e4s-sdk/gamedata/scripts/bind_stalker.script
2026-06-17 23:06:51 +03:00

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function init (obj)
xr_motivator.AddToMotivator(obj)
end
function actor_init (npc)
npc:bind_object(actor_binder(npc))
end
local game_difficulty_by_num = {
[0] = "gd_novice",
[1] = "gd_stalker",
[2] = "gd_veteran",
[3] = "gd_master"
}
local weapon_hide = {}
local primary_objects_filled = false
----------------------------------------------------------------------------------------------------------------------
class "actor_binder" (object_binder)
----------------------------------------------------------------------------------------------------------------------
function actor_binder:__init (obj) super(obj)
self.bCheckStart = false
self.weather_manager = level_weathers.get_weather_manager()
self.surge_manager = surge_manager.get_surge_manager()
--self.actor_detector = xr_detector.actor_detector()
self.last_level_name = nil
self.deimos_intensity = nil
-- self.actor_weapon_on_start = true
self.loaded_active_slot = 3
self.loaded_slot_applied = false
self.last_detective_achievement_spawn_time = nil
self.last_mutant_hunter_achievement_spawn_time = nil
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:net_spawn(data)
-- printf("actor net spawn")
level.show_indicators()
self.bCheckStart = true
self.weapon_hide = false -- спрятано или нет оружие при разговоре.
self.weapon_hide_in_dialog = false
weapon_hide = {} -- устанавливаем глобальный дефолтовый флаг.
if object_binder.net_spawn(self,data) == false then
return false
end
db.add_actor(self.object)
db.actor.deimos_intensity = self.deimos_intensity
self.deimos_intensity = nil
if self.st.disable_input_time == nil then
level.enable_input()
end
xr_s.on_game_load() --' Distemper 03.2008 --
self.weather_manager:reset()
--' Загружаем настройки дропа
death_manager.init_drop_settings()
--'Устанавливаем ссылку на таскменеджер
self.task_manager = task_manager.get_task_manager()
self.spawn_frame = device().frame
self.already_jumped = false
-- self.loaded = false
benchmark.main() --' Distemper 06.2008 --
return true
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:net_destroy()
xr_sound.stop_sounds_by_id(self.object:id())
local board_factions = sim_board.get_sim_board().players
if(board_factions) then
for k,v in pairs (board_factions) do
xr_sound.stop_sounds_by_id(v.id)
end
end
if(actor_stats.remove_from_ranking~=nil)then
actor_stats.remove_from_ranking(self.object:id())
end
level.show_weapon(true)
db.del_actor(self.object)
self.object:set_callback(callback.inventory_info, nil)
self.object:set_callback(callback.article_info, nil)
self.object:set_callback(callback.on_item_take, nil)
self.object:set_callback(callback.on_item_drop, nil)
self.object:set_callback(callback.task_state, nil)
self.object:set_callback(callback.level_border_enter, nil)
self.object:set_callback(callback.level_border_exit, nil)
self.object:set_callback(callback.take_item_from_box, nil)
self.object:set_callback(callback.use_object, nil)
-- IX-Ray
self.object:set_callback(callback.actor_before_death, nil)
-- END IX-Ray
log("--------->"..tostring(_G.amb_vol))
log("--------->"..tostring(_G.mus_vol))
if(_G.amb_vol~=0) then
get_console():execute("snd_volume_eff "..tostring(_G.amb_vol))
_G.amb_vol = 0
end
if(_G.mus_vol~=0) then
get_console():execute("snd_volume_music "..tostring(_G.mus_vol))
_G.mus_vol = 0
end
if sr_psy_antenna.psy_antenna then
sr_psy_antenna.psy_antenna:destroy()
sr_psy_antenna.psy_antenna = false
end
xrs_dyn_music.finish_theme()
xr_s.on_actor_destroy()
object_binder.net_destroy(self)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:reinit()
object_binder.reinit(self)
local npc_id = self.object:id()
db.storage[npc_id] = { }
self.st = db.storage[npc_id]
self.st.pstor = nil
self.object:set_callback(callback.inventory_info, self.info_callback, self)
self.object:set_callback(callback.on_item_take, self.on_item_take, self)
self.object:set_callback(callback.on_item_drop, self.on_item_drop, self)
self.object:set_callback(callback.trade_sell_buy_item, self.on_trade, self) -- for game stats
self.object:set_callback(callback.task_state, self.task_callback, self)
self.object:set_callback(callback.take_item_from_box, self.take_item_from_box, self)
self.object:set_callback(callback.use_object, self.use_inventory_item, self)
-- IX-Ray
self.object:set_callback(callback.actor_before_death, self.on_actor_before_death, self)
-- END IX-Ray
end
-- IX-Ray
-- actor before death callback
-- IMPORTANT: if you wish to kill actor you need to call db.actor:kill(level.object_by_id(whoID), true) in actor_before_death callback, to ensure all objects are properly destroyed.
