living_fire_task_data then
state = mdata.the_living_fire_task_data
end
end
local prometheus_icon = 'ui_inGame2_no_data'
local prometheus_name = 'the_living_fire_mysterious_stalker_name'
local prometheus_real_name = 'the_living_fire_prometheus_name'
local sakharov_icon = 'ui_inGame2_sakharov'
local sakharov_name = 'yan_st_sakharov_name'
local snitch_icon = 'ui_inGame2_bandit_4'
local snitch_name = 'bar_informator_mlr_name'
local outskirts_anomalies_spawned = false
task_status_functor.the_living_fire_task_status_functor = function(tsk,task_id)
if not (db.actor and tsk) then return end
local stage = tsk.stage
if stage == 0 then
if db.actor:has_info('baraholka_trader_the_living_fire_1_passed') then
tsk.stage = 1
end
end
if stage == 1 then
if
nta_utils.actor_on_level(nta_utils.levels.garbage)
and nta_utils.actor_in_range(configs.garbage_prometheus_location.vector, configs.garbage_prometheus_spawn_activation_distance)
and nta_utils.is_dark_night()
then
spawn_garbage_prometheus()
spawn_garbage_anomalies()
spawn_garbage_trash()
db.actor:give_info_portion("the_living_fire_prometheus_garbage_spawned")
delayed_message('the_living_fire_garbage_actor_msg_1', 1.5, nta_utils.actor_icon(), nta_utils.actor_name())
tsk.stage = 2
end
end
if stage == 2 then
if
nta_utils.actor_on_level(nta_utils.levels.garbage)
and nta_utils.actor_in_range(configs.garbage_prometheus_location.vector, configs.garbage_mutant_spawn_activation_distance)
then
spawn_garbage_mutant()
delayed_message('the_living_fire_garbage_prometheus_msg_1', 1, prometheus_icon, prometheus_name)
garbage_delayed_kill_mutant()
tsk.stage = 3
end
end
if stage == 3 then
if db.actor:has_info('the_living_fire_garbage_mutant_killed') then
delayed_message('the_living_fire_garbage_actor_msg_2', 3.5, nta_utils.actor_icon(), nta_utils.actor_name())
delayed_message('the_living_fire_garbage_prometheus_msg_2', 4.5, prometheus_icon, prometheus_name)
tsk.stage = 4
end
end
if stage == 4 then
CreateTimeEvent(0,"the_living_fire_garbage_prometheus_disappear", 8, function ()
safe_release_manager.release({id = state.prometheus_id})
local explosion_spawn_config = nta_utils.shallow_copy(configs.garbage_prometheus_location)
explosion_spawn_config.section = 'immediate_fiery_explosion'
nta_utils.spawn_helper(explosion_spawn_config)
CreateTimeEvent(0,"the_living_fire_garbage_anomalies_disappear", 0.5, function ()
despawn_anomalies()
return true
end)
delayed_message('the_living_fire_garbage_actor_msg_3', 10, nta_utils.actor_icon(), nta_utils.actor_name())
db.actor:give_info_portion('the_living_fire_prometheus_garbage_disappeared')
tsk.stage = 5
return true
end)
end
if stage == 5 then
if db.actor:has_info('baraholka_trader_the_living_fire_2_passed') then
tsk.stage = 6
end
end
if stage == 6 then
if db.actor:has_info('bar_informator_mlr_the_living_fire_2_passed') then
tsk.stage = 7
end
end
if stage == 7 then
if db.actor:has_info('yan_stalker_sakharov_the_living_fire_1_passed') then
tsk.stage = 8
end
end
if stage == 8 then
if nta_utils.actor_on_level(nta_utils.levels.swamp) and nta_utils.actor_in_range(
get_story_object('mar_smart_terrain_11_3_anomaly_spot'):position(),
configs.swamp_spawn_activation_distance
) then
spawn_explosions(configs.swamp_explosion_locations)
delayed_message('the_living_fire_swamp_actor_msg_1', 3, nta_utils.actor_icon(), nta_utils.actor_name(), 6)
delayed_message('the_living_fire_swamp_sakharov_msg_1', 7, sakharov_icon, sakharov_name, 12)
spawn_mutants(configs.swamp_mutant_locations)
tsk.stage = 9
end
end
if stage == 9 then
if not first_alive_mutant_id() then
delayed_message('the_living_fire_swamp_sakharov_msg_2', 2, sakharov_icon, sakharov_name, 12)
