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

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function printf()
end
local dist_walk = 10 -- < dist_run
local dist_run = 2500
local walk_min_time = 3000
local run_min_time = 2000
local keep_state_min_time = 1500 -- ïåðåêëþ÷èâøèñü â ñîñòîÿíèå (áåã, õîäüáà, ñïðèíò), íå ïåðåêëþ÷àòüñÿ â äðóãîå N ms
local default_wait_time = 10000
local default_state_standing = "guard"
local default_state_moving1 = "patrol"
local default_state_moving2 = "patrol"
local default_state_moving3 = "patrol"
arrival_before_rotation = 0
arrival_after_rotation = 1
local state_none = 0
local state_moving = 1
local state_standing = 2
local sync = {}
-------------------------------------------------------------------------------------------------------------------------
function choose_look_point(patrol_look, path_look_info, search_for)
local this_val -- çíà÷åíèå ôëàãîâ òåêóùåé òî÷êè
local pts_found_total_weight = 0 -- êîëè÷åñòâî íàéäåííûõ òî÷åê (ñ íóæíûìè ôëàãàìè)
local pt_chosen_idx = nil -- èíäåêñ âûáðàííîé òî÷êè
local r
local num_equal_pts = 0
for look_idx = 0, patrol_look:count() - 1 do
this_val = path_look_info[look_idx].flags
if this_val:equal(search_for) then
num_equal_pts = num_equal_pts + 1
-- Íàøëè òî÷êó ñ íóæíûìè ôëàãàìè, íî ïîñêîëüêó â ïóòè ìîãóò áûòü åùå òàêèå-æå
-- òî÷êè, âîçüìåì òåêóùóþ òîëüêî ñ íåêîòîðîé âåðîÿòíîñòüþ:
-- Øàíñ, ñ êîòîðûì íà òî÷êó ïîñìîòðèò ïåðñîíàæ:
local point_look_weight = path_look_info[look_idx]["p"]
if point_look_weight then
point_look_weight = tonumber(point_look_weight)
else
point_look_weight = 100 -- ïî óìîë÷àíèþ ó âñåõ òî÷åê âåñ = 100
end
pts_found_total_weight = pts_found_total_weight + point_look_weight
r = math.random(1, pts_found_total_weight)
if r <= point_look_weight then
pt_chosen_idx = look_idx
end
end
end
return pt_chosen_idx, num_equal_pts
end
-------------------------------------------------------------------------------------------------------------------------
class "move_mgr"
function move_mgr:__init(npc)
if npc == nil then
abort("move_mgr:__init() - npc is nil, please update the script")
end
self.object = npc
end
function move_mgr:initialize(npc)
if npc ~= nil then
abort("Wrong arguments passed to move_mgr:initialize(), please update the script")
end
--printf("move_mgr:initialize()")
self.object:set_callback(callback.patrol_path_in_point, self.waypoint_callback, self)
end
--' Óäîñòîâåðÿåòñÿ, ÷òî ïóòè è ôëàæêè íà íèõ ïðîñòàâëåíû êîððåêòíî
function move_mgr:validate_paths()
if self.no_validation then
return
end
local patrol_walk_count = self.patrol_walk:count()
if patrol_walk_count == 1 then
if self.path_walk_info[0].flags:get() == 0 then
abort("object '%s': path_walk '%s' has 1 waypoint, but has no flags",
self.object:name(), self.path_walk)
end
end
end
function move_mgr:extrapolate_callback(npc)
self.can_use_get_current_point_index = true
self.current_point_init_time = time_global()
self.current_point_index = self.object:get_current_point_index()
end
function move_mgr:standing_on_terminal_waypoint()
for idx = 0, self.patrol_walk:count() - 1 do
if utils.stalker_at_waypoint(self.object, self.patrol_walk, idx) and
self.patrol_walk:terminal(idx) then
return true, idx
end
end
return false
end
--' Ìîæåò áûòü âûçâàíî âíåøíèì ñêðèïòîì ïîñëå âûçîâà reset() è äî âûçîâà finalize()
--' Âîçâðàùàåò true, åñëè ïåðñîíàæ ïðèáûë â êîíå÷íóþ òî÷êó ïóòè
function move_mgr:at_terminal_waypoint()
return self.at_terminal_waypoint_flag
end
--' Èç move_cb âåðíóòü true, ÷òîáû ïðèîñòàíîâèòü ðàáîòó ñõåìû. ×òîáû ïðîäîëæèòü äâèæåíèå,
--' íóæíî âûçâàòü ìåòîä set_movement_state, êîòîðûé âêëþ÷èò ïåðåìåùåíèå ïî âåéïîèíòàì ñ íóæíîé
--' ñêîðîñòüþ.
