add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

View file

@ -0,0 +1,297 @@
--news = {}
--[[
tips_icons = {
default = { 0, 658}, -- ui_iconsTotal_grouping
trader = { 332, 893}, -- ui_iconsNpc_trader
dolg = { 0, 658},
freedom = { 0, 658},
ecolog = { 498, 0}, -- ui_iconsNpc_ecolog
army = { 332, 141}, -- ui_iconsNpc_stalker_neytral_balon_6
stalker = { 0, 658},
csky = { 0, 658},
krot = { 332, 47}, -- ui_iconsNpc_stalker_neytral_rukzak_4
barman = { 332, 235}, -- ui_iconsNpc_barman
wolf = { 332, 940}, -- ui_iconsNpc_stalker_neytral_balon_1
o_soznanie = { 498, 893},
monolith = { 0, 658},
saharov = { 332, 470}, -- ui_iconsNpc_ucheniy_2
prizrak = { 0, 658},
killer = { 0, 658},
bandit = { 0, 658},
renegade = { 0, 658}
}
]]
-- ToDo - Need Pioneer icon here!
tips_icons = {
pioneer = "ui_inGame2_PD_Pervootkrivatel",
mutant_hunter = "ui_inGame2_PD_Ohotnik_na_mutantov",
detective = "ui_inGame2_PD_Sisshik",
one_of_the_lads = "ui_inGame2_PD_Svoy_paren",
kingpin = "ui_inGame2_PD_Avtoritet",
herald_of_justice = "ui_inGame2_PD_Gonets_pravosudiya",
seeker = "ui_inGame2_PD_Iskatel",
battle_systems_master = "ui_inGame2_PD_master_boevih_sistem",
high_tech_master = "ui_inGame2_PD_Master_visokih_technologiy",
skilled_stalker = "ui_inGame2_PD_Opitniy_stalker",
leader = "ui_inGame2_PD_Lider",
diplomat = "ui_inGame2_PD_Diplomat",
research_man = "ui_inGame2_PD_Nauchniy_sotrudnik",
friend_of_duty = "ui_inGame2_PD_Drug_Dolga",
friend_of_freedom = "ui_inGame2_PD_Drug_Swobodi",
balance_advocate = "ui_inGame2_PD_storonnik_ravnovesiya",
wealthy = "ui_inGame2_PD_Sostoyatelniy_klient",
keeper_of_secrets = "ui_inGame2_PD_Hranitel_tayn",
marked_by_zone = "ui_inGame2_PD_Otmecheniy_zonoy",
information_dealer = "ui_inGame2_PD_Torgovets_informatsiey",
friend_of_stalkers = "ui_inGame2_PD_Drug_Stalkerov",
got_artefact = "ui_inGame2_D_gonets_pravosudiya",
got_ammo = "ui_inGame2_D_Ohotnik_na_mutantov",
got_medicine = "ui_inGame2_D_Sisshik",
got_duty_light_armor = "ui_inGame2_D_Vipolnil_2_zadaniya_dlya_Dolga",
got_duty_heavy_armor = "ui_inGame2_D_Vipolnil_4_zadaniya_dlya_Dolga",
got_freedom_light_armor = "ui_inGame2_D_Vipolnil_2_zadaniya_dlya_Swobodi",
got_freedom_heavy_armor = "ui_inGame2_D_Vipolnil_4_zadaniya_dlya_Swobodi",
can_resupply = "ui_inGame2_Pered_zadaniyami_voennih",
recent_surge = "ui_inGame2_V_zone_nedavno_proshel_vibros",
}
function send_tip(actor, news_id, timeout, sender, showtime, sender_id)
if news_id == nil then return false end
-- printf("try to send tips for [%s]", tostring(sender_id))
if sender_id ~= nil then
local sim = alife()
if sim ~= nil then
local npc = sim:object(get_story_object_id(sender_id))
if npc ~= nil then
if npc.online then
--â îíëàéíå ïðîâåðÿåì íà ðàíåííîñòü
if xr_wounded.is_heavy_wounded_by_id(npc.id) then
printf("[PDA]Cannot send tips [%s], sender is heavy wounded", tostring(news_id))
return false
end
end
-- â äðóãèõ ñëó÷àÿõ òîëüêî íà ñìåðòü
if npc:alive() == 1 then
printf("[PDA]Cannot send tips [%s], sender is dead", tostring(news_id))
return false
end
end
end
end
if timeout == nil then timeout = 0 end
if showtime == nil then showtime = 5000 end
--' Èãðàåì äåôîëòíûé çâóê
xr_sound.set_sound_play(actor:id(), "pda_tips")
local texture = "ui_iconsTotal_grouping"
if sender ~= nil then
if type(sender) == "string" then
if tips_icons[sender] then
texture = tips_icons[sender]
end
elseif is_npc_stalker(sender:clsid()) then
texture = sender:character_icon()
end
end
local news_caption = game.translate_string("st_tip")
local news_text = game.translate_string(news_id)
-- actor:give_game_news(news_caption, news_text, texture, timeout*1000, showtime)
actor:give_game_news(news_caption, news_text, texture, timeout*1000, showtime, 0)
return true
end
function send_sound(npc, faction, point, str, str2, delay_sound)
--callstack()
if faction ~= nil then
--printf("---------------------")
--printf(tostring(faction))
local point_name = ""
if point ~= nil then
local smart = sim_board.get_sim_board().smarts[point]
if smart then
point_name = smart_names.get_smart_terrain_name(smart.smrt)
else
point_name = game.translate_string(point)
end
end
--printf(point_name)
local txt = ""
if str2 == nil then
txt = string.gsub(str, "(characters_voice\\human_..\\)([^\\]*)", "%2")
txt = string.gsub(txt, "[\\]([^\\]*)", "_%1")
else
txt = str2
end
--printf("--->"..tostring(txt))
local news_text = game.translate_string(txt)
if news_text == txt then
return
end
-- callstack()
--' Èãðàåì äåôîëòíûé çâóê
-- xr_sound.set_sound_play(db.actor:id(), "pda_tips")
