Added, Updated and Removed Mods; Updated Readme

This commit is contained in:
2024-04-01 22:56:36 -04:00
parent 255081e1ee
commit 5caee9fba5
1056 changed files with 49175 additions and 1278 deletions
@@ -0,0 +1,56 @@
local psy_extra_levels = {
["l10_radar"] = true,
["l10_red_forest"] = true,
["l11_pripyat"] = true,
}
local psy_immune_factions = {
["monolith"] = true,
["greh"] = true,
["zombied"] = true,
}
local function actor_on_first_update()
local lvl_name = level.name()
local faction = get_actor_true_community()
psy_damage = 0
if (psy_immune_factions[faction] or has_alife_info("bar_deactivate_radar_done") or has_alife_info("living_legend_psy_helmet")) then
return
end
if (psy_extra_levels[lvl_name]) then
actor_menu.set_msg(1, game.translate_string("st_psy_danger"),7)
psy_damage = 1
end
end
trigger = 0
delay = 8500
function actor_on_update()
tg = time_global()
if trigger == 0 then
redone_delay = tg + delay
trigger = 1
end
if (trigger == 1 and tg > redone_delay and psy_damage == 1) then
damage = 0.08
local m_data = alife_storage_manager.get_state()
arszi_psy.save_state(m_data)
local psy_table = m_data.psy_table
psy_table.actor_psy_health = psy_table.actor_psy_health - damage
actor_menu.set_msg(1, game.translate_string("st_psy_danger"),5)
trigger = 0
end
end
function on_game_start()
RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
RegisterScriptCallback("actor_on_update",actor_on_update)
end
@@ -0,0 +1,18 @@
local to_del = {
["red_space_restrictor_to_limansk"] = true,
["lim_space_restrictor_to_red_forest"] = true,
}
function actor_on_first_update()
for i = 1, 65534 do
local se_obj = alife_object(i)
if se_obj and se_obj.name and se_obj:name() and to_del[se_obj:name()] then
alife_release(se_obj)
end
end
end
function on_game_start()
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
end
@@ -0,0 +1,72 @@
function actor_on_first_update()
local lc_pool = {
["lc_red01_limansk01"] = {
pos = vector():set(-205,0,-332),
smart = "red_bridge_bandit_smart_skirmish",
spot = "level_changer_left",
hint = "space_restrictor_to_limansk_desc",
},
["lc_limansk01_red01"] = {
pos = vector():set(13,0,-388),
smart = "lim_smart_terrain_1",
spot = "level_changer_right_down",
hint = "mil_space_restrictor_to_red_1_descr",
}
}
for sec,v in pairs(lc_pool) do
local se = get_story_se_item(sec)
if not (se) then
local pos = v.pos
local vid = level.vertex_id(pos)
local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id
se = alife():create(sec,pos,vid,gid)
end
if (se.position:distance_to_sqr(v.pos) > 0.1) then
local pos = v.pos
local vid = level.vertex_id(pos)
local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id
TeleportObject(se.id,pos,vid,gid)
end
if (level.map_has_object_spot(se.id,v.spot) == 0) then
level.map_add_object_spot_ser(se.id,v.spot,game.translate_string(v.hint))
end
end
end
function check_name(actor,obj,p)
return p and p[1] and obj and string.find(obj:name(),p[1]) and true
end
function teleport_actor(actor,obj)
local p = {
["lc_red01_limansk01"] = {
pos = vector():set(7.2615,-0.009,-380.5515),
w_p = vector():set(-201.9342,0.1365,-320.1596),
smart = "lim_smart_terrain_1",
},
["lc_limansk01_red01"] = {
pos = vector():set(-201.9342,0.1365,-320.1596),
w_p = vector():set(7.2615,-0.009,-380.5515),
smart = "red_bridge_bandit_smart_skirmish",
},
}
local sec = obj and obj:section()
local v = sec and p[sec]
if (v and v.w_p and v.pos and v.smart) then
db.actor:set_actor_position(v.w_p)
local pos = v.pos
local vid = level.vertex_id(pos)
local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id
ChangeLevel(pos,vid,gid,VEC_ZERO,true)
end
end
function on_game_start()
RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
end
@@ -0,0 +1,119 @@
local dynamic_object_storage = {}
function dynamic_object(actor,obj,p)
local ini = p and p[1] and ini_file(p[1])
local smart_name = ini and ini:r_string_ex("dynamic_object_configs","smart")
local smart = smart_name and SIMBOARD.smarts_by_names[smart_name]
if not (smart) then
return
end
if not (dynamic_object_storage[smart_name]) then
dynamic_object_storage[smart_name] = {}
end
local lst = dynamic_object_storage[smart_name]
local n = ini:line_count("exclusive")
for k=0,n-1 do
local r,i,v = ini:r_line("exclusive",k)
local s = get_object_config(v)
if (i and s) then
local idx = lst[i]
local sec = s.sec
local pos = s.pos
local ang = s.ang
local con = s.con and ini:r_string_to_condlist("dynamic_object_configs",s.con,"true")
if (xr_logic.pick_section_from_condlist(db.actor,obj,con) == "true") then
local se = idx and tonumber(idx.id) and alife():object(tonumber(idx.id))
if (se and string.find(se:name(),sec)) then
-- Correct. Update object.
