function init (obj) xr_motivator.AddToMotivator(obj) end function actor_init (npc) npc:bind_object(actor_binder(npc)) end local game_difficulty_by_num = { [0] = "gd_novice", [1] = "gd_stalker", [2] = "gd_veteran", [3] = "gd_master" } local weapon_hide = {} local primary_objects_filled = false ---------------------------------------------------------------------------------------------------------------------- class "actor_binder" (object_binder) ---------------------------------------------------------------------------------------------------------------------- function actor_binder:__init (obj) super(obj) self.bCheckStart = false self.weather_manager = level_weathers.get_weather_manager() self.surge_manager = surge_manager.get_surge_manager() --self.actor_detector = xr_detector.actor_detector() self.last_level_name = nil self.deimos_intensity = nil -- self.actor_weapon_on_start = true self.loaded_active_slot = 3 self.loaded_slot_applied = false self.last_detective_achievement_spawn_time = nil self.last_mutant_hunter_achievement_spawn_time = nil end ---------------------------------------------------------------------------------------------------------------------- function actor_binder:net_spawn(data) -- printf("actor net spawn") level.show_indicators() self.bCheckStart = true self.weapon_hide = false -- спрятано или нет оружие при разговоре. self.weapon_hide_in_dialog = false weapon_hide = {} -- устанавливаем глобальный дефолтовый флаг. if object_binder.net_spawn(self,data) == false then return false end db.add_actor(self.object) db.actor.deimos_intensity = self.deimos_intensity self.deimos_intensity = nil if self.st.disable_input_time == nil then level.enable_input() end xr_s.on_game_load() --' Distemper 03.2008 -- self.weather_manager:reset() --' Загружаем настройки дропа death_manager.init_drop_settings() --'Устанавливаем ссылку на таскменеджер self.task_manager = task_manager.get_task_manager() self.spawn_frame = device().frame self.already_jumped = false -- self.loaded = false benchmark.main() --' Distemper 06.2008 -- return true end ---------------------------------------------------------------------------------------------------------------------- function actor_binder:net_destroy() xr_sound.stop_sounds_by_id(self.object:id()) local board_factions = sim_board.get_sim_board().players if(board_factions) then for k,v in pairs (board_factions) do xr_sound.stop_sounds_by_id(v.id) end end if(actor_stats.remove_from_ranking~=nil)then actor_stats.remove_from_ranking(self.object:id()) end level.show_weapon(true) db.del_actor(self.object) self.object:set_callback(callback.inventory_info, nil) self.object:set_callback(callback.article_info, nil) self.object:set_callback(callback.on_item_take, nil) self.object:set_callback(callback.on_item_drop, nil) self.object:set_callback(callback.task_state, nil) self.object:set_callback(callback.level_border_enter, nil) self.object:set_callback(callback.level_border_exit, nil) self.object:set_callback(callback.take_item_from_box, nil) self.object:set_callback(callback.use_object, nil) -- IX-Ray self.object:set_callback(callback.actor_before_death, nil) -- END IX-Ray log("--------->"..tostring(_G.amb_vol)) log("--------->"..tostring(_G.mus_vol)) if(_G.amb_vol~=0) then get_console():execute("snd_volume_eff "..tostring(_G.amb_vol)) _G.amb_vol = 0 end if(_G.mus_vol~=0) then get_console():execute("snd_volume_music "..tostring(_G.mus_vol)) _G.mus_vol = 0 end if sr_psy_antenna.psy_antenna then sr_psy_antenna.psy_antenna:destroy() sr_psy_antenna.psy_antenna = false end xrs_dyn_music.finish_theme() xr_s.on_actor_destroy() object_binder.net_destroy(self) end ---------------------------------------------------------------------------------------------------------------------- function actor_binder:reinit() object_binder.reinit(self) local npc_id = self.object:id() db.storage[npc_id] = { } self.st = db.storage[npc_id] self.st.pstor = nil self.object:set_callback(callback.inventory_info, self.info_callback, self) self.object:set_callback(callback.on_item_take, self.on_item_take, self) self.object:set_callback(callback.on_item_drop, self.on_item_drop, self) self.object:set_callback(callback.trade_sell_buy_item, self.on_trade, self) -- for game stats self.object:set_callback(callback.task_state, self.task_callback, self) self.object:set_callback(callback.take_item_from_box, self.take_item_from_box, self) self.object:set_callback(callback.use_object, self.use_inventory_item, self) -- IX-Ray self.object:set_callback(callback.actor_before_death, self.on_actor_before_death, self) -- END IX-Ray end -- IX-Ray -- actor before death callback -- IMPORTANT: if you wish to kill actor you