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

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--' Êëþ÷åì ÿâëÿåòñÿ ãðóïïèðîâêà ïåðñîíàæà. Çíà÷åíèåì ÿâëÿåòñÿ òàáëèöà, ñîäåðæàøàÿ èìåíà ñåêöèé ïðåäìåòîâ.
local item_by_community = {}
--' Çàâèñèìîñòè â ñïàóíå ïðåäìåòîâ. Ïðåäìåò ñïàóíèòüñÿ òîëüêî åñëè åñòü õîòÿ áû îäèí èç çàâèñèìûõ.
local item_dependence = {}
--' Ìíîæèòåëè è ìèíèìàêñû äëÿ âûïàäåíèÿ âåùåé â çàâèñèìîñòè îò óðîâíÿ
local mul_by_level = {}
local count_by_level = {}
--' Ïðåäìåòû, êîòîðûå íåëüçÿ óäàëÿòü (êâåñòîâûå íàïðèìåð)
local always_keep_item = {}
--' Ïðåäìåòû, îòíîñÿùèåñÿ ê ïàòðîíàì. Èõ íàäî ñïàóíèòü äðóãèì ìåòîäîì.
ammo_sections = {}
local death_ini = ini_file("misc\\death_generic.ltx")
function init_drop_settings()
local community_list = { "stalker", "dolg", "freedom", "bandit", "army", "zombied", "ecolog", "killer", "monolith" }
for k,v in pairs(community_list) do
--' Íåîáõîäèìî çàïîëíèòü òàáëèöó
item_by_community[v] = {}
if death_ini:section_exist(v) then
local n = death_ini:line_count(v)
local id, value = "", ""
for i=0,n-1 do
result, id, value = death_ini:r_line(v,i,"","")
item_by_community[v][id] = 100*tonumber(value)
end
end
end
--' Çàïîëíÿåì òàáëèöó çàâèñèìîñòåé
local n = death_ini:line_count("item_dependence")
local id, value = "", ""
for i=0,n-1 do
result, id, value = death_ini:r_line("item_dependence",i,"","")
item_dependence[id] = {}
local vvv = parse_names(value)
for k,v in pairs(vvv) do
item_dependence[id][v] = true
end
end
--' Ìíîæèòåëè è ìèíèìàêñû äëÿ âûïàäåíèÿ âåùåé â çàâèñèìîñòè îò óðîâíÿ
local level_name = level.name()
if not death_ini:section_exist(level_name) then
level_name = "default"
end
local n = death_ini:line_count(level_name)
local id, value = "", ""
for i=0,n-1 do
result, id, value = death_ini:r_line(level_name,i,"","")
mul_by_level[id] = tonumber(value)
end
local item_count_section = "item_count_" .. level.get_game_difficulty()
local n = death_ini:line_count(item_count_section)
for i=0,n-1 do
result, id, value = death_ini:r_line(item_count_section,i,"","")
--' Íóæíî ðàñïàðñèòü value â äâà çíà÷åíèÿ
local t = parse_nums(value)
if t[1] == nil then
abort("Error on [death_ini] declaration. Section [%s], line [%s]", item_count_section, tostring(id))
end
local min = t[1]
local max = t[2]
if max == nil then
max = min
end
if mul_by_level[id] == nil then
mul_by_level[id] = 0
end
min = tonumber(min) * mul_by_level[id]
max = tonumber(max) * mul_by_level[id]
count_by_level[id] = {min = min, max = max}
end
--' Ïðåäìåòû, êîòîðûå íåëüçÿ óäàëÿòü (êâåñòîâûå íàïðèìåð)
local n = death_ini:line_count("keep_items")
for i=0,n-1 do
result, id, value = death_ini:r_line("keep_items",i,"","")
if value == "true" then
always_keep_item[id] = true
end
end
--' Ïðåäìåòû, îòíîñÿùèåñÿ ê ïàòðîíàì. Èõ íàäî ñïàóíèòü äðóãèì ìåòîäîì.