se.position = vector():set(pos)
se.angle = vector():set(ang)
else
-- Wrong object or doesn't exit. Try to delete the old object and create a new one.
if (se and idx.sec and string.find(se:name(),idx.sec)) then
alife_release(se)
end
local new_se = alife():create(sec,pos,smart.m_level_vertex_id,smart.m_game_vertex_id)
if (new_se) then
new_se.angle = vector():set(ang)
lst[i] = {id = tonumber(new_se.id),sec = tostring(sec)}
--printf("GhenTuong: dynamic_object create %s [%s]",new_se.id,new_se:name())
end
end
else
if (idx) then
local se = tonumber(idx.id) and alife():object(tonumber(idx.id))
if (se and idx.sec and string.find(se:name(),idx.sec)) then
--printf("GhenTuong: dynamic_object delete %s [%s]",se.id,se:name())
alife_release(se)
end
lst[i] = nil
end
end
end
end
for i,idx in pairs(lst) do
if (i and idx) then
if not (ini:line_exist("exclusive",i)) then
local se = idx and tonumber(idx.id) and alife():object(tonumber(idx.id))
if (se and idx.sec and string.find(se:name(),idx.sec)) then
--printf("GhenTuong: dynamic_object delete %s [%s]",se.id,se:name())
alife_release(se)
end
lst[i] = nil
end
else
lst[i] = nil
end
end
end
--[[
if not (ini:section_exist("exclusive") and ini:line_exist("exclusive",i)) then
return
end
local v = ini:r_string_ex("exclusive",i)
--]]
function get_object_config(v)
local str = v and str_explode(v,"|")
local sec = str[1] and (str[1] ~= "") and (str[1] ~= "nil") and tostring(str[1])
local tp = str[2] and str_explode(str[2],",") or nil
local td = str[3] and str_explode(str[3],",") or nil
local pox = tp and tonumber(tp[1])
local poy = tp and tonumber(tp[2])
local poz = tp and tonumber(tp[3])
local rox = td and tonumber(td[1]) and math.rad(tonumber(td[1]))
local roy = td and tonumber(td[2]) and math.rad(tonumber(td[2]))
local roz = td and tonumber(td[3]) and math.rad(tonumber(td[3]))
local con = str[4] or "nil"
if not (pox and poy and poz and rox and roy and roz and con) then
return
end
return {sec = sec, pos = vector():set(pox,poy,poz), ang = vector():set(rox,roy,roz), con = con}
end
function get_object(smart_name,index)
local idx = dynamic_object_storage_loaded and dynamic_object_storage[smart_name] and dynamic_object_storage[smart_name][index]
return idx and {id = tonumber(idx.id),sec = tostring(idx.sec)}
end
function save_state(m_data)
m_data.xr_dynamic_object_storage = dynamic_object_storage
end
function load_state(m_data)
dynamic_object_storage = m_data.xr_dynamic_object_storage or {}
end
function on_game_start()
RegisterScriptCallback("save_state",save_state)
RegisterScriptCallback("load_state",load_state)
end