557 lines
15 KiB
Plaintext
557 lines
15 KiB
Plaintext
--[[
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- Created by tdef
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- Updated by Tronex
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- Randomized world items on new game
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- Released blacklisted objects on new game
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- Created: 2018/10/27
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- 2019/31/3 script now read from config to set up
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- 2019/4/25 objects to release are now handled by another config
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- 2019/5/20 improved the way suffled consumables uses are set
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used ini:
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items\settings\dynamic_item_spawn.ltx
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plugins\new_game_setup.ltx
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set enable_debug to true, for debugging and map markers
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--]]
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-- these vehicles are supposed to shoot at you but call of misery broke them so they don't
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-- also you can board them, turn them on and drive around so should remove them?
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local ini_dyn
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local enable_debug = false
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local inited = false
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local sfind = string.find
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local world_itm_info = {} -- [name] = {}
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local world_itm_off = {} -- [name] = true
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local world_itm_num = {} -- [name] = num
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local world_itm_on = {} -- [id] = name
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local itm_list = {}
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local limited_uses = {}
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function get_itm_type(name)
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if sfind(name,"kolbasa")
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or sfind(name,"conserva")
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or sfind(name,"bread")
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then
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return "food"
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end
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if sfind(name,"energy")
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or sfind(name,"vodka")
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or sfind(name,"drink")
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then
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return "drink"
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end
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if sfind(name,"drug")
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or sfind(name,"antirad")
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or sfind(name,"bandage")
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or sfind(name,"medkit")
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then
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return "medical"
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end
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--if sfind(name,"repair") then
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--return "tool"
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--end
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if sfind(name,"ammo") then
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return "ammo"
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end
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if sfind(name,"misc")
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then
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return "misc"
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end
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return "NA"
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end
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function print_debug(...)
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if enable_debug then
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printf(...)
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end
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end
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local marker_by_type = {
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["kit"] = "item_kit",
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["medical"] = "item_medical",
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["food"] = "item_food",
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["drink"] = "item_drink",
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["ammo"] = "item_ammo",
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["misc"] = "item_misc",
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}
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function add_marker(name, section, id, typ)
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if enable_debug then
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local spot = marker_by_type[typ] or marker_by_type["misc"]
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level.map_add_object_spot_ser(id, spot, "Name: " .. name .. " \\nType: " .. typ .. " \\nSection: " .. section)
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end
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end
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function remove_marker(id, typ)
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if enable_debug then
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local spot = marker_by_type[typ] or marker_by_type["misc"]
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if (level.map_has_object_spot(id, spot) ~= 0) then
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level.map_remove_object_spot(id, spot)
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end
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end
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end
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function init_settings()
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if (inited) then return end
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inited = true
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ini_dyn = ini_file("items\\settings\\dynamic_item_spawn.ltx")
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local n,m = 0,0
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local result, id, value = "","",""
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local name, info = "","",""
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-- Gather items list
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n = ini_dyn:line_count("categories") or 0
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for i=0,n-1 do
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result, id, value = ini_dyn:r_line_ex("categories",i,"","")
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itm_list[id] = {}
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m = ini_dyn:line_count(id) or 0
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for ii=0,m-1 do
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result, name, info = ini_dyn:r_line_ex(id,ii,"","")
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if name and info then
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for j=1,tonumber(info) do
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local size = #itm_list[id] + 1
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itm_list[id][size] = name
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print_debug("- Game Setup | itm_list[%s][%s] = %s", id, size, name)
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end
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end
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end
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end
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-- Gather recorded items pos
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n = ini_dyn:line_count("levels") or 0
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for i=0,n-1 do
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result, id, value = ini_dyn:r_line_ex("levels",i,"","")
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m = ini_dyn:line_count(id) or 0
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for ii=0,m-1 do
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result, name, info = ini_dyn:r_line_ex(id,ii,"","")