need to call db.actor:kill(level.object_by_id(whoID), true) in actor_before_death callback, to ensure all objects are properly destroyed. function actor_binder:on_actor_before_death(whoID) local killer = level.object_by_id(whoID) or db.actor db.actor:kill(killer, true) end -- END IX-Ray ---------------------------------------------------------------------------------------------------------------------- function actor_binder:take_item_from_box(box, item) local box_name = box:name() end ---------------------------------------------------------------------------------------------------------------------- function actor_binder:info_callback(npc, info_id) printf("*INFO*: npc='%s' id='%s'", npc:name(), info_id) --' Сюжет -- Отметки на карте end ---------------------------------------------------------------------------------------------------------------------- function actor_binder:on_trade (item, sell_bye, money) if sell_bye == true then game_stats.money_trade_update (money) else game_stats.money_trade_update (-money) end end ---------------------------------------------------------------------------------------------------------------------- function actor_binder:article_callback(npc, group, name) end ---------------------------------------------------------------------------------------------------------------------- function actor_binder:on_item_take (obj) printf("on_item_take [%s]", obj:name()) if isArtefact(obj) then local anomal_zone = bind_anomaly_zone.parent_zones_by_artefact_id[obj:id()] if anomal_zone ~= nil then anomal_zone:on_artefact_take(obj) else bind_anomaly_zone.artefact_ways_by_id[obj:id()] = nil end local artefact = obj:get_artefact() artefact:FollowByPath("NULL",0,vector():set(500,500,500)) xr_statistic.inc_founded_artefacts_counter(obj:id()) --[[ local s_art = alife():object(obj:id()) if(s_art) then xr_statistic.inc_founded_artefacts_counter(s_art:section_name()) else xr_statistic.inc_founded_artefacts_counter() end ]] end treasure_manager.get_treasure_manager():on_item_take(obj:id()) end ---------------------------------------------------------------------------------------------------------------------- function actor_binder:on_item_drop (obj) end function actor_binder:use_inventory_item(obj) if(obj) then local s_obj = alife():object(obj:id()) if(s_obj) and (s_obj:section_name()=="drug_anabiotic") then xr_effects.disable_ui_only(db.actor, nil) level.add_cam_effector("camera_effects\\surge_02.anm", 10, false, "bind_stalker.anabiotic_callback") level.add_pp_effector("surge_fade.ppe", 11, false) give_info("anabiotic_in_process") _G.mus_vol = get_console():get_float("snd_volume_music") _G.amb_vol = get_console():get_float("snd_volume_eff") get_console():execute("snd_volume_music 0") get_console():execute("snd_volume_eff 0") end end end function anabiotic_callback() level.add_cam_effector("camera_effects\\surge_01.anm", 10, false, "bind_stalker.anabiotic_callback2") local rnd = math.random(35,45) local m = surge_manager.get_surge_manager() if(m.started) then local tf = level.get_time_factor() local diff_sec = math.ceil(game.get_game_time():diffSec(m.inited_time)/tf) if(rnd>(m.surge_time-diff_sec)*tf/60) then m.time_forwarded = true m.ui_disabled = true m:kill_all_unhided() m:end_surge() end end level.change_game_time(0,0,rnd) level_weathers.get_weather_manager():forced_weather_change() printf("anabiotic_callback: time forwarded on [%d]", rnd) end function anabiotic_callback2() xr_effects.enable_ui(db.actor, nil) get_console():execute("snd_volume_music "..tostring(_G.mus_vol)) get_console():execute("snd_volume_eff "..tostring(_G.amb_vol)) _G.amb_vol = 0 _G.mus_vol = 0 disable_info("anabiotic_in_process") end ---------------------------------------------------------------------------------------------------------------------- function actor_binder:task_callback(_task, _state) if _state ~= task.fail then if _state == task.completed then news_manager.send_task(db.actor, "complete", _task) else news_manager.send_task(db.actor, "new", _task) end end task_manager.task_callback(_task, _state) end ---------------------------------------------------------------------------------------------------------------------- function actor_binder:update(delta) object_binder.update(self, delta) if string.find(command_line(), "-designer") then return end if self.already_jumped==false and jump_level.need_jump==true and (device().frame > self.spawn_frame+2000) then jump_level.try_to_jump() self.already_jumped = true return end -- Вызов апдейта переноса игрока проводником if travel_func ~= nil then travel_func() end -- DEBUG slowdown --slowdown.update() local time = time_global() game_stats.update (delta, self.object) -- апдейт