283 lines
8.2 KiB
Plaintext
283 lines
8.2 KiB
Plaintext
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math_random = math.random
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math_floor = math.floor
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gc = game.translate_string
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ini_ammo = ballistics_utils.ini_ammo
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get_ammo_data = arti_handlers.get_ammo_data
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print_dbg = ballistics_mcm.print_dbg
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local modes = {
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["inventory"] = true,
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}
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local bags = {
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["actor_bag"] = true,
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["actor_equ"] = true,
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["actor_belt"] = true,
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}
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function try_mg_link(obj, bag, mode)
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if obj and bags[bag] and modes[mode] then
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if obj:section() == "ammo_7.62x54_7h1" then
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return gc("st_link")
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elseif obj:section() == "ammo_pkm_100" then
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return gc("st_unlink")
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end
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end
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end
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function mg_link(obj)
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-- grab up to 5 and try to link them together
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if obj:section() == "ammo_7.62x54_7h1" then
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local to_link = {}
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local count = 0
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db.actor:iterate_inventory(function(npc, item)
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if item:section() == "ammo_7.62x54_7h1" and count < 5 then
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to_link[item:id()] = item
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count = count + 1
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end
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end)
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local total = 0
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for k,v in pairs(to_link) do
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total = total + v:ammo_get_count()
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alife_release_id(k)
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end
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if total > 0 then
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alife_create_item("ammo_pkm_100", db.actor, {ammo = total})
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end
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elseif obj:section() == "ammo_pkm_100" then
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local count = obj:ammo_get_count()
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create_ammo("ammo_7.62x54_7h1", db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), AC_ID, count)
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alife_release(obj)
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end
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end
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function downgrade_ammo(sec, bypass, mult)
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mult = mult or 1
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local dg_ammo = ini_ammo:r_string_ex(sec, "dg_ammo")
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local dg_chance = ini_ammo:r_float_ex(sec, "dg_chance") or 0
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dg_chance = dg_chance * mult
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-- print_dbg("Attempt downgrade ammo %s to %s", sec, dg_ammo)
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if dg_ammo and (math_random() < (dg_chance) or bypass) then
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-- print_dbg("Downgrading ammo %s to %s", sec, dg_ammo)
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return dg_ammo
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else
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return sec
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end
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end
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function process_wpn(wpn, bypass)
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local ammo_data = utils_item.get_ammo(wpn:section(), wpn:id())
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local ammo_data_inv = invert_table(ammo_data)
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if is_empty(ammo_data) then return end
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local ammo_type = ammo_data[wpn:get_ammo_type() + 1]
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local dg_ammo = ini_ammo:r_string_ex(ammo_type, "dg_ammo") or ""
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local dg_chance = ini_ammo:r_float_ex(ammo_type, "dg_chance") or 0
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if ammo_data_inv[dg_ammo] and (bypass or math_random() < dg_chance) then
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-- print_dbg("Downgrading ammo for weapon %s", wpn:section())
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local cnt = wpn:get_ammo_in_magazine()
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wpn:unload_magazine(true)
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wpn:set_ammo_type(ammo_data_inv[dg_ammo] - 1)
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wpn:set_ammo_elapsed(cnt)
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end
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end
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local recipe_trader = {
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killer = {
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"recipe_ammo_nato",
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"recipe_ammo_pistol",
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"recipe_ammo_powder",
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"recipe_ammo_bullet"
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},
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army = {
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"recipe_ammo_ru1",
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"recipe_ammo_ru2",
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"recipe_ammo_powder",
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"recipe_ammo_bullet"
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},
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ecolog = {
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"recipe_ammo_arty2",
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"recipe_ammo_arty1",
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"recipe_ammo_powder",
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"recipe_ammo_bullet"
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},
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monolith = {
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"recipe_ammo_ru2",
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"recipe_ammo_fire",
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"recipe_ammo_powder",
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"recipe_ammo_bullet"
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},
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dolg = {
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"recipe_ammo_ru1",
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"recipe_ammo_shotgun",
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"recipe_ammo_powder",
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"recipe_ammo_bullet"
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},
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freedom = {
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"recipe_ammo_nato",
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"recipe_ammo_fire",
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"recipe_ammo_powder",
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"recipe_ammo_bullet"
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},
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csky = {
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"recipe_ammo_shotgun",
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"recipe_ammo_arty1",
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"recipe_ammo_powder",
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"recipe_ammo_bullet"
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},
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stalker = {
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"recipe_ammo_pistol",
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"recipe_ammo_shotgun",
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"recipe_ammo_powder",
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"recipe_ammo_bullet"
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},
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bandit = {
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"recipe_ammo_ru1",
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"recipe_ammo_pistol",
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"recipe_ammo_powder",
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"recipe_ammo_bullet"
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},
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greh = {
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"recipe_ammo_arty2",
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"recipe_ammo_nato",
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"recipe_ammo_powder",
