add game&rawdata

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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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-- Ńőĺěŕ čçěĺíĺíčé ďîëîćĺíč˙ ňĺëŕ
-- ŕâňîđ: Äčäĺíęî Đóńëŕí (Stohe)
-- TODO:
----------------------------------------------------------------------------------------------------------------------
stand = 0
sit = 2
sit_wait = 3
sleep = 4
class "body_state"
function body_state:__init(npc)
self.npc = npc
self.target_state = xr_state.stand
self.current_state = xr_state.stand
self.tanim = {
[xr_state.stand] = { [xr_state.sit] = {"stalker_2_down"},
[xr_state.sit_wait] = {"stalker_3_down"},
[xr_state.sleep] = {"stalker_2_down", "spit_0"} },
[xr_state.sit] = { [xr_state.stand] = {"stalker_2_up"},
[xr_state.sit_wait] = {"stalker_2v3"},
[xr_state.sleep] = {"spit_0"} },
[xr_state.sit_wait] = { [xr_state.stand] = {"stalker_3_up"},
[xr_state.sit] = {"stalker_3v2"} },
[xr_state.sleep] = { [xr_state.stand] = {"spit_3", "stalker_2_up"},
[xr_state.sit] = {"spit_3"}}}
self.ianim = {
[xr_state.sit] = "stalker_2_1",
[xr_state.sit_wait] = "item_0_idle_0",
[xr_state.sleep] = "spit_2"
}
self.states = {
last_id = nil,
current_state = nil,
begin = nil,
idle = nil
}
self.animations = {
idle = { state_id = xr_state.stand,
prop = { maxidle = 5,
sumidle = 3,
rnd = 80 },
into = nil,
out = nil,
idle = { [0] = "idle_0_idle_1",
[1] = "idle_1_idle_1",
[2] = "idle_2_idle_1",
[3] = "idle_3_idle_1",
[4] = "idle_4_idle_1" },
rnd = { [0] = { "idle_0_idle_0",
"idle_0_idle_2",
"idle_0_idle_3",
"idle_0_idle_4" },
[1] = { "idle_1_idle_0",
"idle_1_idle_2",
"idle_1_idle_3",
"idle_1_idle_4" },
[2] = { "idle_2_idle_0",
"idle_2_idle_2",
"idle_2_idle_3",
"idle_2_idle_4",
"idle_2_idle_5",
"idle_2_idle_6",
"idle_2_idle_7",
"idle_2_idle_8",
"idle_2_idle_9" },
[3] = { "idle_3_idle_0",
"idle_3_idle_2",
"idle_3_idle_3",
"idle_3_idle_4" },
[4] = { "idle_4_idle_0",
"idle_4_idle_2",
"idle_4_idle_3",
"idle_4_idle_4" }}},
prisluh = { state_id = xr_state.stand,
prop = { maxidle = 5,
sumidle = 3,
rnd = 80 },
into = { [0] = "prisluh_0_idle_0",
[1] = "prisluh_1_idle_0",
[2] = "prisluh_2_idle_0",
[3] = "prisluh_3_idle_0",
[4] = "prisluh_4_idle_0" },
out = { [0] = "prisluh_0_idle_5",
[1] = "prisluh_1_idle_5",
[2] = "prisluh_2_idle_6",
[3] = "prisluh_3_idle_5",
[4] = "prisluh_4_idle_5" },
idle = { [0] = "prisluh_0_idle_1",
[1] = "prisluh_1_idle_1",
[2] = "prisluh_2_idle_1",
[3] = "prisluh_3_idle_1",
[4] = "prisluh_4_idle_1" },
rnd = { [0] = { "prisluh_0_idle_2",
"prisluh_0_idle_3",
"prisluh_0_idle_4" },
[1] = { "prisluh_1_idle_2",
"prisluh_1_idle_3",
"prisluh_1_idle_4" },
[2] = { "prisluh_2_idle_2",
"prisluh_2_idle_3",
"prisluh_2_idle_4",
"prisluh_2_idle_5" },
[3] = { "prisluh_3_idle_2",
"prisluh_3_idle_3",
"prisluh_3_idle_4" },
[4] = { "prisluh_4_idle_2",
"prisluh_4_idle_3",
"prisluh_4_idle_4" }}},
poisk = { state_id = xr_state.stand,
prop = { maxidle = 5,
sumidle = 3,
rnd = 80 },
into = nil,
out = nil,
idle = { [0] = "poisk_0_idle_1",
[1] = "poisk_1_idle_1",
[2] = "poisk_2_idle_1",
[3] = "poisk_3_idle_1",
[4] = "poisk_4_idle_1" },
rnd = { [0] = { "poisk_0_idle_0",
"poisk_0_idle_2",
"poisk_0_idle_3",
"poisk_0_idle_4" },
[1] = { "poisk_1_idle_0",
"poisk_1_idle_2",
"poisk_1_idle_3",
"poisk_1_idle_4" },
[2] = { "poisk_2_idle_0",
"poisk_2_idle_2",
"poisk_2_idle_3",
"poisk_2_idle_4" },
[3] = { "poisk_3_idle_0",
"poisk_3_idle_2",
"poisk_3_idle_3",
"poisk_3_idle_4" },