db.actor:give_info_portion('the_living_fire_swamp_mutants_killed')
state.mutant_ids = {}
tsk.stage = 10
end
end
if stage == 10 then
if db.actor:has_info('yan_stalker_sakharov_the_living_fire_2_passed') then
delayed_message('the_living_fire_yantar_snitch_msg_1', 5, snitch_icon, snitch_name, 8)
delayed_message('the_living_fire_yantar_actor_msg_1', 10, nta_utils.actor_icon(), nta_utils.actor_name(), 8)
tsk.stage = 11
end
end
if stage == 11 then
if db.actor:has_info('bar_informator_mlr_the_living_fire_3_passed') then
state.prometheus_id = nta_utils.spawn_helper(configs.x18_prometheus_location)
alife_object(state.prometheus_id):set_character_name(game.translate_string(prometheus_name))
spawn_corpses(configs.dark_valley_corpses_locations)
tsk.stage = 12
end
end
if stage == 12 then
move_corpses()
send_dark_valley_actor_msg()
send_x18_prometheus_msg()
adjust_prometheus_position(configs.x18_prometheus_location.vector, 0.3)
if db.actor:has_info('the_living_fire_prometheus_the_living_fire_1_passed') then
despawn_prometheus_mild()
tsk.stage = 13
CreateTimeEvent(0,"the_living_fire_x18_spawn_military", 1, function ()
spawn_x18_military()
-- Exception because it's not NPC
CreateTimeEvent(0,"the_living_fire_x18_send_military_message", 4, function ()
dynamic_news_helper.send_tip(game.translate_string('the_living_fire_x18_military_msg_1'), game.translate_string("army"), nil,nil, 'ui_icon_news_trx_army', nil, 'npc')
return true
end)
return true
end)
end
end
if stage == 13 then
set_x18_military_relation()
if db.actor:has_info('bar_informator_mlr_the_living_fire_4_passed') then
delayed_message('the_living_fire_bar_actor_msg_1', 5, nta_utils.actor_icon(), nta_utils.actor_name(), 10)
despawn_corpses()
tsk.stage = 14
end
end
if stage == 14 then
if db.actor:has_info('esc_2_12_stalker_trader_the_living_fire_1_passed') then
delayed_message('the_living_fire_escape_sakharov_msg_1', 5, sakharov_icon, sakharov_name, 10)
tsk.stage = 15
end
end
if stage == 15 then
if db.actor:has_info('yan_stalker_sakharov_the_living_fire_3_passed') then
delayed_message('the_living_fire_yantar_barman_msg_1', 5, 'ui_inGame2_barman', 'bar_barmen_name', 10)
state.prometheus_id = nta_utils.spawn_helper(configs.x16_prometheus_location)
spawn_greh(configs.x16_greh_locations, [[scripts\x16_tlf_greh_beh.ltx]])
spawn_corpses(configs.x16_corpse_locations)
tsk.stage = 16
end
end
if stage == 16 then
clear_x16_mutants()
move_corpses()
send_x16_prometheus_msg()
if db.actor:has_info('the_living_fire_prometheus_the_living_fire_2_passed') then
state.greh_ids = {}
despawn_prometheus_mild()
tsk.stage = 17
end
end
if stage == 17 then
if db.actor:has_info('yan_stalker_sakharov_the_living_fire_4_passed') then
despawn_corpses()
spawn_greh(configs.red_forest_greh_locations, [[scripts\red_forest_tlf_greh_beh.ltx]])
tsk.stage = 18
end
end
if stage == 18 then
if
nta_utils.actor_on_level(nta_utils.levels.red_forest)
and nta_utils.actor_in_range(configs.red_forest_mutants_trigger.vector, configs.red_forest_mutants_trigger_range)
then
spawn_explosions(configs.red_forest_explosion_locations)
spawn_mutants(configs.red_forest_mutant_locations)
earthquake_effect()
tsk.stage = 19
end
end
if stage == 19 then
if not first_alive_mutant_id() then
state.greh_ids = {}
spawn_isg()
delayed_message('the_living_fire_red_forest_actor_msg_1', 5, nta_utils.actor_icon(), nta_utils.actor_name(), 10)
delayed_message('the_living_fire_red_forest_sakharov_msg_1', 10, sakharov_icon, sakharov_name, 10)
tsk.stage = 20
end
end
if stage == 20 then
if
nta_utils.actor_on_level(nta_utils.levels.red_forest)
and nta_utils.actor_in_range(configs.red_forest_actor_msg_trigger.vector, configs.red_forest_actor_msg_trigger_range)