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if name and info then
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local t = str_explode(info,",")
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if (#t == 6) and (t[1] ~= "NA") then
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world_itm_info[name] = {
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typ = t[1],
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x = tonumber(t[2]),
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y = tonumber(t[3]),
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z = tonumber(t[4]),
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lvl_id = tonumber(t[5]),
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gm_id = tonumber(t[6]),
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}
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end
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end
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end
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end
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-- Gather uses
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n = ini_dyn:line_count("possible_uses") or 0
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for i=0,n-1 do
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result, id, value = ini_dyn:r_line_ex("possible_uses",i,"","")
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if id and value then
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local t = str_explode(value,",")
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limited_uses[id] = { tonumber(t[1]) or 1 , tonumber(t[2]) or 1 }
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end
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end
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-- Make list of non-spawned items
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for name,info in pairs(world_itm_info) do
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world_itm_off[name] = true
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end
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for id,name in pairs(world_itm_on) do
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world_itm_off[name] = nil
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end
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print_debug("- Game Setup | world_itm_info: %s - world_itm_on: %s - world_itm_off: %s", size_table(world_itm_info), size_table(world_itm_on), size_table(world_itm_off))
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end
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function try_spawn_world_item(ignore)
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-- Get spawn place name
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local _name
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if ignore then
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_name = random_key_table(world_itm_off)
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else
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local lvl_short = txr_routes.get_map(level.name())
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local t = {}
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-- Gather validated item places to spawn at
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for name,_ in pairs(world_itm_off) do
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if (not sfind(name,lvl_short)) then
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t[#t+1] = name
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end
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end
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_name = (#t > 0) and t[math.random(#t)]
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end
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-- Return if not available place has been found
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if (not _name) then
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print_debug("! Game Setup | can't find available item place", _name)
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return
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end
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-- Return if place already has spawned item
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for id,name in pairs(world_itm_on) do
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if (name == _name) then
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print_debug("! Game Setup | place {%s} is already occupied", _name)
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return
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end
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end
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-- Get info
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local info = world_itm_info[_name]
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if (not info) then
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print_debug("! Game Setup | no info is found for {%s}", _name)
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return
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end
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-- Get section
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local itm_type = info.typ and itm_list[info.typ]
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local section = itm_type and itm_type[math.random(#itm_type)]
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if (not section) then
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print_debug("! Game Setup | couldn't get section [%s] for type (%s)", section, info.typ)
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return
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end
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if (not ini_sys:section_exist(section)) then
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print_debug("! Game Setup | section [%s] doesn't exist", section)
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return
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end
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-- Info check
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if not (info.x and info.y and info.z and info.lvl_id and info.gm_id and true) then
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print_debug("! Game Setup | item {%s} has wrong or incomplete info", name)
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return
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end
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-- Spawn and adjust uses/condition/ammo size
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if IsItem("ammo",section) then
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local pos = vector():set(info.x, info.y, info.z)
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local se_obj = alife_create_item(section, {pos, info.lvl_id, info.gm_id})
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if se_obj then
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add_marker(_name, section, se_obj.id, info.typ)
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world_itm_on[se_obj.id] = _name
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world_itm_off[_name] = nil
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local box_size = ini_sys:r_u32(section, "box_size")
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world_itm_num[_name] = math.random( math.ceil(box_size * 0.25) , math.ceil(box_size * 0.75) )
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print_debug("/ Game Setup | created ammo [%s](%s) - place: %s - size = %s", section, se_obj.id, _name, world_itm_num[_name])
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else
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print_debug("! Game Setup | ammo [%s] couldn't be created", section)
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end
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else
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local pos = vector():set(info.x, info.y, info.z)
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local se_obj = alife_create_item(section, {pos, info.lvl_id, info.gm_id})
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if se_obj then
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add_marker(_name, section, se_obj.id, info.typ)
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world_itm_on[se_obj.id] = _name
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world_itm_off[_name] = nil
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-- Multi-use
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if limited_uses[section] then
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world_itm_num[_name] = math.random(limited_uses[section][1], limited_uses[section][2])
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print_debug("/ Game Setup | created multiuse item [%s](%s) - place: %s - uses = %s", section, se_obj.id, _name, world_itm_num[_name])
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else
