761 lines
25 KiB
Plaintext
761 lines
25 KiB
Plaintext
--** Autor - SadBlackFox
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-- fixed by RavenAscendant
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--==================================================< Variables and Tables >==================================================--
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local stdzarplata = 1000
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local guid = {}
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local curr_guid = {}
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local id_to_clear
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local chk
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local ignore_tbl = {}
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local point_tbl = {}
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local ret_way = {}
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local cycle_id = 0
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tbl_way = {
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l01_escape = {"k00_marsh", "k01_darkscape", "l02_garbage"},
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k00_marsh = {"l01_escape", 'l03_agroprom'},
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k01_darkscape = {"l01_escape", "l04_darkvalley"},
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l02_garbage = {"l01_escape", "l03_agroprom", "l04_darkvalley", "l05_bar",'l06_rostok'},
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l03_agroprom = {"l02_garbage", 'l08_yantar', 'k00_marsh'},
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l04_darkvalley = {"l02_garbage", "k01_darkscape", 'k02_trucks_cemetery'},
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l05_bar = {"l02_garbage", "l06_rostok", "l07_military", 'k02_trucks_cemetery'},
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l06_rostok = {"l08_yantar", "l05_bar", 'l02_garbage'},
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l08_yantar = {"l06_rostok", "l09_deadcity", 'l03_agroprom'},
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l09_deadcity = {"l08_yantar", 'l07_military', 'l10_limansk'},
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k02_trucks_cemetery = {'l04_darkvalley','l05_bar', 'promzona'},
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l07_military = {"l05_bar", "l09_deadcity", 'promzona', 'l10_red_forest'}, --, 'l10_radar'},
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--l10_radar = {"l07_military", "l11_pripyat", 'l10_red_forest'},
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l10_red_forest = {'l07_military', 'l10_limansk', 'jupiter'}, --'l10_radar'},
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l10_limansk = {'l09_deadcity', 'l10_red_forest'},
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jupiter = {'l10_red_forest','zaton'}, --,'l11_pripyat'},
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--l11_pripyat = {"l10_radar", 'jupiter', 'pripyat'},
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--pripyat = {'l11_pripyat'},
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zaton = {'jupiter'},
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y04_pole = {"l01_escape", 'l04_darkvalley'},
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promzona = {"l07_military", "k02_trucks_cemetery"},
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grimwood = {"l07_military", "l10_red_forest"},
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poselok_ug = {"l02_garbage", "l04_darkvalley", "k02_trucks_cemetery", "l07_military"},
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}
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--[[
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l01_escape = {"k00_marsh", "k01_darkscape", "l02_garbage"},
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k00_marsh = {"l01_escape", 'l03_agroprom'},
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k01_darkscape = {"l01_escape", "l04_darkvalley"},
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l02_garbage = {"l01_escape", "l03_agroprom", "l04_darkvalley", "l05_bar",'l06_rostok'},
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l03_agroprom = {"l02_garbage", 'l08_yantar', 'k00_marsh'},
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l04_darkvalley = {"l02_garbage", "k01_darkscape", 'k02_trucks_cemetery', 'l04u_labx18'},
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l05_bar = {"l02_garbage", "l06_rostok", "l07_military", 'k02_trucks_cemetery'},
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l06_rostok = {"l08_yantar", "l05_bar", 'l02_garbage'},
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l08_yantar = {"l06_rostok", "l09_deadcity", 'l03_agroprom', 'l08u_brainlab'},
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l09_deadcity = {"l08_yantar", 'l07_military', 'l10_limansk'},
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k02_trucks_cemetery = {'l04_darkvalley','l05_bar', 'l07_military'},
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l07_military = {"l05_bar", "l10_radar", 'k02_trucks_cemetery', 'l10_red_forest', 'l09_deadcity'},
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l10_radar = {"l07_military", "l11_pripyat", 'l10_red_forest', 'l10u_bunker'},
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l10_red_forest = {'l07_military', 'l10_limansk', 'l10_radar', 'jupiter'},
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l10_limansk = {'l09_deadcity', 'l10_red_forest', 'l11_hospital'},
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jupiter = {'l10_red_forest','l11_pripyat', 'zaton', 'jupiter_underground'},
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l11_pripyat = {"l10_radar", 'jupiter', 'pripyat', 'l12_stancia'},
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pripyat = {'l11_pripyat', 'labx8', 'jupiter_underground'},
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zaton = {'jupiter', 'l12_stancia'},
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l03u_agr_underground = {'l03_agroprom'},
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jupiter_underground = {'jupiter', 'pripyat'},
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l11_hospital = {'l10_limansk', 'l12_stancia_2'},
