local desired_distance = 1 local min_distance = 1 local keep_state_min_time = 1000 -- переключившись в состояние (бег, ходьба, спринт), не переключаться в другое N ms local dist_walk = 4 -- < dist_run local dist_run = 20 -- otherwise - sprint local sound_wait = "weather,state" -- Модели поведения: beh_walk_simple = 0 beh_walk_near = 1 beh_walk_ignore = 2 beh_wait_simple = 3 beh_wait_near = 4 beh_wait_ignore = 5 local mt_stand = 0 local mt_walk = 1 local mt_run = 2 local mt_sprint = 3 ---------------------------------------------------------------------------------------------------------------------- class "evaluator_need_companion" (property_evaluator) function evaluator_need_companion:__init(storage, name) super (nil, name) self.st = storage end function evaluator_need_companion:evaluate() return xr_logic.is_active(self.object, self.st) end ---------------------------------------------------------------------------------------------------------------------- class "action_companion_activity" (action_base) function action_companion_activity:__init(npc_name, action_name, storage) super (nil, action_name) self.st = storage end function action_companion_activity:initialize() --printf("_bp: action_companion_activity: initialize") action_base.initialize(self) self.object:set_desired_position() self.object:set_desired_direction() self.object:enable_talk() self.assist_point = nil self.last_state = "guard_na" state_mgr.set_state(self.object, self.last_state, nil, nil, nil, { animation = true }) self.keep_state_until = time_global() end function action_companion_activity:beh_walk_simple() local actor = db.actor local select_new_pt = false local target = nil local dist_from_self_to_actor = self.object:position():distance_to(actor:position()) local dist_from_assist_pt_to_actor if self.assist_point then dist_from_assist_pt_to_actor = level.vertex_position(self.assist_point):distance_to(actor:position()) else dist_from_assist_pt_to_actor = nil end if dist_from_self_to_actor >= desired_distance and (not dist_from_assist_pt_to_actor or dist_from_assist_pt_to_actor >= desired_distance * 2) then select_new_pt = true end -- 1. Если мы находимся за большим радиусом - необходимо выбрать новую точку if select_new_pt then self.assist_point = select_position(self.object, self.st) if not self.assist_point then return end elseif not self.assist_point then return end -- 2. Двигаемся на точку: если точка далеко - бежим, иначе идем self.object:set_path_type(game_object.level_path) self.object:set_dest_level_vertex_id(self.assist_point) local dist_to_assist_pt = level.vertex_position(self.assist_point):distance_to(self.object:position()) printf("_bp: action_companion_activity:execute(): name='%s', dist_to_assist_pt=%s", self.object:name(), dist_to_assist_pt) local new_state if self.object:level_vertex_id() == self.assist_point then -- Уже пришли на точку отхода, разрешить еще раз начать отход -- (случай, когда игрок подошел слишком близко к ассистенту) --self.dir_approaching = true new_state = "threat" target = {look_object = get_story_object("actor")} else local t = time_global() if t >= self.keep_state_until then self.keep_state_until = t + keep_state_min_time --printf("_bp: move_mgr: distance to destination waypoint: %d", dist_to_assist_pt) if dist_to_assist_pt <= dist_walk then new_state = "raid" target = {look_object = get_story_object("actor")} elseif dist_to_assist_pt <= dist_run then new_state = "rush" else new_state = "assault" end end end if new_state and new_state ~= self.last_state then state_mgr.set_state(self.object, new_state, nil, nil, target, { animation = true }) self.last_state = new_state end -- 4. Если стоим на точке - петь песенки и прочую херню -- xr_sound.set_sound(self.object, sound_wait) end function action_companion_activity:beh_wait_simple() local actor = db.actor local new_state = "threat" if new_state ~= self.last_state then state_mgr.set_state(self.object, new_state, nil, nil, {look_object = get_story_object("actor")}, { animation = true }) self.last_state = new_state end -- 4. Если стоим на точке - петь песенки и прочую херню -- xr_sound.set_sound(self.object, sound_wait) end function action_companion_activity:execute() action_base.execute(self) if self.st.behavior == beh_walk_simple then self:beh_walk_simple() elseif self.st.behavior == beh_wait_simple then self:beh_wait_simple() end end function action_companion_activity:finalize() action_base.finalize(self) end --' Выбор новой позиции function select_position(npc, st) local node_1_vertex_id = nil local node_1_distance = nil local node_2_vertex_id = nil local node_2_distance = nil local actor = db.actor -- проверяем точку слева от актера desired_direction = vector_rotate_y(actor:direction(), math.random(50,60) ) node_1_vertex_id = level.vertex_in_direction(actor:level_vertex_id(), desired_direction, desired_distance) if npc:accessible(node_1_vertex_id) ~= true or node_1_vertex_id == actor:level_vertex_id() then node_1_vertex_id = nil end -- проверяем точку справа от актера desired_direction = vector_rotate_y(actor:direction(), -math.random(50,60) ) node_2_vertex_id = level.vertex_in_direction ( actor:level_vertex_id(), desired_direction, desired_distance ) if npc:accessible(node_2_vertex_id) ~= true or node_2_vertex_id == actor:level_vertex_id() then node_2_vertex_id = nil end -- Проверяем растояния до точек if node_1_vertex_id ~= nil then node_1_distance = npc:position():distance_to_sqr(level.vertex_position(node_1_vertex_id)) else node_1_distance = -1 end if node_2_vertex_id ~= nil then node_2_distance = npc:position():distance_to_sqr(level.vertex_position(node_2_vertex_id)) else node_2_distance = -1 end -- Выбираем ближайшую из существующих if node_1_distance == -1 and node_2_distance == -1 then --' Не смогли найти точку, ругаться return nil end if node_1_distance == -1 then return node_2_vertex_id end if node_2_distance == -1 then return node_1_vertex_id end if node_1_distance < node_2_distance then return node_1_vertex_id else return node_2_vertex_id end end function vector_rotate_y (v, angle) angle = angle * 0.017453292519943295769236907684886 local c = math.cos (angle) local s = math.sin (angle) return vector ():set (v.x * c - v.z * s, v.y, v.x * s + v.z * c) end ---------------------------------------------------------------------------------------------------------------------- function add_to_binder(npc, ini, scheme, section, storage) --printf("_bp: add_to_binder (companion)") local operators = {} local properties = {} local manager = npc:motivation_action_manager() properties["need_companion"] = xr_evaluators_id.zmey_companion_base + 1 properties["state_mgr_logic_active"] = xr_evaluators_id.state_mgr + 4 operators["action_companion"] = xr_actions_id.zmey_companion_base + 1 -- evaluators manager:add_evaluator (properties["need_companion"], this.evaluator_need_companion (storage, "companion_need_companion")) local new_action = this.action_companion_activity(npc, "action_companion_activity", storage) new_action:add_precondition (world_property(stalker_ids.property_alive, true)) new_action:add_precondition (world_property(stalker_ids.property_enemy, false)) new_action:add_precondition (world_property(properties["need_companion"], true)) xr_motivator.addCommonPrecondition(new_action) new_action:add_effect(world_property(properties["need_companion"], false)) new_action:add_effect (world_property(properties["state_mgr_logic_active"], false)) manager:add_action(operators["action_companion"], new_action) -- 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) new_action = manager:action(xr_actions_id.alife) new_action:add_precondition(world_property(properties["need_companion"], false)) end function set_scheme(object, ini, scheme, section) local st = xr_logic.assign_storage_and_bind(object, ini, scheme, section) st.logic = xr_logic.cfg_get_switch_conditions(ini, section, npc) st.behavior = beh_walk_simple end