погоды self.weather_manager:update() self:check_detective_achievement() self:check_mutant_hunter_achievement() --' Апдейт саундменеджера xr_sound.update(self.object:id()) -- Обновление отключения ввода с клавиатуры. if self.st.disable_input_time ~= nil and game.get_game_time():diffSec(self.st.disable_input_time) >= self.st.disable_input_idle then level.enable_input() self.st.disable_input_time = nil end -- Апдейт прятание оружия игрока во время диалога if self.object:is_talking() then if self.weapon_hide_in_dialog == false then self.object:hide_weapon() printf("hiding weapon!!!") self.weapon_hide_in_dialog = true end else if self.weapon_hide_in_dialog == true then printf("restoring weapon!!!") self.object:restore_weapon() self.weapon_hide_in_dialog = false end end -- Апдейт прятание оружия игрока в зоне sr_no_weapon if check_for_weapon_hide_by_zones() == true then if self.weapon_hide == false then printf("hiding weapon!!!") self.object:hide_weapon() self.weapon_hide = true end else if self.weapon_hide == true then printf("restoring weapon!!!") self.object:restore_weapon() self.weapon_hide = false end end -- обновление пси-антенны if sr_psy_antenna.psy_antenna then sr_psy_antenna.psy_antenna:update(delta) end --[[ --' Вывод сообщения о большой радиации if self.object.radiation >= 0.7 then local hud = get_hud() local custom_static = hud:GetCustomStatic("cs_radiation_danger") if custom_static == nil then hud:AddCustomStatic("cs_radiation_danger", true) hud:GetCustomStatic("cs_radiation_danger"):wnd():TextControl():SetTextST("st_radiation_danger") end else local hud = get_hud() local custom_static = hud:GetCustomStatic("cs_radiation_danger") if custom_static ~= nil then hud:RemoveCustomStatic("cs_radiation_danger") end end ]]-- if self.bCheckStart then printf("SET DEFAULT INFOS") if not has_alife_info("global_dialogs") then self.object:give_info_portion("global_dialogs") end if not has_alife_info("level_changer_icons") then self.object:give_info_portion("level_changer_icons") end self.bCheckStart = false -- if self.actor_weapon_on_start == true then -- db.actor:activate_slot(3) -- self.actor_weapon_on_start = false -- end end -- device().precache_frame == 0 and if not self.loaded_slot_applied then self.object:activate_slot(self.loaded_active_slot) self.loaded_slot_applied = true end xr_s.on_actor_update(delta) if(self.surge_manager) then if(self.f_surge_manager_loaded ~= true) then self.surge_manager:initialize() self.f_surge_manager_loaded = true end if(self.surge_manager.levels_respawn[level.name()]) then self.surge_manager:respawn_artefacts_and_replace_anomaly_zone() end self.surge_manager:update() end -- Апдейт доступности для симуляции. simulation_objects.get_sim_obj_registry():update_avaliability(alife():actor()) -- Not used --if not self.loaded then -- get_console():execute("dump_infos") -- self.loaded = true --end treasure_manager.get_treasure_manager():update() if not(primary_objects_filled) then pda.fill_primary_objects() primary_objects_filled = true end pda.fill_sleep_zones() SendScriptCallback("update") -- IX-Ray end ---------------------------------------------------------------------------------------------------------------------- function actor_binder:save(packet) set_save_marker(packet, "save", false, "actor_binder") object_binder.save(self, packet) --' Сохраняем уровень сложности packet:w_u8(level.get_game_difficulty()) --' Сохраняем данные об отключенном вводе if self.st.disable_input_time == nil then packet:w_bool(false) else packet:w_bool(true) utils.w_CTime(packet, self.st.disable_input_time) end xr_logic.pstor_save_all(self.object, packet) self.weather_manager:save(packet) release_body_manager.get_release_body_manager():save(packet) self.surge_manager:save(packet) sr_psy_antenna.save( packet ) packet:w_bool(sim_board.get_sim_board().simulation_started) xr_sound.actor_save(packet) packet:w_stringZ(tostring(self.last_level_name)) xr_statistic.save(packet) treasure_manager.get_treasure_manager():save(packet) local n = 0 for k,v in pairs(db.script_ids) do n = n + 1 end packet:w_u8(n) for k,v in pairs (db.script_ids) do packet:w_u16(k) packet:w_stringZ(v) end task_manager.get_task_manager():save(packet) -- packet:w_bool(self.actor_weapon_on_start) packet:w_u8(self.object:active_slot()) local deimos_exist = false for k,v in pairs(db.zone_by_name) do if(db.storage[v:id()] and db.storage[v:id()].active_scheme=="sr_deimos") then deimos_exist = true packet:w_bool(true) packet:w_float(db.storage[v:id()].sr_deimos.intensity) end end if not deimos_exist then packet:w_bool(false) end if self.last_detective_achievement_spawn_time == nil then packet:w_bool(false) else