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145
gamedata/scripts/se_monster.script
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145
gamedata/scripts/se_monster.script
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--[[
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Èçìåíåíèÿ script_version:
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4 - ñîõðàíåíèå ïîëÿ job_online
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5 - ñîõðàíåíèå ïîëÿ was_in_smart_terrain
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]]
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class "se_monster" (cse_alife_monster_base)
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--------------------
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function se_monster:__init (section) super (section)
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self.ini = nil
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self.ini_initialized = false
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self.spawner_present = false
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self.smart_terrain_conditions = nil
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self.smart_terrain_conditions_initialized = false
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self.check_distance = false
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self.min_distance = 150
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-- ýòîò ôëàã áåð¸òñÿ èç ðàáîòû ñìàðòà
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-- true = âñåãäà â îíëàéíå
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-- false = âñåãäà â îôëàéíå
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-- condlist = óñëîâèå, êîòîðîå îòïðåäåëÿåò true èëè false
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-- nil = ñìàðòó âñ¸ ðàâíî
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self.job_online = nil
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self.job_online_condlist = nil
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self.m_registred = false
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db.offline_objects[self.id] = {}
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end
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--------------------
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function se_monster:get_ini()
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if not self.ini_initialized then
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self.ini = self:spawn_ini ()
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self.ini_initialized = true
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-- if self.ini:section_exist("spawner") then
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-- self.spawner = xr_logic.parse_condlist(db.actor, "spawner", "cond", self.ini:r_string("spawner", "cond"))
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-- end
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end
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end
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--------------------
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function se_monster:can_switch_offline()
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if self.group_id ~= 65535 then
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return true
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end
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return cse_alife_monster_base.can_switch_offline(self)
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end
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--------------------
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function se_monster:can_switch_online()
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if self.group_id ~= 65535 then
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return true
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end
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return cse_alife_monster_base.can_switch_online(self)
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end
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function se_monster:switch_online()
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cse_alife_monster_base.switch_online(self)
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end
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function se_monster:switch_offline()
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cse_alife_monster_base.switch_offline(self)
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end
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-----------------------
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function se_monster:STATE_Write(packet)
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cse_alife_monster_base.STATE_Write (self, packet)
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if self.online then
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packet:w_stringZ(tostring(level and level.object_by_id(self.id) and level.object_by_id(self.id):level_vertex_id()))
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else
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packet:w_stringZ(tostring(db.offline_objects[self.id] and db.offline_objects[self.id].level_vertex_id))
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end
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packet:w_stringZ(tostring(db.offline_objects[self.id] and db.offline_objects[self.id].active_section))
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end
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--------------------
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function se_monster:STATE_Read(packet, size)
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cse_alife_monster_base.STATE_Read (self, packet, size)
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if self.script_version > 10 then
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local old_lvid = packet:r_stringZ()
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if db.offline_objects[self.id] == nil then
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db.offline_objects[self.id] = {}
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end
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db.offline_objects[self.id].active_section = packet:r_stringZ()
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if db.offline_objects[self.id].active_section == "nil" then
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db.offline_objects[self.id].active_section = nil
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end
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if old_lvid ~= "nil" then
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db.offline_objects[self.id].level_vertex_id = tonumber(old_lvid)
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end
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end
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end
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--------------------
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function se_monster:on_before_register()
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end
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--------------------
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function se_monster:on_register()
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cse_alife_monster_base.on_register( self )
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printf("registering monster %s ", self:name())
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self.m_registred = true
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self.board = sim_board.get_sim_board()
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-- Ïðîâåðÿåì êàñòîìäàòó îáüåêòà íà íàëè÷èå ñòîðè àéäè.
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story_objects.check_spawn_ini_for_story_id(self)
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if db.offline_objects[self.id] == nil then
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db.offline_objects[self.id] = {}
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end
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-- db.offline_objects[self.id].level_vertex_id = self.m_level_vertex_id
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--' Îòêëþ÷àåì ñòàðûé ìåòîä âûáîðà ñìàðòòåððåéíîâ.
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self:brain():can_choose_alife_tasks(false)
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--' Âûáîð ñìàðòà
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local obj_ini = self:spawn_ini()
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local smart = utils.cfg_get_string(obj_ini, "logic", "smart_terrain", self, false, "", "")
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local smart_obj = self.board:get_smart_by_name(smart)
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if smart_obj == nil then
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return
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end
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alife():object(smart_obj.id):register_npc(self)
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end
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--------------------
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function se_monster:on_unregister()
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local strn_id = self:smart_terrain_id()
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if strn_id ~= 65535 then
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local smart = alife():object(strn_id)
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if smart ~= nil then
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smart:unregister_npc(self)
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end
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end
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db.offline_objects[self.id] = nil
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unregister_story_object_by_id(self.id)
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cse_alife_monster_base.on_unregister(self)
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end
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--------------------
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function se_monster:on_death(killer)
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cse_alife_monster_base.on_death(self, killer)
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smart_terrain.on_death(self)
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if self.group_id ~= 65535 then
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local squad = alife():object(self.group_id)
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if squad == nil then
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--printf("sim_board squads")
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--print_table(self.board.squads)
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abort("There is no squad with ID [%s]", self.group_id)
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end
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squad:on_npc_death(self)
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end
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end
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--------------------
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function se_monster:update()
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cse_alife_monster_base.update(self)
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end
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