function move_mgr:reset(path_walk, path_walk_info, path_look, path_look_info, team, suggested_state, move_cb_info, no_validation, continue, use_default_sound)
printf("move_mgr:reset() [%s]", self.object:name())
--' ñêîëüêî æäàòü â òî÷êå, ãäå èãðàåì àíèìàöèþ
self.pt_wait_time = default_wait_time
--' Çàïîìèíàåì ìàññèâ öåëèêîì íà ñëó÷àé, åñëè ïðèäåòñÿ ñåáÿ ñáðîñèòü, ïîâòîðíî
--' âûçâàâ reset():
self.suggested_state = suggested_state
--' Ïîñëå ýòîãî ðàñïàðñèâàåì ìàññèâ:
if not suggested_state then
self.default_state_standing = default_state_standing
self.default_state_moving1 = default_state_moving1
self.default_state_moving2 = default_state_moving2
self.default_state_moving3 = default_state_moving3
else
self.default_state_standing = if_then_else(suggested_state.standing, suggested_state.standing, default_state_standing)
self.default_state_moving1 = if_then_else(suggested_state.moving, suggested_state.moving, default_state_moving1)
self.default_state_moving2 = if_then_else(suggested_state.moving, suggested_state.moving, default_state_moving2)
self.default_state_moving3 = if_then_else(suggested_state.moving, suggested_state.moving, default_state_moving3)
end
self.default_state_standing = xr_logic.parse_condlist(self.object, "move_mgr", "def_state", self.default_state_standing)
self.default_state_moving1 = xr_logic.parse_condlist(self.object, "move_mgr", "def_state", self.default_state_moving1)
self.default_state_moving2 = xr_logic.parse_condlist(self.object, "move_mgr", "def_state", self.default_state_moving2)
self.default_state_moving3 = xr_logic.parse_condlist(self.object, "move_mgr", "def_state", self.default_state_moving3)
--' Ñ ìîìåíòà âêëþ÷åíèÿ ñõåìû äîëæíà ïðîéòè êàê ìèíèìóì ñåêóíäà, ïðåæäå ÷åì
--' ïðîâåðÿòü ñîñòîÿíèå ñèíõðîíèçàöèè ñ äðóãèìè ñòàëêåðàìè (èíà÷å ïîñëå ëîàäà
--' îíè ìîãóò íå óñïåòü çàñïàâíèòüñÿ).