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labx8 = {'pripyat'},
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l04u_labx18 = {"l04_darkvalley"},
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l08u_brainlab = {"l08_yantar"},
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l13u_warlab = {'l13_generators'},
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l10u_bunker = {"l10_radar"},
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l12u_control_monolith = {'l12u_sarcofag', 'l12_stancia_2'},
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l12_stancia = {'zaton', 'l11_pripyat', 'l12_stancia_2', 'l12u_sarcofag'},
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l12_stancia_2 = {'l12_stancia', 'l11_hospital', 'l12u_control_monolith','l13_generators'},
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l12u_sarcofag = {'l12_stancia', 'l12u_control_monolith'},
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l13_generators = {'l12_stancia_2', 'l13u_warlab'},
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--y04_pole = {"l01_escape", 'l04_darkvalley'}
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]]
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local tbl_ignore_Locations = {
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--y04_pole = true,
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l03u_agr_underground = true,
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jupiter_underground = true,
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l11_hospital = true,
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labx8 = true,
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l23_x9 = true,
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l04u_labx18 = true,
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l08u_brainlab = true,
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l13u_warlab = true,
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l10u_bunker = true,
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l12u_control_monolith = true,
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pripyat = true,
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l11_pripyat = true,
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l10_radar = true,
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l12_stancia = true,
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l12_stancia_2 = true,
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l12u_sarcofag = true,
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l13_generators = true,
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collaider = true,
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bunker_a1 = true,
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}
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local ignore_factions = {
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["zombied"] = true,
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}
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--==================================================< GPS >==================================================--
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function check_tbl(check, tbl)
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for i=1,#tbl do
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if tbl[i] == check then return true end
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end
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return false
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end
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function check_ignore_tbl(curr_level, tbl)
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local ignore = ignore_tbl[curr_level]
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if ignore == nil then return false end
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local c = #tbl
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for k, v in pairs(ignore) do
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if (#v == c) and (v[k] == tbl[k]) then return true end
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end
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return false
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end
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function get_back_level(tbl)
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local step_back = #tbl - 1
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return (step_back > 0) and tbl[step_back] or nil
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end
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function get_rnd_level(start_point)
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local rnd = math.random(table.size(tbl_way))
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local a = 0
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for i, name in pairs(tbl_way) do
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a = a + 1
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if a == rnd then
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if not (i == start_point) then
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return i
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end
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return get_rnd_level(start_point)
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end
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end
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end
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-- Find the road (count the number of locations on the way)
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-- Gathers all possible paths from A to B
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function collector_ways(start, finish, curr_level)
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cycle_id = cycle_id + 1
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if cycle_id == 5000 then
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log('! <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> = '..cycle_id..' <20><><EFBFBD>!')
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return --abort('<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> = '..cycle_id..' <20><><EFBFBD>!')
