function printf() end local pi_2 = math.pi / 3 -- 60 degree local def_min_delta_per_sec = 0.2 local def_min_car_explode_time = 1000 local def_fire_angle = 120 local def_min_fire_time = 1.0 local def_fire_rep = 0.5 local def_fire_range = 50 local def_max_fc_upd_num = 1 -- default maximum fastcall updates num local state_cannon_rotate = 1 local state_cannon_follow = 2 local state_cannon_delay = 3 local state_cannon_stop = 4 local state_shooting_on = 1 local state_none = 0 local state_firetarget_points = 1 local state_firetarget_enemy = 2 class "action_mgun" function action_mgun:__init(obj, storage) printf("mgun : init.") self.object = obj self.mgun = self.object:get_car() self.st = storage self.start_direction = self.object:direction() self.start_look_pos = vector():set(0,0,0) self.start_look_pos.x = self.object:position().x + 5*math.sin(self.start_direction.x) self.start_look_pos.z = self.object:position().z + 5*math.cos(self.start_direction.x) self.start_look_pos.y = self.object:position().y end function action_mgun:reset_scheme(loading) printf("car : START INITIALIZING ======================================================") printf("car : action_mgun:reset_scheme: self.object:name()='%s'", self.object:name()) self.start_delaying_time = time_global() self.start_shooting_time = time_global() printf("pl mgun direction x:--- %s , z:--- %s", tostring(self.start_direction.x), tostring(self.start_direction.z)) self.fc_upd_num = 0 -- fastcall updates num self.fc_upd_avg = 10 -- average time of the fastcall updates (in millisecond) self.fc_last_upd_tm = -1 -- fastcall last update time self.st.signals = {} self.last_pos = nil self.last_pos_time = 0 self.state_delaying = false self.destroyed = false self.object:set_nonscript_usable(false) self.object:set_tip_text("") if self.mgun:HasWeapon() then printf("car : car has weapon.") self.mgun:Action(CCar.eWpnActivate,1) self.hasWeapon = true else printf("car : car hasn't weapon.") self.hasWeapon = false end self.state_firetarget = state_none self.state_cannon = state_none self.state_shooting = state_none self.target_fire_pt = nil self.target_fire_pt_idx = 0 self.target_obj = nil self.on_target_vis = nil self.on_target_nvis = nil if self.hasWeapon then printf("car : target = %s", self.st.fire_target) local n if self.st.fire_target == "points" then self.state_firetarget = state_firetarget_points else if self.st.fire_target == "actor" and db.actor:alive() then self.target_obj = db.actor self.state_firetarget = state_firetarget_enemy else n = self.st.fire_target if n then obj = get_story_object(n) if obj and obj:alive() then self.target_obj = obj self.state_firetarget = state_firetarget_enemy end end end end self.fire_track_target = self.st.fire_track_target if self.st.on_target_vis then vis = self.st.on_target_vis if vis.v1 ~= nil then obj = get_story_object(vis.v1) if obj and obj:alive() then vis.v1 = obj self.on_target_vis = vis printf("car : target %d", n) end end end if self.st.on_target_nvis then nvis = self.st.on_target_nvis if nvis.v1 ~= nil then obj = get_story_object(nvis.v1) if obj and obj:alive() then nvis.v1 = obj self.on_target_nvis = nvis printf("car : target %d", n) end end end self.path_fire = self.st.path_fire self.path_fire_point = nil --' Запоминаем позицию куда стрелять. if self.path_fire ~= nil then if level.patrol_path_exists(self.path_fire) then self.path_fire_point = patrol(self.path_fire):point(0) else abort("[ph_minigun] patrol path %s doesnt exist.", tostring(self.path_fire)) end end self.def_fire_time = self.st.fire_time self.def_fire_rep = self.st.fire_rep self.fire_rep = self.def_fire_rep printf("car : def_rep = %d (%s)", self.fire_rep, utils.to_str(self.st.fire_rep)) self.fire_range_sqr = self.st.fire_range * self.st.fire_range --' Стрельба по патрульным точкам. if self.state_firetarget == state_firetarget_points and self.path_fire then printf("car : firetarget = points") self.state_cannon = state_cannon_follow self.state_shooting = state_none elseif self.state_firetarget == state_firetarget_enemy then printf("car : firetarget = enemy") self.state_shooting = state_none self.state_cannon = state_cannon_follow else printf("car : firetarget = none") self.state_firetarget = state_none self.state_cannon = state_none self.state_shooting = state_none end end self.object:set_fastcall(self.fastcall, self) printf("car : END INITIALIZING ========================================================\n") end function action_mgun:set_shooting(shooting) self.mgun:Action(CCar.eWpnFire, shooting) --'printf("car : action_car:set_shooting(%d)", shooting) end