448 lines
13 KiB
Plaintext
448 lines
13 KiB
Plaintext
local AlwaysDetectDistance, StateWalk, StateRun, MonsterLootCommunities
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function xr_corpse_detection.evaluator_corpse:evaluate()
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if not (self.object:alive()) then
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return false
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end
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if (xr_danger.has_danger(self.object)) then
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return false
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end
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if (xr_conditions.surge_started() == true) then
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return false
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end
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local npc = self.object
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if (IsWounded(npc) or npc:best_enemy())then
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return false
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end
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local st = db.storage[npc:id()]
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if (st) and ((st.active_scheme == "camper") or (st.help_wounded and st.help_wounded.selected_id ~= nil) or (st.gather_items and st.gather_items.selected_id ~= nil)) then
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return false
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end
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self.a.analse_mode = xr_logic.pick_section_from_condlist(db.actor, self.object, self.a.mutant_corpse_analysis)
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self.a.enabled = xr_logic.pick_section_from_condlist(db.actor, self.object, self.a.corpse_detection_enabled)
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if (self.a.analse_mode == "false" and self.a.enabled == "false") then
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return false
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end
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if (self:find_valid_target()) then
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return true
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end
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return false
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end
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local rank_coeffs_table = {
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novice = 20,
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trainee = 20,
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experienced = 25,
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professional = 35,
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veteran = 40,
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expert = 50,
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master = 55,
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legend = 60
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}
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function xr_corpse_detection.get_all_from_corpse(npc)
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if not (db.actor) then
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return
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end
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local id = npc:id()
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local st = db.storage[id] and db.storage[id].corpse_detection
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-- sanity check, this should never happen
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if not (st) then
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return
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end
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local corpse_npc_id = st.selected_corpse_id
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local corpse_npc = corpse_npc_id and db.storage[corpse_npc_id] and db.storage[corpse_npc_id].object or corpse_npc_id and level.object_by_id(corpse_npc_id)
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-- reset all scheme dependent variables
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if (st.selected_corpse_id) then
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if (db.storage[st.selected_corpse_id]) then
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db.storage[st.selected_corpse_id].corpse_already_selected = nil
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end
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end
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st.__stimer = nil
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st.mutant_analysed = nil
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st.vertex_id = nil
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st.vertex_position = nil
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st.selected_corpse_id = nil
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st.state = nil
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st.index = 1
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st.nearest_corpse_dist = nil
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st.nearest_corpse_vertex = nil
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st.nearest_corpse_position = nil
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st.nearest_id = nil
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if (corpse_npc == nil or corpse_npc:alive() == true) then
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return
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end
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if not(IsStalker(corpse_npc)) then
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if (get_story_object("yan_ecolog_semenov")) then
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local need = load_var(db.actor,"yan_ecolog_semenov_task_1_tissue_need") or 0
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if (need > 0) then
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local count = load_var(db.actor,"yan_ecolog_semenov_task_1_tissue_count") or 0
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save_var(db.actor,"yan_ecolog_semenov_task_1_tissue_count",count + 1)
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end
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end
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local looted = se_load_var(corpse_npc:id(),corpse_npc:name(),"looted") == "true"
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if (not looted) and ui_mutant_loot then
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local loot = {}
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ui_mutant_loot.loot_mutant(corpse_npc:section(),corpse_npc:clsid(),loot,npc,nil,corpse_npc)
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local is_there_loot
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for sec,t in pairs(loot) do
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is_there_loot = true
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break
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end