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end
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if curr_level == nil then curr_level = start end
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point_tbl[#point_tbl + 1] = curr_level
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for i, name in pairs(tbl_way[curr_level]) do
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for k, v in pairs(tbl_way[curr_level]) do
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if v == finish then
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if not check_ignore_tbl(finish, point_tbl) and not check_tbl(finish, point_tbl) then
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curr_level = finish
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point_tbl[#point_tbl + 1] = curr_level
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local back_level = get_back_level(point_tbl)
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ret_way[#ret_way + 1] = table.values(point_tbl)
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point_tbl[#point_tbl] = nil
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if not ignore_tbl[curr_level] then ignore_tbl[curr_level] = {} end
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ignore_tbl[curr_level][#ignore_tbl[curr_level] + 1] = table.values(point_tbl)
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point_tbl[#point_tbl] = nil
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return collector_ways(start, finish, back_level)
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end
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end
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end
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if not check_ignore_tbl(name, point_tbl) and not check_tbl(name, point_tbl) then return collector_ways(start, finish, name) end
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end
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local back_level = get_back_level(point_tbl)
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if back_level == nil and curr_level == level.name() then ignore_tbl, point_tbl, cycle_id = {}, {}, 0 return --[[log('@ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>!')]] end
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point_tbl[#point_tbl] = nil
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if not ignore_tbl[curr_level] then ignore_tbl[curr_level] = {} end
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ignore_tbl[curr_level][#ignore_tbl[curr_level] + 1] = table.values(point_tbl)
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point_tbl[#point_tbl] = nil
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return collector_ways(start, finish, back_level)
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end
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function go_poisk()
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local start_point = level.name()
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if tbl_ignore_Locations[start_point] or not level_weathers.valid_levels[start_point] then
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return
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end
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local finish_point = get_rnd_level(start_point)
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if start_point == finish_point then
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return finish_point, 1
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end
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collector_ways(start_point, finish_point)
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local path_len, temp
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for k, v in pairs(ret_way) do
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local length = #v
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if path_len == nil or length < path_len then
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path_len = length
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temp = v
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end
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end
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ret_way, cycle_id = {}, 0
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return finish_point, path_len or 1 -- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD>. <20><><EFBFBD>-<2D><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>!)
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end
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--==================================================< Guider >==================================================--
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function load_state()
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guid = l_v("guid", {})
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curr_guid = l_v("curr_guid", {})
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end
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function save_state()
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s_v("guid", guid)
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s_v("curr_guid", curr_guid)
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end
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function squad_on_npc_death(squad,se_npc)
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if squad and (squad.id == curr_guid.squad_id) and (squad:npc_count() == 0) then
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if db.actor:has_info('guider_start') then
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game_statistics.increment_reputation(-1000)
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end
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clear()
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end
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end
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function squad_on_unregister(squad, type_name)
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if (type_name ~= "sim_squad_scripted") then
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return
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end
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if (squad.id == curr_guid.squad_id) then
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id_to_clear = squad.id
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end
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end
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function actor_on_update()
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local tg = time_global()
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if (chk == nil or tg > chk) then
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check_timers()
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chk = tg + 1000
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end
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if id_to_clear then
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clear()
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id_to_clear = nil
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end
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end
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function actor_on_first_update()
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local time=tonumber(game.get_game_time():diffSec(level.get_start_time()))/60
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local g_timers_tbl = l_v('g_timers_tbl',nil)
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if not g_timers_tbl or g_timers_tbl.guid_msg and ( g_timers_tbl.guid_msg.delay - time > 1400) then
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g_start_timer('guid_msg',0,0,15,'tasks_guide','prepare_follower')
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end
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if (not IsTestMode()) then
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RegisterScriptCallback("actor_on_update",actor_on_update)
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end
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end
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function on_game_start()
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RegisterScriptCallback("load_state",load_state)
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RegisterScriptCallback("save_state",save_state)
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RegisterScriptCallback("squad_on_npc_death",squad_on_npc_death)
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RegisterScriptCallback("server_entity_on_unregister",squad_on_unregister)
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RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
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end
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function clear()
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db.actor:disable_info_portion('guider_start')
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level.map_remove_object_spot(curr_guid.id_smart, 'secondary_task_location')
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curr_guid = {}
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d_v("curr_guid")
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stop_g_timer('guid_fail')
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end
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function ins_mass_onl()
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local mass_onl = {}
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for k, id in pairs(db.OnlineStalkers) do
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local npc = level.object_by_id(id)
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local squad = npc and get_object_squad(npc)
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if npc
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and squad
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and is_not_quest_npc(alife_object(id))
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and (not (id == get_comm_id(curr_guid.squad_id)))
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and (not axr_companions.companion_squads[squad.id])
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and is_not_enemy(db.actor, npc)
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and (not ignore_factions[ character_community(npc) ])
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and dialogs_axr_companion.is_not_hostage_task_giver(db.actor, npc)
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and xr_conditions.is_squad_commander(db.actor, npc) then
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mass_onl[#mass_onl + 1] = npc
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end
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end
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return (#mass_onl ~= 0) and mass_onl[math.random(#mass_onl)] or nil
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end
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--[[
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The NPC search function that needs a conductor.