function action_mgun:check_fire_time() if self.st.fire_rep == -1 then return end if 1000*self.st.fire_time + self.start_shooting_time >= time_global() and self.state_delaying == false then self.state_delaying = false self.start_delaying_time = time_global() + math.random(-0.2, 0.2)*1000*self.st.fire_time return else self.state_delaying = true end if self.start_delaying_time + 1000*self.st.fire_rep >= time_global() and self.state_delaying == true then self.state_delaying = true self.start_shooting_time = time_global() else self.state_delaying = false end end function action_mgun:save() end function action_mgun:rot_to_firedir(direction) if direction then self.mgun:SetParam(CCar.eWpnDesiredPos, direction) end end function action_mgun:rot_to_firepoint(pt) if pt then self.mgun:SetParam(CCar.eWpnDesiredPos, pt) end end function action_mgun:set_signal(sig) local stor = db.storage[self.object:id()] stor[stor.active_scheme].signals[sig] = true printf("car : %s", sig) end function action_mgun:fastcall() if db.storage[self.object:id()].active_scheme ~= "ph_minigun" then --' Если активная схема - не машина, снять быстрый апдейт self:set_shooting(0) return true end return self:fast_update() end function action_mgun:update(delta) if xr_logic.try_switch_to_another_section(self.object, self.st, db.actor) then return end if self.destroyed then xr_logic.switch_to_section(self.object, self.st.ini, "nil") return end self:check_fire_time() end function action_mgun:fast_update() --printf("car : START FAST UPDATE ======================================================") if self.mgun:GetfHealth() <= 0 then printf("car : killed.") self:destroy_car() return true end local cur_time = time_global() if self.fc_upd_num < def_max_fc_upd_num then local last_upd = self.fc_last_upd_tm if last_upd ~= -1 then local n = self.fc_upd_num if n < 3000 then self.fc_upd_avg = (self.fc_upd_avg * n + (cur_time - last_upd))/(n + 1) self.fc_upd_num = n + 1 else self.fc_upd_num = 1 end end self.fc_last_upd_tm = cur_time -- printf("car : average update = %f, time(%f)", self.fc_upd_avg, cur_time) end if self.state_cannon == state_cannon_stop and self.state_firetarget == state_none then if xr_logic.mob_captured(self.object) and not self.object:action() then printf("car : stopped") self:destroy_car() return true -- апдейты больше не нужны end return false end --printf("car : TEST") if self.hasWeapon then -- printf("car : target(%d)", self.state_firetarget) if self.on_target_vis and self.on_target_vis.v1:alive() and self.mgun:IsObjectVisible(self.on_target_vis.v1) then -- printf("car : try") local new_section = xr_logic.pick_section_from_condlist(db.actor, self.object, self.on_target_vis.condlist) if new_section then -- printf("car : switch to section [%s]", new_section) xr_logic.switch_to_section(self.object, self.st.ini, new_section) end end if self.on_target_nvis and self.on_target_nvis.v1:alive() and not self.mgun:IsObjectVisible(self.on_target_nvis.v1) then --printf("car : try") local new_section = xr_logic.pick_section_from_condlist(db.actor, self.object, self.on_target_nvis.condlist) if new_section then printf("car : switch to section [%s]", new_section) xr_logic.switch_to_section(self.object, self.st.ini, new_section) end end if self.state_firetarget == state_firetarget_points then --' Стрельба по точкам local fire_angle = angle_xz(self.object, self.path_fire_point, self.start_direction) local can_rotate = fire_angle <= self.st.fire_angle*math.pi/360 and fire_angle >= -(self.st.fire_angle*math.pi/360) if can_rotate then self:rot_to_firepoint(self.path_fire_point) if self.state_delaying then if self.state_shooting ~= state_none and self.st.auto_fire == true then self.state_shooting = state_none self:set_shooting(self.state_shooting) end else if self.state_shooting == state_none then self.state_shooting = state_shooting_on self:set_shooting(self.state_shooting) end end end elseif self.state_firetarget == state_firetarget_enemy then local fire_angle = angle_xz(self.object, self.target_obj:position(), self.start_direction) local can_rotate = fire_angle <= self.st.fire_angle*math.pi/360 and fire_angle >= -(self.st.fire_angle*math.pi/360) local object_visible = self.mgun:IsObjectVisible(self.target_obj) or self.st.shoot_only_on_visible == false --' printf("object visible:---------> %s can_rotate = %s fire_angle = %s", tostring(object_visible), tostring(can_rotate), tostring(fire_angle)) if self.target_obj:alive() and self.object:position():distance_to_sqr(self.target_obj:position()) <= self.fire_range_sqr and object_visible