ammo_sections = {}
local n = death_ini:line_count("ammo_sections")
local id, value = "", ""
for i=0,n-1 do
result, id, value = death_ini:r_line("ammo_sections",i,"","")
ammo_sections[id] = true
end
end
class "drop_manager"
function drop_manager:__init(npc)
self.npc = npc
end
function drop_manager:create_release_item()
--' Ñïðàøèâàåì ó ñåðâåðíîãî îáúåêòà ãåíåðèëèñü ëè ïðåäìåòû
local se_obj = alife():object(self.npc:id())
if se_obj == nil or se_obj.death_droped == true then
return
end
se_obj.death_droped = true
--' Çàïóñêàåì èòåðàòîð íà óäàëåíèå ïðåäìåòîâ
self.npc:iterate_inventory(keep_item, self.npc)
--' Ïðîâåðêà íà îòñóòñòâèå ñïàóíà ëóòà
local ini = self.npc:spawn_ini()
if ini and ini:section_exist("dont_spawn_loot") then
return
end
local st = db.storage[self.npc:id()]
local st_ini = st and st.ini
if st_ini and st_ini:line_exist(st.section_logic , "dont_spawn_loot") then
return
end
--' Äîñïàâíèâàåì íåîáõîäèìîå êîëè÷åñòâî èòåìîâ:
--' Íåîáõîäèìî ñîñòàâèòü ñïèñîê îáúåêòîâ êîòîðûå ìîãóò áûòü çàñïàâíåíû äëÿ ïåðñîíàæà
local spawn_items = item_by_community[character_community(self.npc)]
if spawn_items == nil then
return
end
for k,v in pairs(spawn_items) do
--' Ïî êàæäîìó îáúåêòó íåîáõîäèìî ïîëó÷èòü çàâèñèìîñòè
if check_item_dependence(self.npc, k) == true then
--' Ïî êàæäîìó îáúåêòó íåîáõîäèìî ïîëó÷èòü êîëè÷åñòâî
if count_by_level[k] == nil then
abort("Incorrect count settings in death_manager for object[%s]", k)
end
local number = math.ceil(math.random(count_by_level[k].min, count_by_level[k].max))
--' Íåîáõîäèìî çàñïàâíèòü íóæíîå êîëè÷åñòâî.
create_items(self.npc, k, number, v)
end
end
end
--' Ôóíêöèÿ âûçûâàåòñÿ äëÿ êàæäîãî ïðåäìåòà, åñëè âåðíåò false òî ïðåäìåò óäàëèòñÿ.
function keep_item(npc, item)
local section = item:section()
local ini = npc:spawn_ini()
if ini and ini:section_exist("keep_items")
and section ~= "guitar_a"
and section ~= "harmonica_a"
and section ~= "wpn_binoc"
and section ~= "device_torch"
and section ~= "device_pda" then
return
end
if isArtefact(item) then
return
end
-- printf("keep_item:item ["..item:name().."] npc_name ["..npc:name().."]")
if section == "bolt" then
return
end
if always_keep_item[section] == true then
return
end
--printf("item name [%s]", item:name())
if isWeapon(item) and not(get_clsid(item)==clsid.wpn_grenade_rgd5_s or get_clsid(item)==clsid.wpn_grenade_f1_s) then
set_weapon_drop_condition(item)
return
end
if xr_corpse_detection.lootable_table[section] == true and ammo_sections[section] == nil then
return
end
alife():release(alife():object(item:id()), true)
--[[
local item_id = item:id()
local item_in_slot = npc:item_in_slot(2)
if item_in_slot ~= nil and item_in_slot:id() == item_id then
--' Òóò íàäî óìåíüøèòü êîíäèøí îðóæèÿ
item:set_condition((math.random(40)+40)/100)
return
end
item_in_slot = npc:item_in_slot(3)
if item_in_slot ~= nil and item_in_slot:id() == item_id then
--' Òóò íàäî óìåíüøèòü êîíäèøí îðóæèÿ
item:set_condition((math.random(40)+40)/100)
return
end
-- npc:mark_item_dropped(item)
local item_in_slot = npc:item_in_slot(4)
if item_in_slot ~= nil and item_in_slot:id() == item_id then
return
end
if not npc:marked_dropped(item) then
-- printf("releasing object ["..item:name().."]")
alife():release(alife():object(item:id()), true)
end
]]
end
function set_weapon_drop_condition(item)
local condition = (math.random(40)+40)/100
--printf("condition [%s]", tostring(condition))
item:set_condition(condition)
end
--' Ôóíêöèÿ ñïàâíèò íåîáõîäèìîå ÷èñëî ïðåäìåòîâ
function create_items(npc, section, number, rnd)
--'printf("create %s of %s", tostring(number), tostring(section))
if ammo_sections[section] == true then
if number > 0 then
create_ammo(section,
npc:position(),
npc:level_vertex_id(),
npc:game_vertex_id(),
npc:id(),
number)
end
else
for i=1,number do
--' Ïðîâåðÿåì âåðîÿòíîñòü ïîÿâèòü êàæäûé îáúåêò â îòäåëüíîñòè
if math.random(100) <= rnd then
alife():create(section,
npc:position(),
npc:level_vertex_id(),
npc:game_vertex_id(),
npc:id())
end
end
end
end
--' Ôóíêöèÿ ïðîâåðÿåò åñòü ëè õîòü îäèí èç çàâèñèìûõ îáúåêòîâ ó ïåðñîíàæà
function check_item_dependence(npc, section)
if item_dependence[section] == nil then
return true
end
local d_flag = true
for k,v in pairs(item_dependence[section]) do
local obj = npc:object(k)
if obj ~= nil and npc:marked_dropped(obj) ~= true then
return true
end
d_flag = false
end
return d_flag
end