[4] = { "poisk_4_idle_0",
"poisk_4_idle_2",
"poisk_4_idle_3",
"poisk_4_idle_4" }}},
hide = { state_id = xr_state.stand,
prop = { maxidle = 5,
sumidle = 3,
rnd = 80 },
into = nil,
out = nil,
idle = { [0] = "d_0_idle_1",
[1] = "d_1_idle_1",
[2] = "d_2_idle_1",
[3] = "d_3_idle_1",
[4] = "d_4_idle_1" },
rnd = { [0] = { "d_0_idle_0",
"d_0_idle_2" },
[1] = { "d_1_idle_0",
"d_1_idle_2" },
[2] = { "d_2_idle_0",
"d_2_idle_2" },
[3] = { "d_3_idle_0",
"d_3_idle_2" },
[4] = { "d_4_idle_0",
"d_4_idle_2" }}},
hello = { state_id = xr_state.stand,
prop = { maxidle = 3,
sumidle = 1,
rnd = 100 },
into = nil,
out = nil,
idle = { [0] = "idle_0_idle_1",
[1] = "idle_1_idle_1",
[2] = "idle_2_idle_1",
[3] = "idle_3_idle_1",
[4] = "idle_4_idle_1" },
rnd = { [0] = { "hello_0_idle_0" },
[1] = { "hello_1_idle_0" },
[2] = { "hello_2_idle_0" },
[3] = { "hello_3_idle_0" },
[4] = { "hello_4_idle_0" }}},
refuse = { state_id = xr_state.stand,
prop = { maxidle = 3,
sumidle = 3,
rnd = 100 },
into = nil,
out = nil,
idle = nil,
rnd = { [0] = { "net_0_0",
"net_0_1" },
[1] = { "net_1_0" },
[2] = { "net_2_0" },
[3] = { "net_3_0" },
[4] = { "net_4_0" }}},
claim = { state_id = xr_state.stand,
prop = { maxidle = 5,
sumidle = 2,
rnd = 100 },
into = nil,
out = nil,
idle = nil,
rnd = { [0] = { "gop_stop_1_0" },
[1] = { "gop_stop_1_0" },
[2] = { "gop_stop_2_0" },
[3] = { "gop_stop_3_0" },
[4] = { "gop_stop_4_0" }}},
backoff = { state_id = xr_state.stand,
prop = { maxidle = 5,
sumidle = 2,
rnd = 100 },
into = nil,
out = nil,
idle = nil,
rnd = { [0] = { "uhodi_1_0" },
[1] = { "uhodi_1_0" },
[2] = { "uhodi_2_0" },
[3] = { "uhodi_3_0" },
[4] = { "uhodi_4_0" }}},
backoff2 = { state_id = xr_state.stand,
prop = { maxidle = 5,
sumidle = 2,
rnd = 100 },
into = nil,
out = nil,
idle = nil,
rnd = { [0] = { "uhodi_1_1" },
[1] = { "uhodi_1_1" },
[2] = { "uhodi_2_1" },
[3] = { "uhodi_3_1" },
[4] = { "uhodi_4_1" }}}
}
--print_table(self.animations)
end
--' Ďđîâĺđ˙ĺň çŕęîí÷čëč ëč ěű čçěĺíĺíčĺ ďîëîćĺíč˙ ňĺëŕ
function body_state:finish_state()
if self.target_state == xr_state.stand and
self.npc:animation_count() == 0
then
self.current_state = self.target_state
end
if self.target_state ~= xr_state.stand and
self.npc:animation_count() <= 1
then
self.current_state = self.target_state
end
return self.target_state == self.current_state
end
function body_state:set_state(id)
if id ~= self.current_state and
id ~= self.target_state
then
self.npc:clear_animations()
self.target_state = id
self:transanim(self.npc, id)
return true
end
return false
end
function body_state:transanim(object, target_state)
if self.tanim[self.current_state][target_state] ~= nil then
for k,v in pairs(self.tanim[self.current_state][target_state]) do
object:add_animation(v, true)
end
end
if self.ianim[target_state] ~= nil then
object:add_animation(self.ianim[target_state], true)
end
end
function body_state:weapon_slot()
local weapon = self.npc:active_item()
if weapon == nil or self.npc:weapon_strapped() == true then
return 0
end
local id = get_clsid(weapon)
if id == nil then
return 0
end
if id == clsid.wpn_pm_s or
id == clsid.wpn_walther_s or
id == clsid.wpn_hpsa_s or
id == clsid.wpn_fort_s or
id == clsid.wpn_usp45_s then
return 1
end
if id == clsid.wpn_vintorez_s or
id == clsid.wpn_val_s or
id == clsid.wpn_groza_s or
id == clsid.wpn_fn2000_s or
id == clsid.wpn_ak74_s or
id == clsid.wpn_lr300_s or
id == clsid.wpn_svd_s or
id == clsid.wpn_svu_s then
return 2
end