self.syn_signal_set_tm = time_global() + 1000
self.syn_signal = nil
self.move_cb_info = move_cb_info
--' Âîçìîæíûå èçìåíåíèÿ
--' Èçìåíèëàñü êîìàíäà
if team ~= self.team then
self.team = team
if self.team then
local s = sync[self.team]
if not s then
sync[self.team] = {}
s = sync[self.team]
end
s[self.object:id()] = false -- not synchronized
end
end
--' Èçìåíèëèñü ïóòè
if self.path_walk ~= path_walk or self.path_look ~= path_look then
self.no_validation = no_validation
self.path_walk = path_walk
self.patrol_walk = patrol(path_walk)
if not self.patrol_walk then
abort("object '%s': unable to find path_walk '%s' on the map",
self.object:name(), path_walk)
end
if not path_walk_info then
abort("object '%s': path_walk ('%s') field was supplied, but path_walk_info field is nil",
self.object:name(), path_walk)
end
self.path_walk_info = path_walk_info
if path_look then
if not path_look_info then
abort("object '%s': path_look ('%s') field was supplied, but path_look_info field is nil",
self.object:name(), path_look)
end
self.patrol_look = patrol(path_look)
if not self.patrol_look then
abort("object '%s': unable to find path_look '%s' on the map",
self.object:name(), path_look)
end
else
self.patrol_look = nil
end
self.path_look = path_look
self.path_look_info = path_look_info
--'self:validate_paths()
self.at_terminal_waypoint_flag = false
self.cur_state_standing = xr_logic.pick_section_from_condlist(db.actor, self.object, self.default_state_standing)
self.cur_state_moving = xr_logic.pick_section_from_condlist(db.actor, self.object, self.default_state_moving1)
self.retval_after_rotation = nil
self.sound_after_anim_start = nil
--' Ïîêà ýòîò ôëàã íå ñòàíåò true (îí áóäåò óñòàíîâëåí â extrapolate_callback), íåëüçÿ èñïîëüçîâàòü
--' çíà÷åíèå, êîòîðîå âîçâðàùàåò get_current_point_index().
self.can_use_get_current_point_index = false
self.current_point_index = nil
self.walk_until = time_global() + walk_min_time
self.run_until = time_global() + walk_min_time + run_min_time
self.keep_state_until = time_global()
self.last_index = nil
self.last_look_index = nil
self.use_default_sound = use_default_sound
self.object:patrol_path_make_inactual()
end
self:setup_movement_by_patrol_path()
end
--' ïðîäîëæèòü äâèæåíèå ñî ñëåäóþùåé òî÷êè, à íå ñ áëèæàéøåé.
--' ñîñòîÿíèå move manager-a íå ñáðàñûâàåòñÿ.
function move_mgr:continue()
printf("_bp: object '%s': continue moving", self.object:name())
self:setup_movement_by_patrol_path()
end
function move_mgr:setup_movement_by_patrol_path()
self.object:set_path_type(game_object.patrol_path)
self.object:set_detail_path_type(move.line)
if self.current_point_index then
self.object:set_start_point(self.current_point_index)
self.object:set_patrol_path(self.path_walk, patrol.next, patrol.continue, true)
else
self.object:set_patrol_path(self.path_walk, patrol.nearest, patrol.continue, true)
end
self.state = state_moving
local is_term, idx = self:standing_on_terminal_waypoint()
if is_term then
printf("_bp: object '%s': TERMINAL WAYPOINT", self.object:name())
-- Ñòîèì íà òåðìèíàëüíîé âåðøèíå ïóòè - ñðàçó èììèòèðîâàòü ïðèáûòèå
self:waypoint_callback(self.object, nil, idx)
else
-- Ðåàëüíî èäåì â âåðøèíó
self:update_movement_state()
end
local sect = self.object:section()
end
function move_mgr:arrived_to_first_waypoint()
return self.last_index ~= nil
end
--' Ïðîâåðêà ñèíõðîíèçàöèè ñ îñòàëüíûìè ñîëäàòàìè íà ïóòè.
--' Âîçâðàùàåò true, åñëè äàëüíåéøåå äâèæåíèå ðàçðåøåíî.
function move_mgr:sync_ok()
if self.team then
local s = sync[self.team]
local self_id = self.object:id()
for k, v in pairs(s) do
local obj = level.object_by_id(k)
if obj and obj:alive() then
if v ~= true then
return false
end
else
sync[self.team][k] = nil
end
end
end
return true
end
function move_mgr:update()
--printf("move_mgr:update(self.state == %s)", utils.to_str(self.state))
--printf("move_mgr:update(self.object:anims == %d)", self.object:animation_count())
if self.syn_signal and time_global() >= self.syn_signal_set_tm then
if self:sync_ok() then
self:scheme_set_signal(self.syn_signal)
self.syn_signal = nil
end
end
if self.can_use_get_current_point_index and not self:arrived_to_first_waypoint() then
local t = time_global()
if t >= self.keep_state_until then
self.keep_state_until = t + keep_state_min_time
local cur_pt = self.current_point_index
-- self.patrol_walk çäåñü ïî èäåå òî æå ñàìîå, ÷òî âåðíåò patrol(self.object:patrol()),
-- ïîýòîìó èñïîëüçóþ åãî äëÿ îïòèìèçàöèè.
