----------------------------------------------------------------------------------- -- Monster binding ----------------------------------------------------------------------------------- function bind(obj) printf("_bp: monster.bind: name='%s', id='%d'", obj:name(), obj:id()) -- Для спауна --xr_spawner.spawn_client(obj) local new_binder = generic_object_binder(obj) obj:bind_object(new_binder) end local last_update = 0 -- combat ------------------------------------------------------------------------------------ class "generic_object_binder" (object_binder) function generic_object_binder:__init(obj) super(obj) self.loaded = false end function generic_object_binder:reload(section) object_binder.reload(self, section) end function generic_object_binder:reinit() object_binder.reinit(self) db.storage[self.object:id()] = { } self.st = db.storage[self.object:id()] self.object:set_callback(callback.patrol_path_in_point, self.waypoint_callback, self) self.object:set_callback(callback.hit, self.hit_callback, self) self.object:set_callback(callback.death, self.death_callback, self) self.object:set_callback(callback.sound, self.hear_callback, self) end function generic_object_binder:update(delta) object_binder.update(self, delta) if xr_combat_ignore.fighting_with_actor_npcs[self.object:id()] and self.object:best_enemy() == nil then xr_combat_ignore.fighting_with_actor_npcs[self.object:id()] = nil end local squad = get_object_squad(self.object) local object_alive = self.object:alive() --' printf("_bp: generic_object_binder: UPDATE [name='%s' time=%d]", --' self.object:name(), time_global()) if not object_alive then return end local st = db.storage[self.object:id()] if st ~= nil and st.active_scheme ~= nil then xr_logic.try_switch_to_another_section(self.object, st[st.active_scheme], db.actor) end -- Апдейт отряда if squad ~= nil then if squad:commander_id() == self.object:id() then squad:update() end end self.object:info_clear() local active_section = db.storage[self.object:id()] and db.storage[self.object:id()].active_section if active_section then self.object:info_add("section: " .. active_section) end local best_enemy = self.object:best_enemy() if best_enemy then self.object:info_add("enemy: " .. best_enemy:name()) end self.object:info_add(self.object:name().." ["..self.object:team().."]["..self.object:squad().."]["..self.object:group().."]") if alife():object(self.object:id()) == nil then return end if squad ~= nil then self.object:info_add("squad_id: " .. squad:section_name()) if squad.current_action ~= nil then local target = squad.assigned_target_id and alife():object(squad.assigned_target_id) and alife():object(squad.assigned_target_id):name() self.object:info_add("current_action: " .. squad.current_action.name .."["..tostring(target).."]") end end -- Если есть враг , то идем в комбат !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! if self.object:get_enemy() then if xr_logic.mob_captured(self.object) then xr_logic.mob_release(self.object) end return end if squad and squad.current_action and squad.current_action.name == "reach_target" then local squad_target = simulation_objects.get_sim_obj_registry().objects[squad.assigned_target_id] if squad_target == nil then return end -- printf("_bp: mob_reach_task:reset_scheme: %s", self.object:name()) local target_pos, target_lv_id, target_gv_id = squad_target:get_location() -- if not xr_logic.mob_captured(self.object) then xr_logic.mob_capture(self.object, true) -- end if squad:commander_id() == self.object:id() then action(self.object, move(move.walk_with_leader, target_pos), cond(cond.move_end)) else local commander_pos = alife():object(squad:commander_id()).position if commander_pos:distance_to(self.object:position()) > 10 then action(self.object, move(move.run_with_leader, target_pos), cond(cond.move_end)) else action(self.object, move(move.walk_with_leader, target_pos), cond(cond.move_end)) end end return end if self.st.active_section ~= nil then xr_logic.issue_event(self.object, self.st[self.st.active_scheme], "update", delta) end end function generic_object_binder:extrapolate_callback() -- Проверяем, что объект еще в онлайне if db.storage[self.object:id()] == nil or db.storage[self.object:id()].object == nil then return end local cur_pt = self.object:get_current_point_index() if self.object:get_script() == false then return false end local patrol_path = self.object:patrol() if not level.patrol_path_exists(patrol_path) then return false --abort("bind_monster:extrapolate_callback(). There is no patrol path [%s]", tostring(patrol_path)) end if patrol(patrol_path):flags(cur_pt):get() == 0 then --printf("_bp: generic_object_binder: extrapolate_callback: cur_pt = %d: true", cur_pt) return true end --printf("_bp: generic_object_binder: extrapolate_callback: cur_pt = %d: false", cur_pt) return false end function generic_object_binder:waypoint_callback(obj, action_type, index) if self.st.active_section ~= nil then xr_logic.issue_event(self.object, self.st[self.st.active_scheme], "waypoint_callback", obj, action_type, index) end end function generic_object_binder:death_callback(victim, who) printf("stop_dead_id"..self.object:id()) xr_combat_ignore.fighting_with_actor_npcs[self.object:id()] = nil self:hit_callback(victim, 1, vector():set(0,0,0), who, "from_death_callback") if who:id() == db.actor:id() then