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if (is_there_loot) then
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xr_sound.set_sound_play(id,"corpse_loot_good")
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else
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xr_sound.set_sound_play(id,"corpse_loot_bad")
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end
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se_save_var(corpse_npc:id(),corpse_npc:name(),"looted","true")
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game_statistics.increment_npc_statistic(npc,"field_dressings")
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end
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return
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end
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local item_value = 0
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local npc_rank = ranks.get_obj_rank_name(npc)
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local inv_weight = npc:get_total_weight()
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local max_weight = rank_coeffs_table[npc_rank] / 1.5
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local function get_item(corpse,item)
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if (xr_corpse_detection.lootable_table[item:section()] ~= nil) then
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if (IsItem("money", item:section())) then
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alife_release(item)
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else
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item_value = item:cost() * item:condition() / (rank_coeffs_table[npc_rank] * (item:weight() + 0.1))
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if (inv_weight + item:weight() > max_weight) then
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if (not IsArtefact(item)) then
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item_value = item_value / inv_weight
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end
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end
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if (item_value > 99 or math.random(item_value) > 5) then
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corpse:transfer_item(item,npc)
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inv_weight = inv_weight + item:weight()
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SendScriptCallback("npc_on_get_all_from_corpse",npc,corpse_npc,item,xr_corpse_detection.lootable_table[item:section()])
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end
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end
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end
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end
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corpse_npc:iterate_inventory(get_item,corpse_npc)
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if item_money then
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item_money.npc_on_loot_money(npc, corpse_npc)
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end
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if (item_value > rank_coeffs_table[npc_rank] * 10) then
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xr_sound.set_sound_play(id,"corpse_loot_good")
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elseif (math.random(1,100)/100 < 0.5) then
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xr_sound.set_sound_play(id,"corpse_loot_bad")
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end
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local count = load_var(npc,"s_loot_count") or 0
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if (count >= 255) then
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count = 254
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end
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save_var(npc,"s_loot_count",count+1)
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game_statistics.increment_npc_statistic(npc,"corpse_looted")
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se_save_var(corpse_npc:id(),corpse_npc:name(),npc:id(),"true")
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end
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function xr_corpse_detection.evaluator_corpse:find_valid_target()
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if (self.a.cstackprevent) then
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printf("C Stack Overflow Prevention: warning xr_corpse_detection scheme making repeated calls without return; save now and reload!")
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return false
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end
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if (self.a.selected_corpse_id) then -- looting process
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local corpse = db.storage[self.a.selected_corpse_id] and db.storage[self.a.selected_corpse_id].object or level.object_by_id(self.a.selected_corpse_id)
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if corpse and not xr_corpse_detection.near_actor(corpse) then
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return true
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elseif (db.storage[self.a.selected_corpse_id]) then
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db.storage[self.a.selected_corpse_id].corpse_already_selected = nil
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end
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end
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local tg = time_global()
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self.a.__dtimer = not self.a.__dtimer and tg + 250 or self.a.__dtimer
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if (tg < self.a.__dtimer) then
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return false
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end
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self.a.__dtimer = nil
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if not (self.a.index) then
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self.a.index = 1
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end
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if not (self.a.memory) then
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self.a.memory = {}
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end
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local npc = self.object
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local size = #self.a.memory
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if (size == 0) then
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self.a.cstackprevent = true
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for o in npc:memory_visible_objects() do
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local obj = o and o:object()
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if (obj and (IsStalker(obj) or IsMonster(obj)) and obj:alive() ~= true and not xr_corpse_detection.near_actor(obj)) then
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size = size + 1
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self.a.memory[size] = obj:id()