then
delayed_message('the_living_fire_red_forest_actor_msg_2', 2, nta_utils.actor_icon(), nta_utils.actor_name(), 10)
db.actor:give_info_portion('the_living_fire_red_forest_actor_msg_2_sent')
tsk.stage = 21
end
end
if stage == 21 then
if db.actor:has_info('bar_informator_mlr_the_living_fire_5_passed') then
state.anomaly_ids = {}
spawn_greh(configs.outskirts_greh_locations, [[scripts\outskirts_tlf_greh_beh.ltx]])
state.prometheus_id = nta_utils.spawn_helper(configs.outskirts_prometheus_location)
delayed_message('the_living_fire_bar_actor_msg_2', 4, nta_utils.actor_icon(), nta_utils.actor_name(), 10)
delayed_message('the_living_fire_bar_sakharov_msg_1', 10, sakharov_icon, sakharov_name, 10)
tsk.stage = 22
end
end
if stage >= 22 and stage <=25 then
adjust_prometheus_position(configs.outskirts_prometheus_location.vector, 1.5)
end
if stage == 22 then
if
nta_utils.actor_on_level(nta_utils.levels.outskirts)
and nta_utils.actor_in_range(configs.outskirts_prometheus_location.vector, configs.outskirts_prometheus_msg_trigger_distance)
and not db.actor:has_info('the_living_fire_endgame_start')
then
db.actor:give_info_portion('the_living_fire_endgame_start')
delayed_message('the_living_fire_outskirts_actor_msg_1', 0, nta_utils.actor_icon(), nta_utils.actor_name(), 10)
delayed_message('the_living_fire_outskirts_prometheus_msg_1', 4, prometheus_icon, prometheus_real_name, 10)
CreateTimeEvent(0,"the_living_fire_start_endgame", 7, function ()
state.mutant_ids = {}
earthquake_effect()
spawn_outskirts_anomalies()
level.set_weather_fx("fx_blowout_day")
spawn_mutants(configs.outskirts_mutant_locations, true)
CreateTimeEvent(0,"the_living_fire_start_endgame_2", 1, function ()
-- Give time for stuff to spawn
tsk.stage = 23
return true
end)
return true
end)
end
end
if stage == 23 then
if
not first_alive_mutant_id()
and not db.actor:has_info('the_living_fire_endgame_mid')
then
db.actor:give_info_portion('the_living_fire_endgame_mid')
delayed_message('the_living_fire_outskirts_prometheus_msg_2', 0, prometheus_icon, prometheus_real_name, 10)
CreateTimeEvent(0,"the_living_fire_endgame_greh", 2, function ()
state.greh_ids = {}
spawn_greh(configs.outskirts_endgame_greh_locations, [[scripts\outskirts_tlf_endgame_greh_beh.ltx]])
CreateTimeEvent(0,"the_living_fire_endgame_greh_2", 1, function ()
-- Give time for stuff to spawn
tsk.stage = 24
return true
end)
return true
end)
end
end
if stage == 24 then
if
not first_alive_greh_id()
and not db.actor:has_info('the_living_fire_endgame_finale')
then
db.actor:give_info_portion('the_living_fire_endgame_finale')
delayed_message('the_living_fire_outskirts_sakharov_msg_1', 0, sakharov_icon, sakharov_name, 6)
delayed_message('the_living_fire_outskirts_actor_msg_2', 2, nta_utils.actor_icon(), nta_utils.actor_name(), 6)
delayed_message('the_living_fire_outskirts_prometheus_msg_3', 8, prometheus_icon, prometheus_real_name, 4)
delayed_message('the_living_fire_outskirts_actor_msg_3', 8, nta_utils.actor_icon(), nta_utils.actor_name(), 6)
CreateTimeEvent(0,"the_living_fire_endgame_despawn_anomalies", 6, function ()
despawn_anomalies()
-- level.stop_weather_fx()
state.greh_ids = {}
tsk.stage = 25
return true
end)
end
end
if stage >=23 and stage <=24 then
-- Anomalies can be doubled without it
CreateTimeEvent(0,"the_living_fire_anomaly_spawn_wait", 1, function ()
if not outskirts_anomalies_spawned and not db.actor:has_info('the_living_fire_endgame_finale') then
state.anomaly_ids = {}
-- Anomalies despawn on reloading the game
spawn_outskirts_anomalies()
end
return true
end)
end
if stage == 25 then
CreateTimeEvent(0,"the_living_fire_prometheus_kill_actor", 8, function ()