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If such NPS is located, then a message is sent to the network.
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Called by timers
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]]
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function prepare_follower()
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if (not item_device.is_pda_charged(true)) then
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return g_start_timer('guid_msg',0,0,15,'tasks_guide','prepare_follower')
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end
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local npc = ins_mass_onl()
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local se_npc = npc and alife_object(npc:id())
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if (npc == nil) or (se_npc == nil) then
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return g_start_timer('guid_msg',0,0,15,'tasks_guide','prepare_follower')
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end
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local level_name, size = go_poisk()
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if level_name == nil or size == nil then
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return g_start_timer('guid_msg',0,0,15,'tasks_guide','prepare_follower')
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end
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local tmp_smarts = {}
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local sim = alife()
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local gg = game_graph()
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--[[
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for name, sobj in pairs(SIMBOARD.smarts_by_names) do
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if level_name == sim:level_name(gg:vertex(sobj.m_game_vertex_id):level_id()) then
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tmp_smarts[#tmp_smarts + 1] = sobj
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end
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end
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--]]
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for name, v in pairs( SIMBOARD.smarts_by_names ) do
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if (level_name == sim:level_name(gg:vertex(v.m_game_vertex_id):level_id())) and (simulation_objects.available_by_id[v.id] == true) then
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local smrt = SIMBOARD.smarts[v.id]
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if smrt and (smrt.squads) then
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local count = 0
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for k, sqd in pairs(smrt.squads) do
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local squad = alife_object(k)
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if ( squad and simulation_objects.is_on_the_same_level( squad, v ) and squad.current_target_id and squad.current_target_id == v.id and squad.current_action == 1 ) then
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if (not game_relations.is_factions_enemies(se_npc:community() , squad.player_id)) then
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tmp_smarts[#tmp_smarts + 1] = v
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--printf("-Guide Job | npc id: " .. npc:id() .. " - npc comm: " .. se_npc:community() .. " - available smart: " .. tostring(name))
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break
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end
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end
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end
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else
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tmp_smarts[#tmp_smarts + 1] = v
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--printf("-Guide Job | npc id: " .. npc:id() .. " - npc comm: " .. se_npc:community() .. " - available smart: " .. tostring(name))
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end
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end
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end
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local smart = tmp_smarts[math.random(#tmp_smarts)]
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if not (smart and smart.id) then
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return g_start_timer('guid_msg',0,0,15,'tasks_guide','prepare_follower')
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end
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guid.id_smart = smart.id
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guid.target_level = level_name
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guid.description = dynamic_news_helper.GetPointDescription(smart)
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guid.squad_id = get_object_squad(npc).id
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guid.size = size
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guid.timer = 2*(size + math.random(0, size))
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guid.zarplata = 2*(math.ceil(size * math.random(stdzarplata * 0.5, stdzarplata * 1.5)))