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end
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end
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self.a.cstackprevent = nil
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end
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if (size == 0 or self.a.index > size) then
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if (self.a.nearest_id and db.storage[self.a.nearest_id] and db.storage[self.a.nearest_id].corpse_already_selected == nil) then
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if (self.a.selected_corpse_id and db.storage[self.a.selected_corpse_id]) then
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db.storage[self.a.selected_corpse_id].corpse_already_selected = nil
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end
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self.a.vertex_id = self.a.nearest_corpse_vertex
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self.a.vertex_position = self.a.nearest_corpse_position
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self.a.selected_corpse_id = self.a.nearest_id
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self.a.state = self.a.nearest_state
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db.storage[self.a.selected_corpse_id].corpse_already_selected = npc:id() -- current looter
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self.a.index = 1
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self.a.nearest_corpse_dist = nil
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self.a.nearest_corpse_vertex = nil
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self.a.nearest_corpse_position = nil
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self.a.nearest_id = nil
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return true
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end
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self.a.index = 1
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self.a.nearest_corpse_dist = nil
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self.a.nearest_corpse_vertex = nil
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self.a.nearest_corpse_position = nil
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self.a.nearest_id = nil
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empty_table(self.a.memory)
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return false
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end
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local id = self.a.memory[self.a.index]
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local corpse_npc = id and db.storage[id] and db.storage[id].object
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if (corpse_npc and corpse_npc:alive() ~= true and db.storage[id] and not db.storage[self.a.selected_corpse_id] and not se_load_var(corpse_npc:id(),corpse_npc:name(),npc:id())) then
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if (db.storage[id].corpse_already_selected == nil) then
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local is_stalker = IsStalker(corpse_npc)
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local can_loot_mutants = not is_stalker and not se_load_var(corpse_npc:id(),corpse_npc:name(),"looted") and (self.a.analse_mode == "true" or self.a.enabled == "true" and MonsterLootCommunities[character_community(npc)])
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if (self.a.enabled == "true" and is_stalker or can_loot_mutants) then
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local corpse_pos = utils_obj.safe_bone_pos(corpse_npc,"bip01_spine")
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local dist = npc:position():distance_to_sqr(corpse_pos)
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if (dist < AlwaysDetectDistance) and (self.a.nearest_corpse_dist == nil or dist <= self.a.nearest_corpse_dist) then
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local corpse_vertex = level.vertex_id(corpse_pos)
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if level.vertex_position(corpse_vertex):distance_to_sqr(corpse_pos) > 16 then
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corpse_vertex = corpse_npc:level_vertex_id()
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end
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if (npc:accessible(corpse_vertex) and level.vertex_position(corpse_vertex):distance_to_sqr(corpse_pos) <= 15) then
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self.a.nearest_corpse_dist = dist
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self.a.nearest_corpse_vertex = corpse_vertex
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self.a.nearest_corpse_position = corpse_pos
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self.a.nearest_id = id
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self.a.nearest_state = dist < math.random(5,30) and StateWalk or StateRun
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end
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end
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end
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elseif math.random(4) > 1 then
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se_save_var(corpse_npc:id(),corpse_npc:name(),npc:id(),"true")
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end
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end
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self.a.index = self.a.index + 1
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return false
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end
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function xr_corpse_detection.on_game_start()
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local ini = ini_file("ai_tweaks\\xr_corpse_detection.ltx")
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AlwaysDetectDistance = 1500
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StateWalk = ini:r_string_ex("settings","state_walk") or "walk_noweap"
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StateRun = ini:r_string_ex("settings","state_run") or "rush"
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MonsterLootCommunities = utils_data.collect_section(ini,"loot_mutant_communities",true)
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xr_corpse_detection.lootable_table = xr_corpse_detection.get_loot_table(ini)
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end
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-- not used
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function xr_corpse_detection.has_valuable_loot() end
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function xr_corpse_detection.set_valuable_loot() end
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----------------------------------------------------------------------
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local Items = {}
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function xr_gather_items.eva_gather_itm:find_valid_item()
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if (self.st.cstackprevent) then
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printf("C Stack Overflow Prevention: warning xr_gather_items scheme making repeated calls without return; save now and reload!")