function actor_binder:on_actor_before_death(whoID)
local killer = level.object_by_id(whoID) or db.actor
db.actor:kill(killer, true)
end
-- END IX-Ray
----------------------------------------------------------------------------------------------------------------------
function actor_binder:take_item_from_box(box, item)
local box_name = box:name()
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:info_callback(npc, info_id)
printf("*INFO*: npc='%s' id='%s'", npc:name(), info_id)
--' Сюжет
-- Отметки на карте
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:on_trade (item, sell_bye, money)
if sell_bye == true then
game_stats.money_trade_update (money)
else
game_stats.money_trade_update (-money)
end
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:article_callback(npc, group, name)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:on_item_take (obj)
printf("on_item_take [%s]", obj:name())
if isArtefact(obj) then
local anomal_zone = bind_anomaly_zone.parent_zones_by_artefact_id[obj:id()]
if anomal_zone ~= nil then
anomal_zone:on_artefact_take(obj)
else
bind_anomaly_zone.artefact_ways_by_id[obj:id()] = nil
end
local artefact = obj:get_artefact()
artefact:FollowByPath("NULL",0,vector():set(500,500,500))
xr_statistic.inc_founded_artefacts_counter(obj:id())
--[[
local s_art = alife():object(obj:id())
if(s_art) then
xr_statistic.inc_founded_artefacts_counter(s_art:section_name())
else
xr_statistic.inc_founded_artefacts_counter()
end
]]
end
treasure_manager.get_treasure_manager():on_item_take(obj:id())
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:on_item_drop (obj)
end
function actor_binder:use_inventory_item(obj)
if(obj) then
local s_obj = alife():object(obj:id())
if(s_obj) and (s_obj:section_name()=="drug_anabiotic") then
xr_effects.disable_ui_only(db.actor, nil)
level.add_cam_effector("camera_effects\\surge_02.anm", 10, false, "bind_stalker.anabiotic_callback")
level.add_pp_effector("surge_fade.ppe", 11, false)
give_info("anabiotic_in_process")
_G.mus_vol = get_console():get_float("snd_volume_music")
_G.amb_vol = get_console():get_float("snd_volume_eff")
get_console():execute("snd_volume_music 0")
get_console():execute("snd_volume_eff 0")
end
end
end
function anabiotic_callback()
level.add_cam_effector("camera_effects\\surge_01.anm", 10, false, "bind_stalker.anabiotic_callback2")
local rnd = math.random(35,45)
local m = surge_manager.get_surge_manager()
if(m.started) then
local tf = level.get_time_factor()
local diff_sec = math.ceil(game.get_game_time():diffSec(m.inited_time)/tf)
if(rnd>(m.surge_time-diff_sec)*tf/60) then
m.time_forwarded = true
m.ui_disabled = true
m:kill_all_unhided()
m:end_surge()
end
end
level.change_game_time(0,0,rnd)
level_weathers.get_weather_manager():forced_weather_change()
printf("anabiotic_callback: time forwarded on [%d]", rnd)
end
function anabiotic_callback2()
xr_effects.enable_ui(db.actor, nil)
get_console():execute("snd_volume_music "..tostring(_G.mus_vol))
get_console():execute("snd_volume_eff "..tostring(_G.amb_vol))
_G.amb_vol = 0
_G.mus_vol = 0
disable_info("anabiotic_in_process")
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:task_callback(_task, _state)
if _state ~= task.fail then
if _state == task.completed then
news_manager.send_task(db.actor, "complete", _task)
else
news_manager.send_task(db.actor, "new", _task)
end
end
task_manager.task_callback(_task, _state)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:update(delta)
object_binder.update(self, delta)
if string.find(command_line(), "-designer") then
return
end
if self.already_jumped==false and jump_level.need_jump==true and (device().frame > self.spawn_frame+2000) then
jump_level.try_to_jump()
self.already_jumped = true
return
end
-- Вызов апдейта переноса игрока проводником
if travel_func ~= nil then
travel_func()
end
-- DEBUG slowdown
--slowdown.update()
local time = time_global()
game_stats.update (delta, self.object)
-- апдейт погоды
self.weather_manager:update()
self:check_detective_achievement()
self:check_mutant_hunter_achievement()
--' Апдейт саундменеджера
xr_sound.update(self.object:id())
-- Обновление отключения ввода с клавиатуры.
if self.st.disable_input_time ~= nil and
game.get_game_time():diffSec(self.st.disable_input_time) >= self.st.disable_input_idle
then
level.enable_input()
self.st.disable_input_time = nil
end
-- Апдейт прятание оружия игрока во время диалога
if self.object:is_talking() then
if self.weapon_hide_in_dialog == false then
self.object:hide_weapon()
printf("hiding weapon!!!")