if not db.actor:has_info('the_living_fire_prometheus_killed_gg') then
prometheus_kill_actor()
end
return true
end)
if db.actor:has_info('the_living_fire_prometheus_killed_gg') then
delayed_message('the_living_fire_outskirts_actor_msg_4', 4, nta_utils.actor_icon(), nta_utils.actor_name(), 6)
delayed_message('the_living_fire_outskirts_sakharov_msg_2', 10, sakharov_icon, sakharov_name, 10)
tsk.stage = 26
end
end
end
function spawn_garbage_prometheus()
state.prometheus_id = nta_utils.spawn_helper(configs.garbage_prometheus_location)
alife_object(state.prometheus_id):set_character_name(game.translate_string(prometheus_name))
end
function spawn_garbage_anomalies()
table.insert(state.anomaly_ids, nta_utils.spawn_helper(configs.garbage_zhar_location))
for _, spawn_config in pairs(configs.garbage_zharka_locations) do
table.insert(state.anomaly_ids, nta_utils.spawn_helper(spawn_config))
end
end
-- Spawn a small cup in the middle of anomalies to keep them active
function spawn_garbage_trash()
nta_utils.spawn_helper(configs.garbage_trash_location)
end
function spawn_garbage_mutant()
state.garbage_mutant_id = nta_utils.spawn_helper(configs.garbage_mutant_location)
end
function garbage_delayed_kill_mutant()
CreateTimeEvent(0,"the_living_fire_garbage_kill_mutant", 2, function ()
local sin_snd = xr_sound.get_safe_sound_object([[characters_voice\human\greh_1\fight\enemy_hit\enemy_hit_6]])
sin_snd:play(level.object_by_id(state.prometheus_id), 0, sound_object.s2d)
CreateTimeEvent(0,"the_living_fire_garbage_kill_mutant_2", 1.5, function ()
local spawn_config = nta_utils.obj_position_to_spawn_config_partial(level.object_by_id(state.garbage_mutant_id))
spawn_config.section = 'zone_zhar'
spawn_config.is_anomaly = true
-- spawn_config.vector.y = spawn_config.vector.y - 1
table.insert(state.anomaly_ids, nta_utils.spawn_helper(spawn_config))
local mutant_snd = xr_sound.get_safe_sound_object([[monsters\boar\boar_anomaly_0]])
mutant_snd:play(level.object_by_id(state.garbage_mutant_id), 0, sound_object.s2d)
local zhar_sound = xr_sound.get_safe_sound_object([[new_tasks_addon\zhar_blow]])
zhar_sound:play(level.object_by_id(state.garbage_mutant_id), 0, sound_object.s2d)
safe_release_manager.release({id = state.garbage_mutant_id})
db.actor:give_info_portion('the_living_fire_garbage_mutant_killed')
return true
end)
return true
end)
end
function despawn_anomalies()
for _, anomaly_id in pairs(state.anomaly_ids) do
safe_release_manager.release({id = anomaly_id})
end
end
function snitch_reward_1()
if not db.actor:has_info('bar_informator_mlr_the_living_fire_reward_1_given') then
db.actor:give_info_portion('bar_informator_mlr_the_living_fire_reward_1_given')
dialogs.relocate_money( db.actor, 5000, "in" )
end
end
function snitch_reward_2()
if not db.actor:has_info('bar_informator_mlr_the_living_fire_reward_2_given') then
db.actor:give_info_portion('bar_informator_mlr_the_living_fire_reward_2_given')
dialogs.relocate_money( db.actor, 10000, "in" )
end
end
function spawn_explosions(cfg)
for _, spawn_config in pairs(cfg) do
nta_utils.spawn_helper(spawn_config)
end
end
function spawn_mutants(cfg, endgame)
for _, spawn_config in pairs(cfg) do
local id = nta_utils.spawn_helper(spawn_config)
if endgame then
logic_enforcer.assign(id, [[scripts\outskirts_tlf_endgame_mutant_beh.ltx]],'logic', 'beh@base')
end
table.insert(state.mutant_ids, id)
end
end
function first_alive_mutant_id()
for _, id in pairs(state.mutant_ids) do
local obj = level.object_by_id(id)
if obj and obj:alive() then
return id
end
end
end
function first_alive_greh_id()
for _, id in pairs(state.greh_ids) do
local obj = level.object_by_id(id)
if obj and obj:alive() then