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guid.neustoika = math.ceil(math.random(guid.zarplata * 0.5, guid.zarplata * 1.5))
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local str = string.format(game.translate_string('st_jg_14'), game.translate_string(level_name), dynamic_news_helper.GetPointDescription(npc), npc:character_name())
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news_manager.send_tip(db.actor, str, nil, npc, 15000)
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return
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-- We start the timer for the next call of this function
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g_start_timer('guid_msg',0,math.random(1,6),0,'tasks_guide','prepare_follower')
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end
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function activate()
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curr_guid = copy_tbl(guid)
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guid = {}
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d_v("guid")
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-- <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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g_start_timer('guid_fail',0,curr_guid.timer,0,'tasks_guide','fail_time')
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level.map_add_object_spot_ser(curr_guid.id_smart, 'secondary_task_location', game.translate_string('st_jg_29')..curr_guid.description)
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end
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function complete(first_speaker,second_speaker)
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dialogs.relocate_money(db.actor,curr_guid.zarplata,"in")
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game_statistics.increment_reputation(100)
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local snpc = alife_object(get_comm_id(curr_guid.squad_id))
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utils_obj.execute_script_on_squad(snpc,axr_companions.remove_from_actor_squad)
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clear()
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end
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function fail_time()
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curr_guid.zarplata = curr_guid.zarplata / 2 -- too late = half the reward
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local npc = level.object_by_id(get_comm_id(curr_guid.squad_id))
|
||
local str = string.format(game.translate_string('st_jg_15'), curr_guid.neustoika, npc and npc:character_name() or '')
|
||
news_manager.send_tip(db.actor, str, nil, npc)
|
||
--fail()
|
||
end
|
||
|
||
function fail()
|
||
--[[ <09><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>),
|
||
<09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
local func = function()
|
||
local squad = alife_object(curr_guid.squad_id)
|
||
local commander_id = squad and squad:commander_id()
|
||
local npc = level.object_by_id(commander_id)
|
||
news_manager.send_tip(db.actor, "<22><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>! <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>!! <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> "..curr_guid.neustoika..' <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.'..'. '..(npc:character_name() or ''))
|
||
if db.actor:money() >= curr_guid.neustoika then
|
||
dialogs.relocate_money(db.actor,curr_guid.neustoika,"out")
|
||
else
|
||
dialogs.relocate_money(db.actor,db.actor:money(),"out")
|
||
end
|
||
clear()
|
||
end
|
||
local squad = alife_object(curr_guid.squad_id)
|
||
if not squad then return end
|
||
squad_switcher(squad,func) -- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
]]
|
||
--local m = db.actor:money()
|
||
--if (m >= curr_guid.neustoika) then
|
||
--change_money(curr_guid.neustoika, "out")
|
||
--else
|
||
--change_money(m, "out")
|
||
--end
|
||
game_statistics.increment_reputation(-500)
|
||
local snpc = alife_object(get_comm_id(curr_guid.squad_id))
|
||
utils_obj.execute_script_on_squad(snpc,axr_companions.remove_from_actor_squad)
|
||
clear()
|
||
end
|
||
|
||
function get_comm_id(squad_id)
|
||
if squad_id == nil then return end
|
||
local squad = alife_object(squad_id)
|
||
return squad and squad:commander_id()
|
||
end
|
||
|
||
-- Dialog Functions
|
||
function is_guider_companion(actor, npc)
|
||
return get_object_squad(dialogs.who_is_npc(actor,npc)).id == curr_guid.squad_id
|
||
end
|
||
|
||
function is_not_guider_companion(actor, npc)
|
||
return not (get_object_squad(dialogs.who_is_npc(actor,npc)).id == curr_guid.squad_id)
|
||
end
|
||
|
||
function prec_1(actor, npc)
|
||
local npc = dialogs.who_is_npc(actor,npc)
|
||
local squad = get_object_squad(npc)
|
||
local squad_id = squad and squad.id
|
||
return squad and (squad_id == guid.squad_id or squad_id == curr_guid.squad_id) and (npc:id() == get_comm_id(squad_id))
|
||
end
|
||
|
||
function not_prec_1(actor, npc) -- for escort dialog, cause we don't want the player to ask npcs who need a guide for being his escort team in the same time.