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return false
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end
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if (self.st.selected_id) then
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local se_itm = self.st.selected_id ~= 0 and self.st.selected_id ~= 65535 and alife_object(self.st.selected_id)
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if (se_itm and se_itm.parent_id == 65535) then
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local itm = level.object_by_id(se_itm.id)
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if (itm) then
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return true
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end
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end
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Items[self.st.selected_id] = nil
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self.st.selected_id = nil
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end
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local tg = time_global()
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self.st.__dtimer = not self.st.__dtimer and tg + 250 or self.st.__dtimer
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if (tg < self.st.__dtimer) then
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return false
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end
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self.st.__dtimer = nil
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local loot_table = xr_corpse_detection.lootable_table or utils_data.collect_section(ini,"lootable",true)
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if not (loot_table) then
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return false
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end
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if not (self.st.index) then
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self.st.index = 1
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end
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if not (self.st.memory) then
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self.st.memory = {}
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end
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local npc = self.object
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local size = #self.st.memory
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if (size == 0) then
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local obj_id
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self.st.cstackprevent = true
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for o in npc:memory_visible_objects() do
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local obj = o and o:object()
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if (obj) then
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obj_id = obj:id()
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if (loot_table[obj:section()] ~= nil) then
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size = size + 1
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table.insert(self.st.memory,obj_id)
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end
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end
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end
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self.st.cstackprevent = nil
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if (size == 0) then
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return false
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end
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end
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if (size == 0 or self.st.index > size) then
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if (self.st.nearest_id and Items[self.st.nearest_id] == nil and (not game_setup.is_world_item(self.st.nearest_id))) then
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if (self.st.selected_id and Items[self.st.selected_id]) then
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Items[self.st.selected_id] = nil
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end
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self.st.selected_id = self.st.nearest_id
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self.st.vid = self.st.nearest_vid
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self.st.vid_pos = self.st.nearest_pos
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Items[self.st.selected_id] = npc:id()
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self.st.stage = 1
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self.st.nearest_dist = nil
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self.st.nearest_vid = nil
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self.st.nearest_pos = nil
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self.st.nearest_id = nil
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self.st.index = 1
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local be = npc:best_enemy()
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local dist = npc:position():distance_to(self.st.vid_pos)
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if (be or dist < 3) then
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self.st.state = "patrol"
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else
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self.st.state = "rush"
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end
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return true
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end
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self.st.index = 1
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self.st.nearest_dist = nil
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self.st.nearest_vid = nil
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self.st.nearest_pos = nil
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self.st.nearest_id = nil
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empty_table(self.st.memory)
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return false
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end
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local itm_id = self.st.memory[self.st.index]
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self.st.index = self.st.index + 1
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local itm = itm_id and itm_id ~= 0 and itm_id ~= 65535 and level.object_by_id(itm_id)
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local se_itm = itm and loot_table[itm:section()] and Items[itm_id] == nil and alife_object(itm_id)
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if not (se_itm and se_itm.parent_id == 65535) then
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return false
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end
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if (get_object_story_id(itm_id)) then
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return false
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end
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if (IsArtefact(nil,se_itm:clsid())) then
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if (xr_logic.pick_section_from_condlist(db.actor, npc, self.st.gather_artefact_items_enabled) == "false") then
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return false
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end
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else
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if not (npc:see(itm)) then
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return false
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end
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end
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if (npc:best_enemy()) then
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if not (IsWeapon(itm)) then
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return false
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end
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if (IsWeapon(npc:active_item())) then
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return false
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end
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else
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if (itm:condition() < 0.44) then
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return false
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end
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end
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local itm_pos = itm:position()
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local dist = npc:position():distance_to_sqr(itm_pos)
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if (self.st.nearest_dist == nil or dist < self.st.nearest_dist) and (dist < 1225) then -- 1225 is MaxDetectDistance
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local vid = level.vertex_id(itm_pos)
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if (level.vertex_position(vid):distance_to_sqr(itm_pos) > 16) then
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vid = itm:level_vertex_id()
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end
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if (npc:accessible(vid) and level.vertex_position(vid):distance_to_sqr(itm_pos) <= 15) then
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self.st.nearest_dist = dist
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self.st.nearest_vid = vid
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self.st.nearest_pos = itm_pos
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self.st.nearest_id = itm_id
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end
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end
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return false
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end |