self.weapon_hide_in_dialog = true
end
else
if self.weapon_hide_in_dialog == true then
printf("restoring weapon!!!")
self.object:restore_weapon()
self.weapon_hide_in_dialog = false
end
end
-- Апдейт прятание оружия игрока в зоне sr_no_weapon
if check_for_weapon_hide_by_zones() == true then
if self.weapon_hide == false then
printf("hiding weapon!!!")
self.object:hide_weapon()
self.weapon_hide = true
end
else
if self.weapon_hide == true then
printf("restoring weapon!!!")
self.object:restore_weapon()
self.weapon_hide = false
end
end
-- обновление пси-антенны
if sr_psy_antenna.psy_antenna then
sr_psy_antenna.psy_antenna:update(delta)
end
--[[
--' Вывод сообщения о большой радиации
if self.object.radiation >= 0.7 then
local hud = get_hud()
local custom_static = hud:GetCustomStatic("cs_radiation_danger")
if custom_static == nil then
hud:AddCustomStatic("cs_radiation_danger", true)
hud:GetCustomStatic("cs_radiation_danger"):wnd():TextControl():SetTextST("st_radiation_danger")
end
else
local hud = get_hud()
local custom_static = hud:GetCustomStatic("cs_radiation_danger")
if custom_static ~= nil then
hud:RemoveCustomStatic("cs_radiation_danger")
end
end
]]--
if self.bCheckStart then
printf("SET DEFAULT INFOS")
if not has_alife_info("global_dialogs") then
self.object:give_info_portion("global_dialogs")
end
if not has_alife_info("level_changer_icons") then
self.object:give_info_portion("level_changer_icons")
end
self.bCheckStart = false
-- if self.actor_weapon_on_start == true then
-- db.actor:activate_slot(3)
-- self.actor_weapon_on_start = false
-- end
end
-- device().precache_frame == 0 and
if not self.loaded_slot_applied then
self.object:activate_slot(self.loaded_active_slot)
self.loaded_slot_applied = true
end
xr_s.on_actor_update(delta)
if(self.surge_manager) then
if(self.f_surge_manager_loaded ~= true) then
self.surge_manager:initialize()
self.f_surge_manager_loaded = true
end
if(self.surge_manager.levels_respawn[level.name()]) then
self.surge_manager:respawn_artefacts_and_replace_anomaly_zone()
end
self.surge_manager:update()
end
-- Апдейт доступности для симуляции.
simulation_objects.get_sim_obj_registry():update_avaliability(alife():actor())
-- Not used
--if not self.loaded then
-- get_console():execute("dump_infos")
-- self.loaded = true
--end
treasure_manager.get_treasure_manager():update()
if not(primary_objects_filled) then
pda.fill_primary_objects()
primary_objects_filled = true
end
pda.fill_sleep_zones()
SendScriptCallback("update") -- IX-Ray
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:save(packet)
set_save_marker(packet, "save", false, "actor_binder")
object_binder.save(self, packet)
--' Сохраняем уровень сложности
packet:w_u8(level.get_game_difficulty())
--' Сохраняем данные об отключенном вводе
if self.st.disable_input_time == nil then
packet:w_bool(false)
else
packet:w_bool(true)
utils.w_CTime(packet, self.st.disable_input_time)
end
xr_logic.pstor_save_all(self.object, packet)
self.weather_manager:save(packet)
release_body_manager.get_release_body_manager():save(packet)
self.surge_manager:save(packet)
sr_psy_antenna.save( packet )
packet:w_bool(sim_board.get_sim_board().simulation_started)
xr_sound.actor_save(packet)
packet:w_stringZ(tostring(self.last_level_name))
xr_statistic.save(packet)
treasure_manager.get_treasure_manager():save(packet)
local n = 0
for k,v in pairs(db.script_ids) do
n = n + 1
end
packet:w_u8(n)
for k,v in pairs (db.script_ids) do
packet:w_u16(k)
packet:w_stringZ(v)
end
task_manager.get_task_manager():save(packet)
-- packet:w_bool(self.actor_weapon_on_start)
packet:w_u8(self.object:active_slot())
local deimos_exist = false
for k,v in pairs(db.zone_by_name) do
if(db.storage[v:id()] and db.storage[v:id()].active_scheme=="sr_deimos") then
deimos_exist = true
packet:w_bool(true)
packet:w_float(db.storage[v:id()].sr_deimos.intensity)
end
end
if not deimos_exist then
packet:w_bool(false)
end
if self.last_detective_achievement_spawn_time == nil then
packet:w_bool(false)
else
packet:w_bool(true)
utils.w_CTime(packet, self.last_detective_achievement_spawn_time)
end
if self.last_mutant_hunter_achievement_spawn_time == nil then
packet:w_bool(false)
else
packet:w_bool(true)
utils.w_CTime(packet, self.last_mutant_hunter_achievement_spawn_time)
end
set_save_marker(packet, "save", true, "actor_binder")