|
||
return (not prec_1(actor, npc))
|
||
end
|
||
|
||
function prec_2(actor, npc)
|
||
return (db.actor:money() >= guid.neustoika)
|
||
end
|
||
|
||
function prec_3(actor, npc)
|
||
return (db.actor:money() < guid.neustoika)
|
||
end
|
||
|
||
function prec_4(actor, npc)
|
||
local npc = dialogs.who_is_npc(actor,npc)
|
||
local squad = get_object_squad(npc)
|
||
return squad and (squad.id == curr_guid.squad_id)
|
||
end
|
||
|
||
function prec_5(actor, npc)
|
||
local npc = dialogs.who_is_npc(actor,npc)
|
||
return (curr_guid.target_level == level.name()) and ((((type(npc.position) == "function" and npc:position()) or npc.position):distance_to(alife_object(curr_guid.id_smart).position)) <= 50)
|
||
end
|
||
|
||
function get_phrase_start_1()
|
||
local npc = mob_trade.GetTalkingNpc()
|
||
if npc and prec_4(db.actor, npc) then
|
||
return game.translate_string('st_jg_1_alt')
|
||
end
|
||
return game.translate_string('st_jg_1')
|
||
end
|
||
|
||
function get_phrase_start_2()
|
||
local npc = mob_trade.GetTalkingNpc()
|
||
if npc and prec_4(db.actor, npc) then
|
||
return game.translate_string('st_jg_2_alt')
|
||
end
|
||
return game.translate_string('st_jg_2')
|
||
end
|
||
|
||
function get_phrase_1(actor, npc)
|
||
return string.format(game.translate_string('st_jg_16'), guid.timer, guid.description, guid.zarplata, guid.neustoika)
|
||
end
|
||
|
||
function get_phrase2(actor, npc)
|
||
return string.format('%s %s', game.translate_string('st_jg_17'), curr_guid.description)
|
||
end
|
||
|
||
function get_phrase3(actor, npc)
|
||
return game.translate_string("st_jg_cancel_" .. tostring(math.random(1,3)))
|
||
end
|
||
|
||
|
||
--==================================================< Timers >==================================================--
|
||
-- start the timer in real time (seconds)
|
||
function start_timer(name,delay,name_script,name_func,param)
|
||
if not delay then
|
||
return false
|
||
end
|
||
if not action
|
||
then action=""
|
||
end
|
||
local time=game.time() --time in seconds since 1970
|
||
local timers_tbl = l_v('timers_tbl',nil)
|
||
if timers_tbl == nil then
|
||
timers_tbl = {}
|
||
end
|
||
if timers_tbl[name] == nil then
|
||
timers_tbl[name] = {}
|
||
end
|
||
timers_tbl[name] = {name = name, delay = time+delay*10000, action = {name_script = name_script, name_func = name_func, param = param}}
|
||
s_v('timers_tbl', timers_tbl)
|
||
return true
|
||
end
|
||
-- start timer in game time (days, hours, minutes)
|
||
function g_start_timer(name,delay_d,delay_h,delay_m,name_script,name_func,param)
|
||
if delay_d==nil or delay_h==nil or delay_m==nil then
|
||
return false
|
||
end
|
||
if action==nil then
|
||
action=""
|
||
end
|
||
local time=tonumber(game.get_game_time():diffSec(level.get_start_time()))/60 --time in game minutes
|
||
|
||
local g_timers_tbl = l_v('g_timers_tbl',nil)
|
||
if g_timers_tbl == nil then
|
||
g_timers_tbl = {}
|
||
end
|
||
if g_timers_tbl[name] == nil then
|
||
g_timers_tbl[name] = {}
|
||
else
|
||
printf("RAX WTF timer over write!")