local texture = "ui_iconsTotal_grouping"
if npc ~= nil and is_npc_stalker(npc:clsid()) then
texture = npc:character_icon()
else
if tips_icons[faction] then
texture = tips_icons[faction]
end
if tips_icons[point] then
texture = tips_icons[point]
end
end
-- printf("--->texture="..tostring(texture))
local news_caption = game.translate_string("st_tip").." "..game.translate_string(faction)
if point_name ~= "" then
news_caption = news_caption..". "..point_name..":"
else
news_caption = news_caption..":"
end
-- db.actor:give_game_news(news_caption, news_text, texture, 1000, 5000)
-- give_game_news(LPCSTR caption, LPCSTR news, LPCSTR texture_name, int delay, int show_time)
db.actor:give_game_news(news_caption, news_text, texture, delay_sound+1000, 5000, 1)
return true
end
end
function is_npc_stalker(class_id)
if class_id==clsid.script_stalker or
class_id==clsid.stalker then
return true
end
return false
end
local action_descr_by_type = {
new = "general_new_task",
complete = "general_complete_task",
fail = "general_fail_task",
reversed = "general_reverse_task",
updated = "general_update_task"
}
function send_task(actor, type, task)
if db.actor == nil then
return false
end
local time_on_screen = 10000
if type == "updated" then
time_on_screen = 5000
end
xr_sound.set_sound_play(db.actor:id(), "pda_task")
local news_caption = game.translate_string(action_descr_by_type[type])
local news_text = game.translate_string(task:get_title())
local icon = task:get_icon_name()
if(icon==nil) then
icon = "ui_iconsTotal_storyline"
end
if db.actor:is_talking() then
db.actor:give_talk_message2(news_caption, news_text..".", icon, "iconed_answer_item")
else
db.actor:give_game_news(news_caption, news_text..".", icon, 0, time_on_screen)
end
end
function send_treasure(param)
local news_caption = ""
if(param==0) then
news_caption = game.translate_string("st_found_new_treasure")
elseif(param==1) then
news_caption = game.translate_string("st_got_treasure")
xr_sound.set_sound_play(db.actor:id(), "pda_tips")
elseif(param==2) then
news_caption = game.translate_string("st_found_old_treasure")
end
if db.actor:is_talking() then
db.actor:give_talk_message2(news_caption, "", "ui_inGame2_Polucheni_koordinaty_taynika", "iconed_answer_item")
else
db.actor:give_game_news(news_caption, "", "ui_inGame2_Polucheni_koordinaty_taynika", 0, 3000)
end
end
function get_inv_name(section)
return system_ini():r_string(section,"inv_name")
end
function relocate_item(actor, type, item, amount)
if db.actor == nil then return false end
--' Èãðàåì äåôîëòíûé çâóê
if not amount then
amount = 1
end
local news_caption = ""
local news_text = ""
if type == "in" then
if amount == 1 then
news_caption = game.translate_string("general_in_item")
news_text = game.translate_string(get_inv_name(item))
else
news_caption = game.translate_string("general_in_item")
news_text = game.translate_string(get_inv_name(item)).." x"..amount
end
if db.actor:is_talking() then
db.actor:give_talk_message2(news_caption, news_text, "ui_inGame2_Predmet_poluchen", "iconed_answer_item")
else
db.actor:give_game_news(news_caption, news_text, "ui_inGame2_Predmet_poluchen", 0, 3000)
end
elseif type == "out" then
if amount == 1 then
news_caption = game.translate_string("general_out_item")
news_text = game.translate_string(get_inv_name(item))
else
news_caption = game.translate_string("general_out_item")
news_text = game.translate_string(get_inv_name(item)).." x"..amount
end
if db.actor:is_talking() then
db.actor:give_talk_message2(news_caption, news_text, "ui_inGame2_Predmet_otdan", "iconed_answer_item")
else
db.actor:give_game_news(news_caption, news_text, "ui_inGame2_Predmet_otdan", 0, 3000)
end
end
end
function relocate_money(actor, type, amount)
if db.actor == nil then return false end
--' Èãðàåì äåôîëòíûé çâóê
if type == "in" then
local news_caption = game.translate_string("general_in_money")
local news_text = game.translate_string(tostring(amount))
if db.actor:is_talking() then
db.actor:give_talk_message2(news_caption, news_text, "ui_inGame2_Dengi_polucheni", "iconed_answer_item")
else
db.actor:give_game_news(news_caption, news_text, "ui_inGame2_Dengi_polucheni", 0, 3000)
end
elseif type == "out" then
local news_caption = game.translate_string("general_out_money")
local news_text = game.translate_string(tostring(amount))
if db.actor:is_talking() then
db.actor:give_talk_message2(news_caption, news_text, "ui_inGame2_Dengi_otdani", "iconed_answer_item")
else
db.actor:give_game_news(news_caption, news_text, "ui_inGame2_Dengi_otdani", 0, 3000)
end
end
end