and can_rotate then if not self.state_delaying then self.target_fire_pt = self.target_obj:position() if self.target_obj:id() ~= db.actor:id() then if self.target_obj:target_body_state() == move.crouch then self.target_fire_pt.y = self.target_fire_pt.y + 0.5 --' FAKE elseif not xr_wounded.is_heavy_wounded_by_id(self.target_obj:id()) then self.target_fire_pt.y = self.target_fire_pt.y + 1.2 --' FAKE else self.target_fire_pt.y = self.target_fire_pt.y + 0.10 --' FAKE end else self.target_fire_pt.y = self.target_fire_pt.y + 1.0 --' FAKE end self:rot_to_firepoint(self.target_fire_pt) if self.mgun:CanHit() then if self.state_shooting == state_none and self.st.auto_fire == true then --'printf("car : shooting enemy (first).") self.state_shooting = state_shooting_on self:set_shooting(self.state_shooting) end else if self.state_shooting ~= state_none then --'printf("car : targeting enemy (first).") self.state_shooting = state_none self:set_shooting(self.state_shooting) end --'printf("car : targeting enemy.") end else self.state_shooting = state_none self:set_shooting(self.state_shooting) end else if self.state_shooting ~= state_none or not can_rotate or self.state_delaying then --' printf("car : enemy isn't visible (first).%s %s %s", tostring(self.object:direction().x), tostring(self.object:direction().y), tostring(self.object:direction().z)) self.state_shooting = state_none self:set_shooting(self.state_shooting) self:rot_to_firedir(self.start_look_pos) end --' printf("car : enemy isn't visible.") if self.fire_track_target then self.target_fire_pt = self.target_obj:position() self.target_fire_pt.y = self.target_fire_pt.y + 1.0 -- FAKE self:rot_to_firepoint(self.target_fire_pt) --' printf("car : target tracking.") end end end end return false end function action_mgun:destroy_car() printf("car : START ===============================") self.state_cannon = state_none self.state_firetarget = state_none self.state_shooting = state_none self.mgun:Action(CCar.eWpnAutoFire, 0) self:set_shooting(self.state_shooting) xr_logic.mob_release(self.object) if self.st.on_death_info ~= nil then db.actor:give_info_portion(self.st.on_death_info) printf("car : on_death_info [%s]", self.st.on_death_info) end self.destroyed = true printf("car : END =================================") end function angle_xz(npc , target_pos, start_direction) local dir1 = start_direction dir1.y = 0 local dir2 = vector():set(target_pos.x, target_pos.y, target_pos.z) dir2 = dir2:sub(npc:position()) dir2.y = 0 return yaw(dir1, dir2) end --' ****************************************************************************************************************** --' * bind * --' ****************************************************************************************************************** function add_to_binder(npc, ini, scheme, section, storage) -- printf("DEBUG: add_to_binder: scheme='%s', section='%s'", scheme, section) local new_action = action_mgun(npc, storage) -- Зарегистрировать все actions, в которых должен быть вызван метод reset_scheme при изменении настроек схемы: xr_logic.subscribe_action_for_events(npc, storage, new_action) end function set_scheme(npc, ini, scheme, section, gulag_name) local st = xr_logic.assign_storage_and_bind(npc, ini, scheme, section) st.logic = xr_logic.cfg_get_switch_conditions(ini, section, npc) st.path_fire = utils.cfg_get_string(ini, section, "path_fire", npc, false, gulag_name, nil) st.auto_fire = utils.cfg_get_bool(ini, section, "auto_fire", npc, false, false) --' Стрелять или нет. st.fire_time = utils.cfg_get_number(ini, section, "fire_time", npc, false, def_min_fire_time) --' Время стрельбы st.fire_rep = utils.cfg_get_number(ini, section, "fire_repeat", npc, false, def_fire_rep) --' Время задержки st.fire_range = utils.cfg_get_number(ini, section, "fire_range", npc, false, def_fire_range) --' Расстояние при которой стреляем st.fire_target = utils.cfg_get_string(ini, section, "target", npc, false, gulag_name, "points") --' Цель: actor|story_ids|points st.fire_track_target= utils.cfg_get_bool(ini, section, "track_target", npc, false, false) --' Преследовать цель. st.fire_angle = utils.cfg_get_number(ini, section, "fire_angle", npc, false, def_fire_angle) --' Угол обзора st.shoot_only_on_visible = utils.cfg_get_bool(ini, section, "shoot_only_on_visible", npc, false, true) st.on_target_vis = xr_logic.cfg_get_string_and_condlist(ini, section, "on_target_vis", npc) --' Условие перехода st.on_target_nvis = xr_logic.cfg_get_string_and_condlist(ini, section, "on_target_nvis", npc) --' Условие перехода end