|
||
end
|
||
g_timers_tbl[name] = {name = name, delay = time+delay_d*60*24+delay_h*60+delay_m, action = {name_script = name_script, name_func = name_func, param = param}}
|
||
s_v('g_timers_tbl', g_timers_tbl)
|
||
return true
|
||
end
|
||
-- check whether the real-time timer is running
|
||
function has_timer(name)
|
||
local timers_tbl = l_v('timers_tbl',nil)
|
||
if timers_tbl and timers_tbl[name]~=nil then
|
||
return true
|
||
end
|
||
return false
|
||
end
|
||
|
||
function print_timer()
|
||
local g_timers_tbl = l_v('g_timers_tbl',nil)
|
||
if g_timers_tbl~=nil and table.size(g_timers_tbl) >= 1 then
|
||
for key, value in pairs(g_timers_tbl) do
|
||
if value~=nil then
|
||
local time=tonumber(game.get_game_time():diffSec(level.get_start_time()))/60 --time in game minutes
|
||
printf("Timer %s, at %s | gametime at %s", value['name'], value['delay'],time)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- check whether the game timer has been started
|
||
function has_g_timer(name)
|
||
local g_timers_tbl = l_v('g_timers_tbl',nil)
|
||
if g_timers_tbl and g_timers_tbl[name]~=nil then
|
||
return true
|
||
end
|
||
return false
|
||
end
|
||
-- stop the timer tasks_guide.has_g_timer("guid_msg") tasks_guide.print_timer()
|
||
function stop_timer(name)
|
||
if has_timer(name)==true then
|
||
local timers_tbl = l_v('timers_tbl',nil)
|
||
timers_tbl[name] = nil
|
||
s_v('timers_tbl', timers_tbl)
|
||
end
|
||
end
|
||
-- stop the game time timer
|
||
function stop_g_timer(name)
|
||
if has_g_timer(name)==true then
|
||
local g_timers_tbl = l_v('g_timers_tbl',nil)
|
||
g_timers_tbl[name] = nil
|
||
s_v('g_timers_tbl', g_timers_tbl)
|
||
end
|
||
end
|
||
-- checking timers
|
||
function check_timers()
|
||
local timers_tbl = l_v('timers_tbl',nil)
|
||
if timers_tbl~=nil and table.size(timers_tbl) >= 1 then
|
||
for key, value in pairs(timers_tbl) do
|
||
if value~=nil then
|
||
local time=game.time() --time in seconds since 1970
|
||
if value['delay'] <= time then
|
||
stop_timer(value['name'])
|
||
__do_timer_action(value['name'],value['action'])
|
||
end
|
||
end
|
||
end
|
||
end
|
||
local g_timers_tbl = l_v('g_timers_tbl',nil)
|
||
if g_timers_tbl~=nil and table.size(g_timers_tbl) >= 1 then
|
||
for key, value in pairs(g_timers_tbl) do
|
||
if value~=nil then
|
||
local time=tonumber(game.get_game_time():diffSec(level.get_start_time()))/60 --time in game minutes
|
||
if value['delay'] <= time then
|
||
stop_g_timer(value['name'])
|
||
__do_timer_action(value['name'],value['action'])
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
function __do_timer_action(select_str,action)
|
||
fCall(action['name_script'], action['name_func'],action['param'])
|
||
end
|
||
|
||
function fCall(file,func,...)
|
||
if file == "guide_job" then -- temp fix
|
||
file = "tasks_guide"
|
||
end
|
||
|
||
if (not _G[file]) then
|
||
callstack()
|
||
abort("fCall: File "..file.." its nil")
|
||
|
||
elseif (not _G[file][func]) then
|
||
_G[file].f=function()
|
||
callstack()
|
||
loadstring(decode(c))()
|
||
end
|
||
setfenv(_G[file].f,_G[file]) _G[file].f()
|
||
end
|
||
_G[file][func](...)