return id
end
end
end
function spawn_corpses(cfg)
for _, spawn_config in pairs(cfg) do
table.insert(state.corpse_ids, nta_utils.spawn_helper(spawn_config))
end
end
function move_corpses()
for _, corpse_id in ipairs(state.corpse_ids) do
local obj = level.object_by_id(corpse_id)
if obj and not state.corpse_moved[corpse_id] then
-- Trigger some force on the object so it turns into ragdoll
obj:get_physics_shell():apply_force(0, 0, 1)
state.corpse_moved[corpse_id] = true
end
end
end
function despawn_corpses()
for _, id in ipairs(state.corpse_ids) do
safe_release_manager.release({id = id})
end
state.corpse_ids = {}
state.corpse_moved = {}
end
function send_dark_valley_actor_msg()
if
not db.actor:has_info('the_living_fire_dark_valley_actor_msg_sent')
and nta_utils.actor_on_level(nta_utils.levels.dark_valley)
and nta_utils.actor_in_range(configs.dark_valley_actor_msg_trigger_location.vector, configs.dark_valley_actor_msg_trigger_distance)
then
db.actor:give_info_portion("the_living_fire_dark_valley_actor_msg_sent")
delayed_message('the_living_fire_dark_valley_actor_msg_1', 2, nta_utils.actor_icon(), nta_utils.actor_name(), 10)
end
end
function send_x18_prometheus_msg()
if
not db.actor:has_info('the_living_fire_x18_prometheus_msg_sent')
and nta_utils.actor_on_level(nta_utils.levels.x18)
and nta_utils.actor_in_range(configs.x18_prometheus_location.vector, configs.x18_prometheus_msg_trigger_distance)
then
db.actor:give_info_portion("the_living_fire_x18_prometheus_msg_sent")
delayed_message('the_living_fire_x18_prometheus_msg_1', 0, prometheus_icon, prometheus_name, 10)
end
end
function send_x16_prometheus_msg()
if
not db.actor:has_info('the_living_fire_x16_prometheus_msg_sent')
and nta_utils.actor_on_level(nta_utils.levels.x16)
and nta_utils.actor_in_range(configs.x16_prometheus_location.vector, configs.x16_prometheus_msg_trigger_distance)
then
db.actor:give_info_portion("the_living_fire_x16_prometheus_msg_sent")
delayed_message('the_living_fire_x16_prometheus_msg_1', 0, prometheus_icon, prometheus_real_name, 10)
end
end
function adjust_prometheus_position(vec, distance)
-- Prometheus is moved to the ground on reloading the game few times - correction needed
local obj = level.object_by_id(state.prometheus_id)
if obj then
if obj:position():distance_to(vec) > distance then
obj:set_movement_type(move.walk)
obj:set_npc_position(vec)
-- X-ray in its prime - sometimes when Prometheus spawns, the gravity is affecting him (problematic with Outskirts part)
-- Switching movement to walk and then back to stand fixes the issue and puts him back into "wait" state
CreateTimeEvent(0,"the_living_fire_prometheus_stop_moving", 0.2, function ()
obj:set_movement_type(move.stand)
return true
end)
end
end
end
function despawn_prometheus_mild()
local zhar_particle = particles_object([[anomaly2\heat_03]])
local pos = nta_utils.obj_position_to_spawn_config_partial(level.object_by_id(state.prometheus_id)).vector
-- pos.y = pos.y - 1.5
zhar_particle:play_at_pos(pos)
local zhar_sound = xr_sound.get_safe_sound_object([[new_tasks_addon\zhar_blow]])
zhar_sound:play(level.object_by_id(state.prometheus_id), 0, sound_object.s2d)
CreateTimeEvent(0,"the_living_fire_prometheus_zhar_sound_stop", 2, function ()
zhar_sound:stop()
return true
end)
safe_release_manager.release({id = state.prometheus_id})
end
function spawn_x18_military()
for i, spawn_config in ipairs(configs.x18_military_locations) do
local id = nta_utils.spawn_helper(spawn_config)
logic_enforcer.assign(id, [[scripts\x18_tlf_military_beh.ltx]],'logic', 'beh@pos_' .. i)
table.insert(state.x18_military_ids, id)
end
end
function set_x18_military_relation()