packet:w_bool(true) utils.w_CTime(packet, self.last_detective_achievement_spawn_time) end if self.last_mutant_hunter_achievement_spawn_time == nil then packet:w_bool(false) else packet:w_bool(true) utils.w_CTime(packet, self.last_mutant_hunter_achievement_spawn_time) end set_save_marker(packet, "save", true, "actor_binder") SendScriptCallback("save", packet) -- IX-Ray end ---------------------------------------------------------------------------------------------------------------------- function actor_binder:load(reader) set_save_marker(reader, "load", false, "actor_binder") object_binder.load(self, reader) --' Загружаем уровень сложности local game_difficulty = reader:r_u8() printf("load game_difficulty %s", tostring(game_difficulty)) get_console():execute("g_game_difficulty "..game_difficulty_by_num[game_difficulty]) local stored_input_time = reader:r_u8() if stored_input_time == true then self.st.disable_input_time = utils.r_CTime(reader) end xr_logic.pstor_load_all(self.object, reader) self.weather_manager:load(reader) release_body_manager.get_release_body_manager():load(reader) -- self.surge_manager:initialize() self.surge_manager:load(reader) self.f_surge_manager_loaded = true sr_psy_antenna.load(reader) sim_board.get_sim_board().simulation_started = reader:r_bool() xr_sound.actor_load(reader) local n = reader:r_stringZ() if(n~="nil") then self.last_level_name = n end xr_statistic.load(reader) treasure_manager.get_treasure_manager():load(reader) n = reader:r_u8() for i = 1,n do db.script_ids[reader:r_u16()] = reader:r_stringZ() end task_manager.get_task_manager():load(reader) -- self.actor_weapon_on_start = reader:r_bool() self.loaded_active_slot = reader:r_u8() self.loaded_slot_applied = false local b = reader:r_bool() if(b) then self.deimos_intensity = reader:r_float() end local stored_achievement_time = reader:r_bool() if stored_achievement_time == true then self.last_detective_achievement_spawn_time = utils.r_CTime(reader) end stored_achievement_time = reader:r_bool() if stored_achievement_time == true then self.last_mutant_hunter_achievement_spawn_time = utils.r_CTime(reader) end set_save_marker(reader, "load", true, "actor_binder") SendScriptCallback("load", reader) -- IX-Ray end --************************************************************* --* Подспаун вещей в ящики * --************************************************************* local detective_achievement_items = { "medkit", "antirad", "bandage"} local mutant_hunter_achievement_items = { "ammo_5.45x39_ap", "ammo_5.56x45_ap", "ammo_9x39_ap", "ammo_5.56x45_ap", "ammo_12x76_zhekan"} local function spawn_achivement_items(items_table, count, inv_box_story_id) local inv_box = alife():object(get_story_object_id(inv_box_story_id)) for i = 1,count do alife():create(items_table[math.random(#items_table)], inv_box.position, inv_box.m_level_vertex_id, inv_box.m_game_vertex_id, inv_box.id) end end function actor_binder:check_detective_achievement() if not has_alife_info("detective_achievement_gained") then return end if self.last_detective_achievement_spawn_time == nil then self.last_detective_achievement_spawn_time = game.get_game_time() end if game.get_game_time():diffSec(self.last_detective_achievement_spawn_time) > 43200 then spawn_achivement_items(detective_achievement_items, 4, "zat_a2_actor_treasure") xr_effects.send_tip(db.actor, nil, {"st_detective_news","got_medicine"}) self.last_detective_achievement_spawn_time = game.get_game_time() end end function actor_binder:check_mutant_hunter_achievement() if not has_alife_info("mutant_hunter_achievement_gained") then return end if self.last_mutant_hunter_achievement_spawn_time == nil then self.last_mutant_hunter_achievement_spawn_time = game.get_game_time() end if game.get_game_time():diffSec(self.last_mutant_hunter_achievement_spawn_time) > 43200 then spawn_achivement_items(mutant_hunter_achievement_items, 5, "jup_b202_actor_treasure") xr_effects.send_tip(db.actor, nil, {"st_mutant_hunter_news","got_ammo"}) self.last_mutant_hunter_achievement_spawn_time = game.get_game_time() end end ---------------------------------------------------------------------------------------------------------------------- function check_for_weapon_hide_by_zones() for k,v in pairs(weapon_hide) do if v == true then return true end end return false end -- Weapon functions function hide_weapon(zone_id) printf("[WEAPON_CONTROL]:hiding weapon from zone [%s] in section [%s]!!!", zone_id, db.storage[zone_id].active_section) weapon_hide[zone_id] = true end function restore_weapon(zone_id) printf("[WEAPON_CONTROL]:restoring weapon from zone [%s] in section [%s]!!!", zone_id, db.storage[zone_id].active_section) weapon_hide[zone_id] = false end