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"recipe_ammo_bullet"
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},
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isg = {
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"recipe_ammo_ru1",
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"recipe_ammo_ru2",
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"recipe_ammo_pistol",
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"recipe_ammo_shotgun",
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"recipe_ammo_nato",
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"recipe_ammo_arty1",
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"recipe_ammo_arty2",
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"recipe_ammo_fire",
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"recipe_ammo_powder",
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"recipe_ammo_bullet"
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},
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}
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function trader_on_restock(npc)
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if trader_autoinject.get_trader_type(npc) == 1 then
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trader_autoinject.spawn_items(npc, {
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powder_fire = 10
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}, true)
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end
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to_create = {}
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npc:iterate_inventory(function(npc, item)
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if not IsAmmo(item) then return end
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local sec = item:section()
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dg = downgrade_ammo(sec)
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if sec ~= dg then
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to_create[item:id()] = {
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sec = dg,
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cnt = item:ammo_get_count()
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}
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end
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end)
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for k,v in pairs(to_create) do
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alife_release_id(k)
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alife_create_item(v.sec, npc, {ammo = v.cnt})
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end
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local level = trader_autoinject.supply_level(npc, true) or 1
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local chance = clamp(30 * (level - 1), 0, 100)
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local comm = trader_autoinject.get_real_community(npc, "stalker")
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if not recipe_trader[comm] then return end
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for k,v in pairs(recipe_trader[comm]) do
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if math.random(100) <= chance then
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alife_create_item(v, npc)
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end
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end
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end
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local downgrade = false
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SpawnAmmo = death_manager.try_spawn_ammo
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function death_manager.try_spawn_ammo(npc)
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downgrade = true
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SpawnAmmo(npc)
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downgrade = false
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end
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-- catch the guys that already exist
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SetDrop = death_manager.set_weapon_drop_condition
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function death_manager.set_weapon_drop_condition(npc,itm)
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downgrade = true
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SetDrop(npc,itm)
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-- process_wpn(itm)
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downgrade = false
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end
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AlifeCreate = _G.alife_create_item
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function _G.alife_create_item(section, obj, t)
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if downgrade and IsItem("ammo",section) and obj:id() ~= AC_ID then
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section = downgrade_ammo(section, true)
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end
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return AlifeCreate(section, obj, t)
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end
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-- this happens whenever npc comes online, currently guarantees that the npc will never have access to better ammo in the wapon
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function npc_on_net_spawn(npc)
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CreateTimeEvent("downgrade_ammos",npc:id(), 0,function()
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npc:iterate_inventory(function(t, item)
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if IsWeapon(item) then process_wpn(item, true) end
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end)
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return true
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end)
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end
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-- spawn recipes with random weights
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local recipe_weights = {
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recipe_ammo_ru1 = 20,
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recipe_ammo_ru2 = 10,
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recipe_ammo_pistol = 20,
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recipe_ammo_shotgun = 15,
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recipe_ammo_nato = 10,
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recipe_ammo_arty1 = 5,
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recipe_ammo_arty2 = 5,
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recipe_ammo_fire = 5,
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}
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SpawnTreasure = treasure_manager.try_spawn_treasure
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function treasure_manager.try_spawn_treasure(box)
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local id = box:id()
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-- no spawn if the cache is already looted
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if not (treasure_manager.caches[id]) then
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return
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end
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SpawnTreasure(box)
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local k = random_key_table(recipe_weights)
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if math.random(100) <= recipe_weights[k] then
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alife_create_item(k, box)
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end
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end
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if magazines then
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RollAmmo = magazines_loot.determine_ammo
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-- subject the ammo pop in mags to downgrade
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function magazines_loot.determine_ammo(ammo_to_pick, mag_sec, rank)
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if RollAmmo then
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print_dbg("Roll to downgrade %s in %s", ammo_to_pick, mag_sec)
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ammo_to_pick = RollAmmo(ammo_to_pick, mag_sec, rank)
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ammo_to_pick = downgrade_ammo(ammo_to_pick)
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end
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return ammo_to_pick
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end
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end
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function on_get_item_cost(kind, obj, profile, calculated_cost, ret)
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local sec = obj:section()
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if SYS_GetParam(1, sec, "is_component") and profile.mode == 1 then
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local calculated_cost = ret.new_cost or calculated_cost -- in case someone adjusted the price of the weapon
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calculated_cost = calculated_cost * 0.1
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ret.new_cost = calculated_cost
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end
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end
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function on_game_start()
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custom_functor_autoinject.add_functor("mg_link", try_mg_link, try_mg_link, nil, mg_link, true)
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RegisterScriptCallback("npc_on_net_spawn",npc_on_net_spawn)
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RegisterScriptCallback("on_get_item_cost",on_get_item_cost)
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RegisterScriptCallback("trader_on_restock",trader_on_restock)
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end |