---------------------------------------------------------------------------------------------------- -- Disable actor's weapon ---------------------------------------------------------------------------------------------------- --function printf() --end local state_nowhere = 0 -- схема только что включилась local state_inside = 1 -- актер внутри local state_outside = 2 -- актер снаружи class "action_no_weapon" function action_no_weapon:__init( obj, storage ) self.object = obj self.st = storage self.inited_time = game.CTime() end function action_no_weapon:reset_scheme() --printf("_bp: sr_idle: action_no_weapon:reset_scheme: self.object:name()='%s'", self.object:name()) self.state = state_nowhere -- еще неясно, в зоне он, или нет self:switch_state(db.actor) db.no_weap_zones[self.object:name()] = false end function action_no_weapon:update( delta ) --printf("_br: sr_idle: action_no_weapon:update()") --if not xr_logic.is_active( self.object, self.st ) then -- return --end local actor = db.actor if xr_logic.try_switch_to_another_section( self.object, self.st, actor ) then if self.state == state_inside then self:zone_leave() end return end self:switch_state( actor ) local hud = get_hud() local custom_static = hud:GetCustomStatic("can_use_weapon_now") if custom_static ~= nil and game.get_game_time():diffSec(self.inited_time) > 30 then hud:RemoveCustomStatic("can_use_weapon_now") end end function action_no_weapon:switch_state( actor ) local state = self.state --printf("on_update state[%s]", tostring(self.state)) if state == state_outside or state == state_nowhere then if self.object:inside( actor:center() ) then self:zone_enter() --printf("on_update1 state[%s]", tostring(self.state)) return end end if state == state_inside or state == state_nowhere then if not self.object:inside( actor:center() ) then self:zone_leave() --printf("on_update2 state[%s]", tostring(self.state)) return end local weap_obj = db.actor:active_item() if weap_obj ~= nil and isWeapon (weap_obj) ~= false then printf("no weapon zone [%s] actor is inside, but with weapon active", tostring(self.object:name())) end end end function action_no_weapon:zone_enter() self.state = state_inside bind_stalker.hide_weapon(self.object:id()) local hud = get_hud() local custom_static = hud:GetCustomStatic("can_use_weapon_now") if custom_static ~= nil then hud:RemoveCustomStatic("can_use_weapon_now") end printf("entering no weapon zone [%s]", tostring(self.object:name())) end function action_no_weapon:zone_leave() self.state = state_outside bind_stalker.restore_weapon(self.object:id()) local hud = get_hud() local custom_static = hud:GetCustomStatic("can_use_weapon_now") if db.no_weap_zones[self.object:name()] == true then db.no_weap_zones[self.object:name()] = false elseif custom_static == nil then hud:AddCustomStatic("can_use_weapon_now", true) hud:GetCustomStatic("can_use_weapon_now"):wnd():TextControl():SetTextST("st_can_use_weapon_now") end printf("exiting no weapon zone [%s]", tostring(self.object:name())) self.inited_time = game.get_game_time() end --------------------------------------------------------------------------------------------------------------------- function add_to_binder(npc, ini, scheme, section, storage) printf("DEBUG: add_to_binder: scheme='%s', section='%s'", scheme, section) local new_action = action_no_weapon(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) end