xr_statistic.inc_killed_monsters_counter() xr_statistic.set_best_monster(self.object) end if self.st.mob_death then xr_logic.issue_event(self.object, self.st.mob_death, "death_callback", victim, who) end if self.st.active_section then xr_logic.issue_event(self.object, self.st[self.st.active_scheme], "death_callback", victim, who) end --' Наносим небольшой импульс вперед. local h = hit() h.draftsman = self.object h.type = hit.fire_wound h.direction = db.actor:position():sub(self.object:position()) h:bone("pelvis") h.power = 1 h.impulse = 10 self.object:hit(h) local obj_clsid = self.object:clsid() if obj_clsid == clsid.poltergeist_s then printf("releasing object ["..self.object:name().."]") if alife():object(self.object:id()) ~= nil then alife():release(alife():object(self.object:id()), true) end end end function generic_object_binder:hit_callback(obj, amount, local_direction, who, bone_index) -- printf("HIT_CALLBACK: [%s] amount[%s]", obj:name(), amount) if(who:id()==db.actor:id()) then xr_statistic.set_best_weapon(amount) end if self.st.hit then xr_logic.issue_event(self.object, self.st.hit, "hit_callback", obj, amount, local_direction, who, bone_index) end if amount > 0 then printf("HIT_CALLBACK: %s amount=%s bone=%s who:id() = [%s] actor:id() = [%s]", obj:name(), amount, tostring(bone_index), who:id(), db.actor:id()) end end function generic_object_binder:hear_callback(self, who_id, sound_type, sound_position, sound_power) if who_id == self:id() then return end xr_hear.hear_callback(self, who_id, sound_type, sound_position, sound_power) end function generic_object_binder:net_spawn(sobject) if not object_binder.net_spawn(self, sobject) then return false end local on_offline_condlist = db.storage[self.object:id()] and db.storage[self.object:id()].overrides and db.storage[self.object:id()].overrides.on_offline_condlist if on_offline_condlist ~= nil then xr_logic.pick_section_from_condlist(db.actor, self.object, on_offline_condlist) end if not self.object:alive() then return true end if alife():object(self.object:id()) == nil then return false end -- local pos = self.object:position() -- printf("net_spawn mpos[%s][%s][%s]", tostring(pos.x), tostring(pos.y), tostring(pos.z)) db.add_obj(self.object) --******************************* Телепорт на первую точку пути работы смарттеррейна...***************************** local se_obj = alife():object(self.object:id()) if db.spawned_vertex_by_id[se_obj.id] ~= nil then self.object:set_npc_position(level.vertex_position(db.spawned_vertex_by_id[se_obj.id])) db.spawned_vertex_by_id[se_obj.id] = nil elseif db.offline_objects[se_obj.id] ~= nil and db.offline_objects[se_obj.id].level_vertex_id ~= nil then printf("changing position for object[%s] from %s to %s : level vertex [%s] to [%s]", se_obj:name(), vec_to_str(se_obj.position), vec_to_str(level.vertex_position(db.offline_objects[se_obj.id].level_vertex_id)), tostring(se_obj.m_level_vertex_id), tostring(db.offline_objects[se_obj.id].level_vertex_id)) self.object:set_npc_position(level.vertex_position(db.offline_objects[se_obj.id].level_vertex_id)) elseif se_obj.m_smart_terrain_id ~= 65535 then local smart_terrain = alife():object(se_obj.m_smart_terrain_id) if smart_terrain.arriving_npc[se_obj.id] == nil then local smart_task = smart_terrain.job_data[smart_terrain.npc_info[se_obj.id].job_id].alife_task self.object:set_npc_position(smart_task:position()) end end --****************************************************************************************************************** smart_terrain.setup_gulag_and_logic_on_spawn( self.object, self.st, sobject, modules.stype_mobile, self.loaded) return true end function generic_object_binder:net_destroy() self.object:set_callback(callback.death, nil) self.object:set_callback(callback.patrol_path_in_point, nil) self.object:set_callback(callback.hit, nil) self.object:set_callback(callback.sound, nil) xr_sound.stop_sounds_by_id(self.object:id()) xr_combat_ignore.fighting_with_actor_npcs[self.object:id()] = nil local st = db.storage[self.object:id()] if st and st.active_scheme then xr_logic.issue_event(self.object, st[st.active_scheme], "net_destroy") end -- Запоминаем позицию и активную секцию -------- if db.offline_objects[self.object:id()] then db.offline_objects[self.object:id()].level_vertex_id = self.object:level_vertex_id() db.offline_objects[self.object:id()].active_section = db.storage[self.object:id()].active_section end ------------------------------------------------n db.del_obj(self.object) db.storage[self.object:id()] = nil object_binder.net_destroy(self) end function generic_object_binder:reload(section) object_binder.reload(self, section) --printf("generic_object_binder:reload(): self.object:name()='%s'", self.object:name()) end function generic_object_binder:net_save_relevant() --printf("generic_object_binder:net_save_relevant(): self.object:name()='%s'", self.object:name()) return true end function generic_object_binder:save(packet) set_save_marker(packet, "save", false, "generic_object_binder") object_binder.save(self, packet) xr_logic.save_obj(self.object, packet) set_save_marker(packet, "save", true, "generic_object_binder") end function generic_object_binder:load(reader) self.loaded = true set_save_marker(reader, "load", false, "generic_object_binder") object_binder.load(self, reader) xr_logic.load_obj(self.object, reader) set_save_marker(reader, "load", true, "generic_object_binder") end