local dist = self.object:position():distance_to(self.patrol_walk:point(cur_pt))
--printf("_bp: move_mgr: distance to destination waypoint: %d", dist)
if dist <= dist_walk or t < self.walk_until then
self.cur_state_moving = xr_logic.pick_section_from_condlist(db.actor, self.object, self.default_state_moving1)
elseif dist <= dist_run or t < self.run_until then
self.cur_state_moving = xr_logic.pick_section_from_condlist(db.actor, self.object, self.default_state_moving2)
else
self.cur_state_moving = xr_logic.pick_section_from_condlist(db.actor, self.object, self.default_state_moving3)
end
self:update_movement_state()
end
return
end
end
function move_mgr:set_current_state_moving(state)
self.cur_state_moving = state
self:update_movement_state()
end
function move_mgr:finalize(npc)
if self.team then
sync[self.team][self.object:id()] = nil
end
-- ÷òîáû èçáåæàòü äàëüíåéøåãî äâèæåíèÿ ïî ïóòè ïðè óñòàíîâêå ðåñòðèêòîðîâ
self.object:set_path_type(game_object.level_path)
end
--'-----------------------------------------------------------------------------
--' IMPLEMENTATION
--'-----------------------------------------------------------------------------
function move_mgr:update_movement_state()
--printf("%s UPDATE movement state to %s", self.object:name(), self.cur_state_moving)
state_mgr.set_state(self.object, self.cur_state_moving, nil, nil, nil)
end
function move_mgr:update_standing_state(look_pos, snd)
--printf("_bp [%s]: update_standing_state: snd='%s', pt_wait_time = %s path = %s", self.object:name(), utils.to_str(snd), utils.to_str(self.pt_wait_time), self.path_walk)
state_mgr.set_state(self.object, self.cur_state_standing,
{ obj = self, func = self.time_callback, turn_end_func = self.turn_end_callback },
self.pt_wait_time,
{ look_position = look_pos },
nil,
snd )
end
function move_mgr:time_callback()
--printf("_bp [%s]: time_callback", self.object:name())
local sigtm = self.path_look_info[self.last_look_index]["sigtm"]
if sigtm then
self:scheme_set_signal(sigtm)
end
--' Åñëè íåò àêòèâíîé ñõåìû - èãíîðèðîâàòü.
if db.storage[self.object:id()].active_scheme == nil then
return
end
if self.last_index and self.patrol_walk:terminal(self.last_index) then
if utils.stalker_at_waypoint(self.object, self.patrol_walk, self.last_index) then
--' Åñëè ñòîèì íà êîíå÷íîé òî÷êå ïóòè è ñ íåå íèêóäà íå ñäâèíóëèñü,
--' ñðàçó èììèòèðóåì callback íà ïðèáûòèå, ÷òîáû âêëþ÷èòü look.
self:waypoint_callback(self.object, nil, self.last_index)
return
end
--' Ñòîèì íà êîíå÷íîé òî÷êå ïóòè, íî íåòî÷íî. ×òîáû âåðíóòüñÿ íà áëèæàéøóþ
--' òî÷êó ïóòè, ñáðàñûâàåì ñõåìó. Îáðàòèòå âíèìàèíå, ÷òî çäåñü íåëüçÿ
--' ïðîñòî âûçâàòü update_movement_state, ïîòîìó ÷òî ìû ÓÆÅ áûëè â
--' êîíå÷íîé òî÷êå ïóòè è äàëüøå èäòè íåêóäà, à reset_scheme ñáðîñèò
--' íàñòðîéêè movement manager-à è âûáåðåò áëèæàéøóþ òî÷êó, êóäà è ïîéäåò.