SendScriptCallback("save", packet) -- IX-Ray
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:load(reader)
set_save_marker(reader, "load", false, "actor_binder")
object_binder.load(self, reader)
--' Загружаем уровень сложности
local game_difficulty = reader:r_u8()
printf("load game_difficulty %s", tostring(game_difficulty))
get_console():execute("g_game_difficulty "..game_difficulty_by_num[game_difficulty])
local stored_input_time = reader:r_u8()
if stored_input_time == true then
self.st.disable_input_time = utils.r_CTime(reader)
end
xr_logic.pstor_load_all(self.object, reader)
self.weather_manager:load(reader)
release_body_manager.get_release_body_manager():load(reader)
-- self.surge_manager:initialize()
self.surge_manager:load(reader)
self.f_surge_manager_loaded = true
sr_psy_antenna.load(reader)
sim_board.get_sim_board().simulation_started = reader:r_bool()
xr_sound.actor_load(reader)
local n = reader:r_stringZ()
if(n~="nil") then
self.last_level_name = n
end
xr_statistic.load(reader)
treasure_manager.get_treasure_manager():load(reader)
n = reader:r_u8()
for i = 1,n do
db.script_ids[reader:r_u16()] = reader:r_stringZ()
end
task_manager.get_task_manager():load(reader)
-- self.actor_weapon_on_start = reader:r_bool()
self.loaded_active_slot = reader:r_u8()
self.loaded_slot_applied = false
local b = reader:r_bool()
if(b) then
self.deimos_intensity = reader:r_float()
end
local stored_achievement_time = reader:r_bool()
if stored_achievement_time == true then
self.last_detective_achievement_spawn_time = utils.r_CTime(reader)
end
stored_achievement_time = reader:r_bool()
if stored_achievement_time == true then
self.last_mutant_hunter_achievement_spawn_time = utils.r_CTime(reader)
end
set_save_marker(reader, "load", true, "actor_binder")
SendScriptCallback("load", reader) -- IX-Ray
end
--*************************************************************
--* Подспаун вещей в ящики *
--*************************************************************
local detective_achievement_items = { "medkit",
"antirad",
"bandage"}
local mutant_hunter_achievement_items = { "ammo_5.45x39_ap",
"ammo_5.56x45_ap",
"ammo_9x39_ap",
"ammo_5.56x45_ap",
"ammo_12x76_zhekan"}
local function spawn_achivement_items(items_table, count, inv_box_story_id)
local inv_box = alife():object(get_story_object_id(inv_box_story_id))
for i = 1,count do
alife():create(items_table[math.random(#items_table)],
inv_box.position,
inv_box.m_level_vertex_id,
inv_box.m_game_vertex_id,
inv_box.id)
end
end
function actor_binder:check_detective_achievement()
if not has_alife_info("detective_achievement_gained") then
return
end
if self.last_detective_achievement_spawn_time == nil then
self.last_detective_achievement_spawn_time = game.get_game_time()
end
if game.get_game_time():diffSec(self.last_detective_achievement_spawn_time) > 43200 then
spawn_achivement_items(detective_achievement_items, 4, "zat_a2_actor_treasure")
xr_effects.send_tip(db.actor, nil, {"st_detective_news","got_medicine"})
self.last_detective_achievement_spawn_time = game.get_game_time()
end
end
function actor_binder:check_mutant_hunter_achievement()
if not has_alife_info("mutant_hunter_achievement_gained") then
return
end
if self.last_mutant_hunter_achievement_spawn_time == nil then
self.last_mutant_hunter_achievement_spawn_time = game.get_game_time()
end
if game.get_game_time():diffSec(self.last_mutant_hunter_achievement_spawn_time) > 43200 then
spawn_achivement_items(mutant_hunter_achievement_items, 5, "jup_b202_actor_treasure")
xr_effects.send_tip(db.actor, nil, {"st_mutant_hunter_news","got_ammo"})
self.last_mutant_hunter_achievement_spawn_time = game.get_game_time()
end
end
----------------------------------------------------------------------------------------------------------------------
function check_for_weapon_hide_by_zones()
for k,v in pairs(weapon_hide) do
if v == true then
return true
end
end
return false
end
-- Weapon functions
function hide_weapon(zone_id)
printf("[WEAPON_CONTROL]:hiding weapon from zone [%s] in section [%s]!!!", zone_id, db.storage[zone_id].active_section)
weapon_hide[zone_id] = true
end
function restore_weapon(zone_id)
printf("[WEAPON_CONTROL]:restoring weapon from zone [%s] in section [%s]!!!", zone_id, db.storage[zone_id].active_section)
weapon_hide[zone_id] = false
end