if id == clsid.wpn_shotgun_S then
return 3
end
if id == clsid.wpn_rpg7_s then
return 4
end
return 0
end
function body_state:anim_update(type)
--' Îďđĺäĺë˙ĺě - ýňî ó íŕń âęëţ÷ĺíčĺ íîâîé ŕíčěŕöčč čëč ďđîäîëćĺíčĺ ńňŕđîé
if type ~= self.states.current_state then
if type ~= nil then
printf("ANIMS: |%s| for %s", type, self.npc:name())
else
printf("ANIMS: |nil| for %s", self.npc:name())
end
--' Ďđîâĺđęŕ íŕ ńóůĺńňâîâŕíčĺ ňĺěű
if type ~= nil and self.animations[type] == nil then
printf("ERROR: Non existen ANIM STATEd called: %s", type)
return
end
--' çŕâĺđřĺíčĺ ńňŕđîé
self.npc:clear_animations()
if self.states.current_state ~= nil then
if self.animations[self.states.current_state].out ~= nil then
self.npc:add_animation(self.animations[self.states.current_state].out[self:weapon_slot()], true)
end
end
--' ďđîńňŕíîâęŕ íîâîé
if type ~= nil then
--' Ďđîâĺđęŕ ńîîňâĺňńňâč˙ ńîńňî˙íč˙.
if self.current_state ~= self.animations[type].state_id then
self:set_state(self.animations[type].state_id)
end
if self.animations[type].into ~= nil then
self.npc:add_animation(self.animations[type].into[self:weapon_slot()], true)
end
if self.animations[type].idle ~= nil then
self.npc:add_animation(self.animations[type].idle[self:weapon_slot()], true)
end
else
self:set_state(xr_state.stand)
end
self.states.current_state = type
self.states.last_id = nil
self.states.begin = nil
self.states.idle = nil
end
--' Îďđĺäĺë˙ĺě íóćíî ëč äîáŕâë˙ňü ŕíčěŕöčţ čëč ćäŕňü
if (self.states.begin == nil or
time_global() - self.states.begin > self.states.idle) and
self.npc:animation_count() <= 1 and
self.states.current_state ~= nil
then
--' Îďđĺäĺëĺíčĺ ďđîěĺćóňęîâ âđĺěĺíč ěĺćäó ŕíčěŕöč˙ěč
self.states.begin = time_global()
self.states.idle = (math.random(self.animations[self.states.current_state].prop.maxidle) +
self.animations[self.states.current_state].prop.sumidle) * 1000
if math.random(100) < self.animations[self.states.current_state].prop.rnd then
local r
if #self.animations[self.states.current_state].rnd[self:weapon_slot()] > 1 then
if self.states.last_id == nil then
r = math.random(#self.animations[self.states.current_state].rnd[self:weapon_slot()])
else
r = math.random(#self.animations[self.states.current_state].rnd[self:weapon_slot()]-1)
if r >= self.states.last_id then
r = r + 1
end
end
self.states.last_id = r
else
r = 1
end
self.npc:clear_animations()
if self.animations[self.states.current_state].rnd[self:weapon_slot()][r] ~= nil then
self.npc:add_animation (self.animations[self.states.current_state].rnd[self:weapon_slot()][r], true)
else
printf("ANIM ERROR: Select wrong animation %d of %d, type: %s, weapon_slot: %d", r,
#self.animations[self.states.current_state].rnd[self:weapon_slot()],
self.states.current_state, self:weapon_slot() )
end
if self.animations[type].idle ~= nil then
self.npc:add_animation (self.animations[self.states.current_state].idle[self:weapon_slot()], true)
end
end
end
--printf("animcount %d", self.npc:animation_count())
return self:finish_state() and self.npc:animation_count() == 0
end
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-- Functions
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-- Ďđîâĺđęŕ, čçěĺíčëîńü ëč óćĺ ďîëîćĺíčĺ ňĺëŕ čëč íĺň
function finish_state(npc)
return db.storage[npc:id()].state:finish_state()
end
function change_state(npc, id)
return db.storage[npc:id()].state:set_state(id)
end
function anim_update(type, npc)
return db.storage[npc:id()].state:anim_update(type)
end