self:reset(self.path_walk, self.path_walk_info,
self.path_look, self.path_look_info,
self.team,
self.suggested_state,
self.move_cb_info,
self.no_validation)
else
self:update_movement_state() -- èäòè äàëüøå
local syn = self.path_look_info[self.last_look_index]["syn"]
if syn then
abort("object '%s': path_walk '%s': syn flag used on non-terminal waypoint",
self.object:name(), self.path_walk)
end
end
end
function move_mgr:scheme_set_signal(sig)
local npc_id = self.object:id()
local stor = db.storage[npc_id]
--printf("_bp: object '%s': move_mgr: scheme_set_signal '%s', active scheme '%s'",
-- self.object:name(), sig, utils.to_str(stor.active_scheme))
if stor ~= nil and stor[stor.active_scheme] ~= nil then
local signals = stor[stor.active_scheme].signals
if signals ~= nil then
signals[sig] = true
end
end
end
function move_mgr:turn_end_callback()
local syn = self.path_look_info[self.last_look_index]["syn"]
if syn then
self.syn_signal = self.path_look_info[self.last_look_index]["sig"]
if not self.syn_signal then
abort("object '%s': path_look '%s': syn flag uset without sig flag", self.object:name(), self.path_look)
end
-- Îòìåòèòü, ÷òî ìû ñàìè óæå ïðèáûëè â òî÷êó ñèíõðîíèçàöèè:
if self.team then
sync[self.team][self.object:id()] = true
end
else
local sig = self.path_look_info[self.last_look_index]["sig"]
if sig then
self:scheme_set_signal(sig)
else
self:scheme_set_signal("turn_end")
end
end
local anim_synced_snd = nil
if self.sound_after_anim_start then
-- Ïðîèãðàòü çâóê ñðàçó ïîñëå îêîí÷àíèÿ ïîâîðîòà:
anim_synced_snd = self.sound_after_anim_start
self.sound_after_anim_start = nil
end
if self.retval_after_rotation then
if not self.move_cb_info then
abort("object '%s': path_look '%s': ret flag is set, but " ..
"callback function wasn't registered in move_mgr:reset()",
self.object:name(), self.path_look)
end
--' Îòêëþ÷àåì òàéìåð ïóòåì óñòàíîâêè òîãî æå ñàìîãî ñîñòîÿíèÿ, íî áåç òàéìåðà,
--' çàòåì âûçûâàåì callback.
--' Åñëè callback âåðíóë false, ò.å. ðåøèë íå âìåøèâàòüñÿ â ïåðåìåùåíèå,
--' òî âêëþ÷àåì îïÿòü òàéìåð.
--' Åñëè callback âåðíóë true - íå âîññòàíàâëèâàåì òàéìåð ò.ê. ýòî ìîãëè ñäåëàòü â
--' ñàìîì callback-å.
--' 1) Îòêëþ÷àåì òàéìåð
state_mgr.set_state(self.object, self.cur_state_standing, nil, nil, nil)
--' 2) Âûçûâàåì callback
if not self.move_cb_info then
abort("object '%s': path_look '%s': ret flag is set, but " ..
"callback function wasn't registered in move_mgr:reset()",
self.object:name(), self.path_look)
end
if self.move_cb_info.func(self.move_cb_info.obj, this.arrival_after_rotation, self.retval_after_rotation, self.last_index)
then
--' Callback ðåøèë ïåðåõâàòèòü óïðàâëåíèå ïåðåìåùåíèåì, íå âîññòàíàâëèâàåì òàéìåð
return
end
--' Callback íå ïåðåõâàòèë óïðàâëåíèå, íóæíî âîññòàíîâèòü òàéìåð:
local look_pos = self.patrol_look:point(self.last_look_index)
self:update_standing_state(look_pos, anim_synced_snd)
end
end
function move_mgr:waypoint_callback(obj, action_type, index)
--printf("move_mgr:waypoint_callback(): name=%s, index=%d", self.object:name(), index)
if index == -1 or index == nil then
--printf("ERROR: move_mgr: waypoint_callback: index is -1 or nil")
return
end
self.last_index = index
if self.patrol_walk:terminal(index) then
self.at_terminal_waypoint_flag = true
end
local suggested_state_moving = self.path_walk_info[index]["a"]
if suggested_state_moving then
self.cur_state_moving = xr_logic.pick_section_from_condlist(db.actor, self.object, suggested_state_moving)
if tostring(self.cur_state_moving) == "true" then
print_table(suggested_state_moving)
abort("!!!!!")
