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

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--' Ñõåìà ïîìîùè ðàíåíûì
--' àâòîð: Äèäåíêî Ðóñëàí (Stohe)
--' TODO:
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-- EVALUATORS
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class "evaluator_wounded_exist" (property_evaluator)
function evaluator_wounded_exist:__init(name, storage, npc) super (nil, name)
self.a = storage
end
function evaluator_wounded_exist:evaluate()
local npc = self.object
if not npc:alive() then
return false
end
if npc:best_enemy() ~= nil then
return false
end
if npc:character_community() == "zombied" then
return false
end
if self.a.help_wounded_enabled == false then
return false
end
if xr_wounded.is_wounded(npc) then
return false
end
if npc:section() == "actor_visual_stalker" then
return false
end
local nearest_dist = 900 -- Áóäåò âûáèðàòü òîëüêî òðóïû, áëèæå ÷åì ýòà äèñòàíöèÿ (ïðîâåðÿåòñÿ ïî êâàäðàòó ðàññòîÿíèÿ)
local nearest_vertex = nil
local nearest_position = nil
local selected_id = nil
for v in npc:memory_visible_objects() do
local vo = v:object()
local id = vo:id()
local npc_id = npc:id()
--printf(" %s wounded_already_selected %s", id, tostring(db.storage[id].wounded_already_selected))
if npc:see(vo) and xr_wounded.is_wounded(vo) and (db.storage[id].wounded_already_selected == nil or db.storage[id].wounded_already_selected == npc_id) and vo:alive() then
if db.storage[id].wounded.not_for_help ~= true then
local npc_position = npc:position()
local vo_position = vo:position()
if npc_position:distance_to_sqr(vo_position) < nearest_dist then
local vertex = level.vertex_id(vo_position)
if npc:accessible(vertex) then
nearest_dist = npc_position:distance_to_sqr(vo_position)
nearest_vertex = vertex
nearest_position = vo_position
selected_id = id
end
end
end
end
end
if nearest_vertex ~= nil then
self.a.vertex_id = nearest_vertex
self.a.vertex_position = nearest_position
if self.a.selected_id ~= nil and self.a.selected_id ~= selected_id and db.storage[self.a.selected_id] ~= nil then
db.storage[self.a.selected_id].wounded_already_selected = nil
end
self.a.selected_id = selected_id
db.storage[self.a.selected_id].wounded_already_selected = npc:id()
return true
end
return false
end
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--Actions
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class "action_help_wounded" (action_base)
function action_help_wounded:__init (npc_name,action_name, storage) super (nil, action_name)
self.a = storage
end
function action_help_wounded:initialize()
action_base.initialize(self)
self.object:set_desired_position()
self.object:set_desired_direction()
self.object:set_dest_level_vertex_id(self.a.vertex_id)
--state_mgr.set_state(self.object, "patrol", nil, nil, {look_position = self.a.vertex_position})
state_mgr.set_state(self.object, "patrol")
end
function action_help_wounded:execute ()
action_base.execute(self)
if self.object:position():distance_to_sqr(self.a.vertex_position) > 2 then
return
end
--printf("hw %s", vec_to_str(self.a.vertex_position))
state_mgr.set_state(self.object, "help_wounded", nil, nil, {look_position = self.a.vertex_position})
end
function action_help_wounded:finalize ()
action_base.finalize(self)
end
function help_wounded(npc)
--printf("HELP WOUNDED %s", npc:name())
local selected_id = db.storage[npc:id()].help_wounded.selected_id
local selected_npc = db.storage[selected_id] and db.storage[selected_id].object
--printf("selected_id %s", tostring(selected_id))
if selected_npc == nil then
--printf(" help wounded return")
return
end
alife():create("medkit_script", selected_npc:position(), selected_npc:level_vertex_id(), selected_npc:game_vertex_id(), selected_id)
--selected_npc:eat(selected_npc:object("medkit_script"))
xr_wounded.unlock_medkit(selected_npc)
db.storage[selected_id].wounded_already_selected = -1
--xr_wounded.eat_medkit(selected_npc)
xr_sound.set_sound_play(npc:id(), "wounded_medkit")
end
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-- BINDER
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function add_to_binder(npc, char_ini, scheme, section, st)
local operators = {}
local properties = {}
properties["wounded_exist"] = xr_evaluators_id.wounded_exist
properties["wounded"] = xr_evaluators_id.sidor_wounded_base
operators["help_wounded"] = xr_actions_id.wounded_exist
operators["state_mgr_to_idle_alife"] = xr_actions_id.state_mgr + 2
local manager = npc:motivation_action_manager()
-- Evaluators
manager:add_evaluator (properties["wounded_exist"], evaluator_wounded_exist("wounded_exist", st))
-- Actions
local action = action_help_wounded (npc:name(),"action_help_wounded", st)
action:add_precondition (world_property(stalker_ids.property_alive, true))
action:add_precondition (world_property(stalker_ids.property_enemy, false))
action:add_precondition (world_property(stalker_ids.property_danger,false))
action:add_precondition (world_property(stalker_ids.property_anomaly,false))
action:add_precondition (world_property(properties["wounded_exist"], true))
action:add_precondition (world_property(properties["wounded"], false))
action:add_effect (world_property(properties["wounded_exist"], false))
manager:add_action (operators["help_wounded"], action)
action = manager:action (xr_actions_id.alife)
action:add_precondition (world_property(properties["wounded_exist"], false))
action = manager:action (operators["state_mgr_to_idle_alife"])
action:add_precondition (world_property(properties["wounded_exist"], false))
end
function set_help_wounded(npc, ini, scheme, section)
local st = xr_logic.assign_storage_and_bind(npc, ini, scheme, section)
end
function reset_help_wounded(npc, scheme, st, section)
st.help_wounded.help_wounded_enabled = utils.cfg_get_bool(st.ini, section, "help_wounded_enabled", npc, false, true)
end
function is_under_help_wounded(npc)
local mgr = npc:motivation_action_manager()
if not mgr:initialized() then
return false
end
local current_action_id = mgr:current_action_id()
return current_action_id == xr_actions_id.wounded_exist
end