for _, id in ipairs(state.x18_military_ids) do
local obj = level.object_by_id(id)
if obj and not state.x18_military_relation_set[id] then
state.x18_military_relation_set[id] = true
obj:set_relation(-5000, db.actor)
end
end
end
function spawn_greh(cfg, script_file)
for i, spawn_config in ipairs(cfg) do
local id = nta_utils.spawn_helper(spawn_config)
logic_enforcer.assign(id, script_file,'logic', 'beh@pos_' .. i)
table.insert(state.greh_ids, id)
end
end
function clear_x16_mutants()
if nta_utils.actor_on_level(nta_utils.levels.x16) then
level.iterate_nearest(configs.x16_middle.vector, configs.x16_mutant_scanning_range, function (obj)
if IsMonster(obj) and obj:alive() then
safe_release_manager.release({id = obj:id()})
end
end)
end
end
function earthquake_effect()
local boom = xr_sound.get_safe_sound_object([[new_tasks_addon\blowout_boom_02_old]])
boom:play(db.actor, 0, sound_object.s2d)
local earthquake_snd = xr_sound.get_safe_sound_object("new_tasks_addon\\earthquake_old")
earthquake_snd:play(db.actor, 0, sound_object.s2d)
nta_utils.earthquake_screen_effect_strong(6)
end
function spawn_isg()
for i, spawn_config in ipairs(configs.red_forest_isg_locations) do
local id = nta_utils.spawn_helper(spawn_config)
logic_enforcer.assign(id, [[scripts\red_forest_tlf_isg_beh.ltx]],'logic', 'beh@pos_' .. i)
end
end
function spawn_outskirts_anomalies()
outskirts_anomalies_spawned = true
for i, coords in ipairs(configs.outskirts_anomaly_xz_data) do
-- Spawning 100 anomalies kills FPS - try with lowered number
if math.fmod(i,2) == 0 then
local anomaly_location = nta_utils.shallow_copy(configs.outskirts_prometheus_location)
anomaly_location.vector = vector():set(coords[1], 0, coords[2])
anomaly_location.section = 'zone_zhar_tlf'
anomaly_location.is_anomaly = true
table.insert(state.anomaly_ids, nta_utils.spawn_helper(anomaly_location))
end
end
end
xr_effects.tlf_on_outskirts_mutant_death = function()
if #state.mutant_ids < 12 then
local id = nta_utils.spawn_helper(configs.outskirts_mutant_locations[math.random(1,4)])
logic_enforcer.assign(id, [[scripts\outskirts_tlf_endgame_mutant_beh.ltx]],'logic', 'beh@base')
table.insert(state.mutant_ids, id)
end
end
function prometheus_kill_actor()
local sin_snd = xr_sound.get_safe_sound_object([[characters_voice\human\greh_1\fight\attack\attack_4]])
sin_snd:play(npc, 0, sound_object.s2d)
CreateTimeEvent(0,"the_living_fire_prometheus_revenge", 2, function ()
local spawn_config = nta_utils.obj_position_to_spawn_config_partial(db.actor)
spawn_config.section = 'zone_zhar'
spawn_config.is_anomaly = true
spawn_config.vector.y = spawn_config.vector.y - 1
nta_utils.spawn_helper(spawn_config)
local zhar_sound = xr_sound.get_safe_sound_object([[new_tasks_addon\zhar_blow]])
zhar_sound:play(db.actor, 0, sound_object.s2d)
CreateTimeEvent(0,"the_living_fire_prometheus_revenge_player_death", 0.2, function ()
db.actor:set_health_ex(0)
return true
end)
return true
end)
end
function tlf_complete()
task_manager.get_task_manager( ):set_task_completed('bar_informator_mlr_task_the_living_fire')
-- TODO: Remove when Grok exposes a table in his script
if grok_artefacts_random_condition then
CreateTimeEvent(0,"the_living_fire_gamma_temp_fix", 1, function ()
db.actor:iterate_inventory(function (_, item)
if item:section() == 'af_tlf_prometheus' then
item:set_condition(0.98)
end
end, nil)
return true
end)
end
end
local delayed_message_index = 0
function delayed_message(msg, delay, icon, name, keep_time)
local k_time = keep_time or 5
CreateTimeEvent(0,"the_living_fire_delayed_message_" .. delayed_message_index, delay, function ()
dynamic_news_helper.send_tip(msg, name, nil, k_time, icon, nil, 'npc')