end
else
self.cur_state_moving = xr_logic.pick_section_from_condlist(db.actor, self.object, self.default_state_moving1)
if tostring(self.cur_state_moving) == "true" then
abort("!!!!!")
end
end
local retv = self.path_walk_info[index]["ret"]
if retv then
--printf("retv = %s", retv)
local retv_num = tonumber(retv)
if not self.move_cb_info then
abort("object '%s': path_walk '%s': ret flag is set, but " ..
"callback function wasn't registered in move_mgr:reset()",
self.object:name(), self.path_walk)
end
if self.move_cb_info.func(self.move_cb_info.obj, this.arrival_before_rotation, retv_num, index) then
return
end
end
local sig = self.path_walk_info[index]["sig"]
if sig then
self:scheme_set_signal(sig)
elseif index == #self.path_walk_info -1 then
self:scheme_set_signal("path_end")
end
local stop_probability = self.path_walk_info[index]["p"]
if not self.patrol_look or
(stop_probability and tonumber(stop_probability) < math.random(1, 100)) then
self:update_movement_state() --' èäòè äàëüøå
return
end
-- Çíà÷åíèå ôëàãîâ òî÷êè, êîòîðóþ áóäåì èñêàòü:
local search_for = self.path_walk_info[index].flags
if search_for:get() == 0 then
self:update_movement_state() --' èäòè äàëüøå
return
end
local pt_chosen_idx, num_equal_pts = choose_look_point(self.patrol_look, self.path_look_info, search_for)
--printf("_bp [%s]: pt_chosen_idx = %s", self.object:name(), utils.to_str(pt_chosen_idx))
if pt_chosen_idx then
local suggested_anim_set = self.path_look_info[pt_chosen_idx]["a"]
if suggested_anim_set then
self.cur_state_standing = xr_logic.pick_section_from_condlist(db.actor, self.object, suggested_anim_set)
else
self.cur_state_standing = xr_logic.pick_section_from_condlist(db.actor, self.object, self.default_state_standing)
end
local suggested_wait_time = self.path_look_info[pt_chosen_idx]["t"]
if suggested_wait_time then
if suggested_wait_time == '*' then
self.pt_wait_time = nil -- -1
else
local tm = tonumber(suggested_wait_time)
if tm ~= 0 and (tm < 1000 or tm > 45000) then
abort("object '%s': path_look '%s': flag 't': incorrect time specified (* or number in interval [1000, 45000] is expected)",
self.object:name(), self.path_look)
end
self.pt_wait_time = tm
end
else
self.pt_wait_time = default_wait_time
end
local retv = self.path_look_info[pt_chosen_idx]["ret"]
if retv then
self.retval_after_rotation = tonumber(retv)
else
self.retval_after_rotation = nil
end
local look_pos = self.patrol_look:point(pt_chosen_idx)
self.last_look_index = pt_chosen_idx
self:update_standing_state(look_pos, self.sound_after_anim_start)
self.state = state_standing
--' Ñðàçó æå ñòàðòîâàòü update, íå æäàòü execute. Òîãäà, åñëè ìû óæå ñìîòðèì
--' â íóæíóþ ñòîðîíó - íå áóäåò ïàóçû â íåñêîëüêî ìèëëèñåêóíä íà ïîâîðîò.
self:update()
else
abort("object '%s': path_walk '%s', index %d: cannot find corresponding point(s) on path_look '%s'",
self.object:name(), tostring(self.path_walk), tostring(index), tostring(self.path_look))
end
end