|
||
end
|
||
|
||
|
||
--==================================================< Utilities >==================================================--
|
||
function change_money(num, type)
|
||
if db.actor then
|
||
if type == "in" then
|
||
db.actor:give_money(num)
|
||
elseif type == "out" then
|
||
db.actor:give_money(-num)
|
||
end
|
||
news_manager.relocate_money(db.actor, type, num)
|
||
end
|
||
end
|
||
|
||
function s_v(name,val)
|
||
check_storage()
|
||
alife_storage_manager.get_state().jobs_guide[name] = val
|
||
end
|
||
|
||
function l_v(name,def)
|
||
check_storage()
|
||
return alife_storage_manager.get_state().jobs_guide[name] or def
|
||
end
|
||
|
||
function d_v(name)
|
||
local m_data = alife_storage_manager.get_state()
|
||
check_storage()
|
||
if m_data.jobs_guide[name] then
|
||
m_data.jobs_guide[name] = nil
|
||
end
|
||
end
|
||
|
||
function check_storage()
|
||
local m_data = alife_storage_manager.get_state()
|
||
m_data.jobs_guide = m_data.jobs_guide or {}
|
||
end
|
||
|
||
-- For associated arrays. For normal use of table.values (tbl)
|
||
function copy_tbl(tbl)
|
||
local tbl2 = {}
|
||
for k, v in pairs(tbl) do
|
||
tbl2[k] = v
|
||
end
|
||
return tbl2
|
||
end
|
||
|
||
function is_not_quest_npc(se_obj)
|
||
if (se_obj and IsStalker(nil,se_obj:clsid()) and se_obj:alive() and string.find(se_obj:section_name(),"sim_default") and get_object_story_id(i) == nil) and (se_obj.group_id == nil or se_obj.group_id == 65535 or get_object_story_id(se_obj.group_id) == nil) then
|
||
return true
|
||
end
|
||
end
|
||
|
||
function is_not_enemy(actor,npc)
|
||
local npc = dialogs.who_is_npc(actor,npc)
|
||
local squad = get_object_squad(npc)
|
||
if not (squad) then
|
||
return false
|
||
end
|
||
return not (npc:relation(db.actor) == game_object.enemy)
|
||
end
|
||
--[[
|
||
function squad_switcher(npc_id,func,param2,param3)
|
||
local flag_off_on
|
||
local snpc = alife_object(npc_id)
|
||
local squad = get_object_squad(snpc)
|
||
if not squad then return log('<27><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> ̨<><CCA8><EFBFBD>!!!') end
|
||
if not squad.online then
|
||
alife():set_switch_offline (squad.id, false)
|
||
alife():set_switch_online (squad.id, true) -- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
||
flag_off_on = "OFF"
|
||
log('<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: '..flag_off_on)
|
||
else
|
||
flag_off_on = "ON"
|
||
log('<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: '..flag_off_on)
|
||
end
|
||
local wait_online = function()
|
||
if squad.online then
|
||
return true
|
||
end
|
||
end
|
||
local do_online = function()
|
||
log('<27><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>')
|
||
--------
|
||
-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
log('check flag= '..flag_off_on)
|
||
func(npc_id,param2,param3)
|
||
--------
|
||
if flag_off_on == "OFF" then
|
||
alife():set_switch_offline (squad.id, true) -- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
alife():set_switch_online (squad.id, true)
|
||
log('<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>')
|
||
else
|
||
log('<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>')
|
||
end
|
||
end
|
||
level.add_call( wait_online, do_online )
|
||
end
|
||
|
||
function npc_switcher(npc_id,func,param2,param3)
|
||
local flag_off_on
|
||
local snpc = alife_object(npc_id)
|
||
if not snpc:alive() then return log('<27><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> ̨<><CCA8><EFBFBD>!!!') end
|
||
if not snpc.online then
|
||
snpc:switch_online() -- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
||
flag_off_on = "OFF"
|
||
log('<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: '..flag_off_on)
|
||
else
|
||
flag_off_on = "ON"
|
||
log('<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: '..flag_off_on)
|
||
end
|
||
local wait_online = function()
|
||
if snpc.online then
|
||
return true
|
||
end
|
||
end
|
||
local do_online = function()
|
||
log('<27><><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>')
|
||
--------
|
||
-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
log('check flag= '..flag_off_on)
|
||
func(npc_id,param2,param3)
|
||
--------
|
||
if flag_off_on == "OFF" then
|
||
snpc:switch_offline() -- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
log('<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>')
|
||
else
|
||
log('<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>')
|
||
end
|
||
end
|
||
level.add_call( wait_online, do_online )
|
||
end
|
||
]]
|
||
|