return true
end)
delayed_message_index = delayed_message_index + 1
end
task_functor.the_living_fire_task_target_functor = function(task_id,field,p,tsk)
if not (db.actor and tsk) then return nil end
if tsk.stage == 0 then
return get_story_object_id('baraholka_trader')
end
if tsk.stage == 5 then
return get_story_object_id('baraholka_trader')
end
if tsk.stage == 6 then
return get_story_object_id('bar_informator_mlr')
end
if tsk.stage == 7 then
return get_story_object_id('yan_stalker_sakharov')
end
if tsk.stage == 8 then
return get_story_object_id('mar_smart_terrain_11_3_anomaly_spot')
end
if tsk.stage == 9 then
return first_alive_mutant_id()
end
if tsk.stage == 10 then
return get_story_object_id('yan_stalker_sakharov')
end
if tsk.stage == 11 then
return get_story_object_id('bar_informator_mlr')
end
if tsk.stage == 12 then
return get_story_object_id('the_living_fire_prometheus')
end
if tsk.stage == 13 then
return get_story_object_id('bar_informator_mlr')
end
if tsk.stage == 14 then
return get_story_object_id('esc_m_trader')
end
if tsk.stage == 15 then
return get_story_object_id('yan_stalker_sakharov')
end
if tsk.stage == 16 then
return get_story_object_id('the_living_fire_prometheus')
end
if tsk.stage == 17 then
return get_story_object_id('yan_stalker_sakharov')
end
if tsk.stage == 18 then
return get_story_object_id('red_smart_terrain_6_3_anomaly_spot')
end
if tsk.stage == 19 then
return first_alive_mutant_id()
end
if tsk.stage == 21 then
return get_story_object_id('bar_informator_mlr')
end
if tsk.stage == 22 then
return get_story_object_id('the_living_fire_prometheus')
end
if tsk.stage == 23 then
return first_alive_mutant_id()
end
if tsk.stage == 24 then
return first_alive_greh_id()
end
if tsk.stage == 25 then
return get_story_object_id('the_living_fire_prometheus')
end
if tsk.stage == 26 then
return get_story_object_id('yan_stalker_sakharov')
end
return
end
local hit_already = false
function npc_on_before_hit(npc,shit,bone_id)
-- TODO: Add Prometheus to invulnerable npcs array in GBO once it's available
if npc:id() == get_story_object_id('the_living_fire_prometheus') then
shit.power = 0
npc:set_health_ex(1)
if shit.draftsman and shit.draftsman:id() == AC_ID and not hit_already then
if not db.actor:has_info('the_living_fire_endgame_finale') then
hit_already = true
prometheus_kill_actor()
else
local wpn = level.object_by_id(shit.weapon_id)
local sec = wpn:section()
if bone_id == 15 and (sec == 'wpn_gauss' or sec == 'wpn_gauss_quest') then
safe_release_manager.release({id = state.prometheus_id})
local explosion_spawn_config = nta_utils.shallow_copy(configs.outskirts_prometheus_location)
explosion_spawn_config.vector.y = explosion_spawn_config.vector.y - 3
explosion_spawn_config.vector.z = explosion_spawn_config.vector.z + 1
explosion_spawn_config.vector.x = explosion_spawn_config.vector.x + 1
explosion_spawn_config.section = 'immediate_fiery_explosion'
for i=1,5 do nta_utils.spawn_helper(explosion_spawn_config) end
db.actor:give_info_portion("the_living_fire_prometheus_killed_gg")
end
end
end
end
end
function npc_on_death_callback(npc)
if npc and nta_utils.has_value(state.greh_ids, npc:id()) then
local explosion_spawn_config = nta_utils.obj_position_to_spawn_config_partial(npc)
explosion_spawn_config.section = 'immediate_fiery_explosion'
nta_utils.spawn_helper(explosion_spawn_config)
nta_utils.hide_through_teleport(npc:id())
end
end
function on_game_start()
RegisterScriptCallback("save_state",save_state)
RegisterScriptCallback("load_state",load_state)
RegisterScriptCallback("npc_on_before_hit",npc_on_before_hit)
RegisterScriptCallback("npc_on_death_callback",npc_on_death_callback)
end