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local is_using_con = utils_item.is_degradable(nil, section)
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if is_using_con then
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-- Parts
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if IsItem("part",section) then
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world_itm_num[_name] = random_choice(0.5,0.75,1)
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print_debug("/ Game Setup | created degraded item [%s](%s) - place: %s - con = %s", section, se_obj.id, _name, world_itm_num[_name])
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-- Degradable items
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else
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world_itm_num[_name] = (math.random(30,70)/100)
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print_debug("/ Game Setup | created degraded item [%s](%s) - place: %s - con = %s", section, se_obj.id, _name, world_itm_num[_name])
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end
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else
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print_debug("/ Game Setup | created item [%s](%s)", section, se_obj.id)
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end
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end
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else
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print_debug("! Game Setup | item [%s] couldn't be created", section)
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end
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end
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end
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function is_world_item(id)
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if id and world_itm_on[id] then
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--print_debug("! Game Setup | is_world_item[%s]", id)
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return true
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end
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--print_debug("/ Game Setup | is_world_item[%s]", id)
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return false
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end
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-- TODO IN 1.6 OR WHENEVER WE CAN EDIT ALL.SPAWN
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-- remove these 2 objects because vetham is making new office for medic and they get in the way
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function bar_medic_remove_stuff()
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if not alife_storage_manager.get_state().duty_medic_fix then
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alife_storage_manager.get_state().duty_medic_fix = true
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for i=1,65534 do
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local se = alife():object(i)
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if se and (se:name() == 'bar_physic_object_mlr_0002' or se:name() == 'bar_physic_object_mlr_0003') then
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alife():release(se)
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end
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end
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end
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end
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-- TODO IN 1.6 OR WHENEVER WE CAN EDIT ALL.SPAWN
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-- remove these 4 objects because they're stuck in the train and physics impulse makes them jitter around at 5 fps
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function darkscape_remove_physics_objects()
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if not alife_storage_manager.get_state().darkscape_phys_fix then
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alife_storage_manager.get_state().darkscape_phys_fix = true
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for i=1,65534 do
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local se = alife():object(i)
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if se and (se:name() == 'ds_physic_destroyable_object_0046' or se:name() == 'ds_physic_object_0009' or se:name() == 'ds_physic_object_0010' or se:name() == 'ds_physic_object_0002') then
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alife():release(se)
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end
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end
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end
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end
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-- TODO IN 1.6 OR WHENEVER WE CAN EDIT ALL.SPAWN
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-- delete the chair and move smart cover in this new position
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-- OR
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-- make the chair part of level geometry and delete the object
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-- OR
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-- find a way to make that specific object not react to physics
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function freedom_medic_fix()
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if not alife_storage_manager.get_state().freedom_medic_fix then
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alife_storage_manager.get_state().freedom_medic_fix = true
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for i=1,65534 do
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local se = alife():object(i)
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if se then
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if se:name() == 'mil_physic_object_0048' then
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alife():release(se)
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elseif se:name() == 'sc_freedom_medic_mlr' then
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alife():teleport_object(i, 2165, 315401, vector():set(27.681089401245, -6.9381303787231, 17.38550567627))
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end
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end
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end
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end
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end
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-------------------------------
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-- CALLBACKS
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-------------------------------
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local function actor_on_first_update()
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init_settings()
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freedom_medic_fix()
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bar_medic_remove_stuff()
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darkscape_remove_physics_objects()
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if alife_storage_manager.get_state().item_removal_done or IsTestMode() then
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UnregisterScriptCallback("actor_on_first_update",actor_on_first_update)
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return
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end
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alife_storage_manager.get_state().item_removal_done = true
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print_debug("- Game Setup | create dynamic items")
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local ini_setup = ini_file("plugins\\new_game_setup.ltx")
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local enabled = true --ini_dyn:r_bool_ex("settings","enabled") or false
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if (not enabled) then
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return
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end
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-- Release static items and mines
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local sim = alife()
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local boxes = {}
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for i=1, 65534 do
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local se_obj = sim:object(i)
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if se_obj then
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local name = se_obj:name()
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local cls = se_obj:clsid()
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if cls == clsid.inventory_box_s then
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--print_debug('%s_%s is a box', i, name)
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boxes[i] = true
