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126
gamedata/scripts/state_mgr_mental.script
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126
gamedata/scripts/state_mgr_mental.script
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--' Ìåíòàëüíîå ñîñòîÿíèå òåëà
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--' ìû óæå íàõîäèìñÿ â íåîáõîäèìîì ñîñòîÿíèè?
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class "eva_state_mgr_mental" (property_evaluator)
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function eva_state_mgr_mental:__init(name, st) super (nil, name)
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self.st = st
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end
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function eva_state_mgr_mental:evaluate()
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return (state_lib.states[self.st.target_state].mental == nil) or
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(state_lib.states[self.st.target_state].mental == self.object:target_mental_state())
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end
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--' íóæíî ëè íàì áûòü â ñîñòîÿíèè FREE
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class "eva_state_mgr_mental_free" (property_evaluator)
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function eva_state_mgr_mental_free:__init(name, st) super (nil, name)
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self.st = st
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end
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function eva_state_mgr_mental_free:evaluate()
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return state_lib.states[self.st.target_state].mental == anim.free
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end
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--' íàõîäèìñÿ ëè ìû ñåé÷àñ âî FREE
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class "eva_state_mgr_mental_free_now" (property_evaluator)
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function eva_state_mgr_mental_free_now:__init(name, st) super (nil, name)
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self.st = st
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end
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function eva_state_mgr_mental_free_now:evaluate()
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return self.object:target_mental_state() == anim.free
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end
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--' íóæíî ëè íàì áûòü â ñîñòîÿíèè DANGER
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class "eva_state_mgr_mental_danger" (property_evaluator)
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function eva_state_mgr_mental_danger:__init(name, st) super (nil, name)
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self.st = st
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end
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function eva_state_mgr_mental_danger:evaluate()
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return state_lib.states[self.st.target_state].mental == anim.danger
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end
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--' íàõîäèìñÿ ëè ìû ñåé÷àñ â
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class "eva_state_mgr_mental_danger_now" (property_evaluator)
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function eva_state_mgr_mental_danger_now:__init(name, st) super (nil, name)
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self.st = st
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end
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function eva_state_mgr_mental_danger_now:evaluate()
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return self.object:target_mental_state() == anim.danger
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end
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--' íóæíî ëè íàì áûòü â ñîñòîÿíèè PANIC
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class "eva_state_mgr_mental_panic" (property_evaluator)
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function eva_state_mgr_mental_panic:__init(name, st) super (nil, name)
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self.st = st
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end
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function eva_state_mgr_mental_panic:evaluate()
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return state_lib.states[self.st.target_state].mental == anim.panic
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end
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--' íàõîäèìñÿ ëè ìû ñåé÷àñ â PANIC
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class "eva_state_mgr_mental_panic_now" (property_evaluator)
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function eva_state_mgr_mental_panic_now:__init(name, st) super (nil, name)
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self.st = st
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end
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function eva_state_mgr_mental_panic_now:evaluate()
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return self.object:target_mental_state() == anim.panic
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end
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--' Âêëþ÷àåì ñâîáîäíîå ñîñòîÿíèå
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class "act_state_mgr_mental_free" (action_base)
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function act_state_mgr_mental_free:__init(name) super (nil, name)
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end
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function act_state_mgr_mental_free:initialize()
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action_base.initialize(self)
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-- printf("BEFORE")
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-- local sight_type = self.object:sight_params()
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-- if sight_type.m_object ~= nil then
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-- printf("@@@sight_obj %s", sight_type.m_object:id())
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-- end
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-- printf("@@@sight_vest %s %s %s", sight_type.m_vector.x, sight_type.m_vector.y, sight_type.m_vector.z)
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-- printf("@@@sight_type %s", tostring(sight_type.m_sight_type))
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self.object:set_mental_state(anim.free)
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-- printf("AFTER")
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local sight_type = self.object:sight_params()
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if sight_type.m_object ~= nil then
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-- printf("@@@sight_obj %s", sight_type.m_object:id())
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end
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-- printf("@@@sight_vest %s %s %s", sight_type.m_vector.x, sight_type.m_vector.y, sight_type.m_vector.z)
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-- printf("@@@sight_type %s", tostring(sight_type.m_sight_type))
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end
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function act_state_mgr_mental_free:execute()
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action_base.execute(self)
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self.object:set_mental_state(anim.free)
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end
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function act_state_mgr_mental_free:finalize()
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action_base.finalize(self)
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end
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--' Âêëþ÷àåì âîçáóæäåííîå ñîñòîÿíèå
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class "act_state_mgr_mental_danger" (action_base)
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function act_state_mgr_mental_danger:__init(name) super (nil, name)
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end
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function act_state_mgr_mental_danger:initialize()
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action_base.initialize(self)
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self.object:set_mental_state(anim.danger)
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end
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function act_state_mgr_mental_danger:execute()
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action_base.execute(self)
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self.object:set_mental_state(anim.danger)
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end
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function act_state_mgr_mental_danger:finalize()
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action_base.finalize(self)
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end
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--' Âêëþ÷àåì ïàíè÷åñêîå ñîñòîÿíèå
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class "act_state_mgr_mental_panic" (action_base)
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function act_state_mgr_mental_panic:__init(name) super (nil, name)
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end
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function act_state_mgr_mental_panic:initialize()
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action_base.initialize(self)
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self.object:set_mental_state(anim.panic)
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end
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function act_state_mgr_mental_panic:execute()
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action_base.execute(self)
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self.object:set_mental_state(anim.panic)
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end
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function act_state_mgr_mental_panic:finalize()
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action_base.finalize(self)
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end
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