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elseif ini_dyn:line_exist("replace_items",name) then
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--print_debug('releasing %s', name)
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--sim:release(se_obj, true)
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alife_release(se_obj)
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end
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if ini_setup:line_exist("remove_objects",name) then
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print_debug('/ Game Setup | Releasing object (%s)', name)
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-- Clear inventory boxes from their manager
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if (cls == clsid.inventory_box_s) then
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treasure_manager.release_stash_by_id(se_obj.id)
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end
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safe_release_manager.release(se_obj)
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end
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end
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end
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-- Clear stashes
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for i=1, 65534 do
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local se_obj = sim:object(i)
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if se_obj then
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local name = se_obj:name()
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if boxes[se_obj.parent_id] and (not sfind(name, 'mlr_strelok_item')) then
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print_debug('/ Game Setup | Releasing {%s} from box', name)
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--sim:release(se_obj, true)
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alife_release(se_obj)
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end
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end
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end
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-- Setup items
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local multi = game_difficulties.get_eco_factor("random_items") or 0.5
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-- ZCP
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if smr_amain_mcm.get_config("smr_enabled") then
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multi = smr_loot_mcm.get_config("random_items")
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end
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-- ZCP END
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multi = (multi < 1) and multi or 1
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local num = math.ceil(size_table(world_itm_off) * multi)
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for i=1,num do
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try_spawn_world_item(true)
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end
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print_debug("- Game Setup | world_itm_info: %s - world_itm_on: %s - world_itm_off: %s", size_table(world_itm_info), size_table(world_itm_on), size_table(world_itm_off))
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end
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local tg_stkr = 0
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local function actor_on_update()
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if time_global() < tg_stkr then
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return
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end
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-- No need to process if actor is outside cordon / visited more levels / not a loner / Warfare is active
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if (level.name() ~= "l01_escape")
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or IsWarfare()
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or (game_statistics.get_statistic_count("level_changes") > 1)
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or (get_actor_true_community() ~= "stalker")
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then
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UnregisterScriptCallback("actor_on_update",actor_on_update)
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return
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end
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-- Remove common military or mutant squads
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local on_act_lvl = simulation_objects.is_on_the_actor_level
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for id,v in pairs( SIMBOARD.squads ) do
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local squad = alife_object(id)
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if squad and squad.common and (squad.player_id == "army") and on_act_lvl(squad) then
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squad:remove_squad()
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break
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end
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end
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tg_stkr = time_global() + 10000
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end
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local function actor_on_item_take(obj)
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local id = obj:id()
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if world_itm_on[id] then
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local name = world_itm_on[id]
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local section = obj:section()
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local info = world_itm_info[name]
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if (not info) then
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print_debug("! Game Setup | can't get info for {%s}", name)
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end
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-- Spawn a new world item
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try_spawn_world_item()
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-- Switch state
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world_itm_on[id] = nil
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world_itm_off[name] = true
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-- Read info
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local num = world_itm_num[name]
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if num then
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-- Ammo
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if IsItem("ammo",section) then
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obj:ammo_set_count(num)
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print_debug("- Game Setup | taken world ammo [%s](%s) is set to %s ammo - info name: %s", section, id, num, name)
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world_itm_num[name] = nil
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|
|
|
-- Multi-use
|
|
elseif limited_uses[section] then
|
|
alife_process_item( section, id , {uses = num} )
|
|
print_debug("- Game Setup | taken world consumable [%s](%s) is set to %s uses - info name: %s", section, id, num, name)
|
|
world_itm_num[name] = nil
|
|
|
|
-- Condition
|
|
elseif utils_item.is_degradable(nil, section) then
|
|
alife_process_item( section, id , {cond = num} )
|
|
print_debug("- Game Setup | taken world degraded item [%s](%s) is set to %s condition - info name: %s", section, id, num, name)
|
|
world_itm_num[name] = nil
|
|
end
|
|
|
|
-- Normal
|
|
else
|
|
print_debug("- Game Setup | taken world item [%s](%s) - info name: %s", section, id, uses, name)
|
|
end
|
|
|
|
-- Send message
|
|
itms_manager.send_itm_msg(section)
|
|
|
|
remove_marker(id, info.typ)
|
|
end
|
|
|
|
-- Ammo aggregation (it's important to start ammo aggregation after sorting taken world ammo size first, to prevent issues)
|
|
if IsAmmo(obj) then
|
|
item_weapon.ammo_aggregation(obj)
|
|
end
|
|
end
|
|
|
|
local function save_state(m_data)
|
|
m_data.world_itm_on = world_itm_on
|
|
m_data.world_itm_num = world_itm_num
|
|
print_debug("# SAVING: world_itm_on [%s] - world_itm_num [%s]", size_table(world_itm_on), size_table(world_itm_num))
|
|
end
|
|
|
|
local function load_state(m_data)
|
|
world_itm_on = m_data.world_itm_on or {}
|
|
world_itm_num = m_data.world_itm_num or {}
|
|
print_debug("# LOADING: world_itm_on [%s] - world_itm_num [%s]", size_table(world_itm_on), size_table(world_itm_num))
|
|
end
|
|
|
|
function on_game_start()
|
|
RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
|
|
RegisterScriptCallback("actor_on_update",actor_on_update)
|
|
RegisterScriptCallback("actor_on_item_take",actor_on_item_take)
|
|
RegisterScriptCallback("save_state",save_state)
|
|
RegisterScriptCallback("load_state",load_state)
|
|
end |