Divergent/mods/Night Mutants/gamedata/scripts/night_mutants.script

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2024-03-17 20:18:03 -04:00
-- picks a random squad from "squad_descr_night_mutants.ltx" every "spawn_time_interval" game minutes
-- spawns on smart terrains available for mutants and if current population of smart is 0 or if no default night mutants are on this smart online
local spawn_time_interval = 30 -- game minutes
local safe_radius = 75 -- no spawn in this player's radius
local night_start = 20 -- time at which mutants start to spawn
local night_end = 5 -- deletes all mutants at this time
local squads_to_spawn = {}
local spawned_mutants = {}
local available_smart_terrains = {}
local ctime_to_t = utils_data.CTime_to_table
local t_to_ctime = utils_data.CTime_from_table
local xspawn_time
local debugx = false
---------------------------------------------------------------------------------------------------
local tmr
function try_to_spawn()
local tg = time_global()
if (tmr and tg < tmr) then return end
tmr = tg + 30000
if not is_night() then
if is_not_empty(spawned_mutants) then
delete_mutants()
empty_table(spawned_mutants)
xspawn_time = nil
end
return
end
local cur_time = game.get_game_time()
if not xspawn_time then
xspawn_time = ctime_to_t(cur_time)
end
if cur_time:diffSec(t_to_ctime(xspawn_time)) > (spawn_time_interval * 60) then
xspawn_time = ctime_to_t(cur_time)
spawn_mutants()
end
end
function spawn_mutants()
for level_name, t in pairs(available_smart_terrains) do
local random_smart_id = t[math.random(1, #t)]
spawned_mutants[level_name] = spawned_mutants[level_name] or {}
local simboard_t = SIMBOARD.smarts[random_smart_id]
local smart = simboard_t and simboard_t.smrt
if smart then
local smart_squads = simboard_t.squads
local smart_cur_pop = simboard_t.population
local smart_max_pop = smart.max_population
-- smart is empty
local allow_pop_spawn = smart_cur_pop < smart_max_pop
pr("----------------------------------------------------")
local smart_name = smart:name() or smart:section_name() or "<empty>"
pr("1test smart_id: %s || smart_name: %s || max pop: %s || current pop: %s", random_smart_id, smart_name, smart_max_pop, smart_cur_pop)
-- if at least one night squad is already on this smart
local night_squad_on_smart = false
for squad_id, _ in pairs(smart_squads) do
local sq = alife_object(squad_id)
if sq and (sq.player_id == "monster_predatory_night" or sq.player_id == "monster_zombied_night") then
pr("squad_id is NIGHT squad: %s", squad_id)
night_squad_on_smart = true
break
end
end
-- spawn squad
if allow_pop_spawn and (not night_squad_on_smart) and se_obj_outside_spawn_radius(smart) then
local squad_sec = is_not_empty(squads_to_spawn) and squads_to_spawn[math.random(1, #squads_to_spawn)]
local squad = squad_sec and SIMBOARD:create_squad(smart, squad_sec)
-- save squad id
if squad then
table.insert(spawned_mutants[level_name], squad.id)
-- test
pr("- spawned level: %s || smart: %s || squad_id: %s || sec: %s", level_name, smart_name, squad.id, squad_sec)
pr("2test smart_id: %s || current pop: %s", random_smart_id, SIMBOARD.smarts[random_smart_id] and SIMBOARD.smarts[random_smart_id].population)
--------------
end
end
end
end
end
function delete_mutants()
for level_name, t in pairs(spawned_mutants) do
for idx = #t, 1, -1 do
if t[idx] then
local squad = alife_object(t[idx])
if squad then
if squad.get_script_target then
printf("delete_mutants (xcvb mutants): squad id: %s deleted || sec: %s", t[idx], squad:section_name())
alife_release(squad)
if t[idx] then -- in case it wasnt removed by callbacks
table.remove(spawned_mutants[level_name], idx)
end
else
printf("! not squad, remove from table (xcvb mutants): obj id: %s || sec: %s", t[idx], squad:section_name())
table.remove(spawned_mutants[level_name], idx)
end
end
end
end
end
end
function server_entity_on_unregister(obj)
for level_name, t in pairs(spawned_mutants) do
for idx = #t, 1, -1 do
if t[idx] and obj.id == t[idx] then
local mutant_squad = alife_object(t[idx])
printf("server_entity_on_unregister (xcvb mutants): squad_id: %s || sec: %s", t[idx], mutant_squad and mutant_squad:section_name() or "")
table.remove(spawned_mutants[level_name], idx)
end
end
end
end
function squad_on_npc_death(squad, se_obj, killer)
for level_name, t in pairs(spawned_mutants) do
for idx = #t, 1, -1 do
if t[idx] then
local mutant_squad = alife_object(t[idx])
if mutant_squad and mutant_squad.id == squad.id and squad:npc_count() <= 1 then
printf("squad_on_npc_death (xcvb mutants): squad_id: %s || sec: %s", t[idx], mutant_squad and mutant_squad:section_name() or "")
table.remove(spawned_mutants[level_name], idx)
end
end
end
end
end
---------------------------------------------------------------------------------------------------
function save_mutant_smarts()
-- save smarts that has props of "sim_avail" = true and "monster" > 0
for i = 1, 65534 do
local smart = alife_object(i)
if smart and (smart:clsid() == clsid.smart_terrain) and (simulation_objects.available_by_id[smart.id] and simulation_objects.available_by_id[smart.id] == true) and (smart.props["monster"] and smart.props["monster"] > 0) then
local smart_level_name = get_se_obj_level_name(smart)
available_smart_terrains[smart_level_name] = available_smart_terrains[smart_level_name] or {}
table.insert(available_smart_terrains[smart_level_name], smart.id)
end
end
-- collect and add section names
ini_sys:section_for_each(function(sec)
local night_mutant = ini_sys:r_bool_ex(sec, "night_mutant")
if night_mutant then
table.insert(squads_to_spawn, sec)
end
end)
-- test
for i = 1, #squads_to_spawn do
pr("[%s] = %s", i, squads_to_spawn[i])
end
end
function se_obj_outside_spawn_radius(se_obj)
if not se_obj then
return false
end
local on_same_level = simulation_objects.is_on_the_same_level(alife():actor(), se_obj)
if not on_same_level then
return true
end
local ac_pos = db.actor:position()
local se_obj_pos = se_obj.position
local outside_radius = ac_pos:distance_to_xz(se_obj_pos) > safe_radius
return outside_radius
end
function is_night()
local cur_hour = level.get_time_hours() + level.get_time_minutes() / 60
return (cur_hour > night_start) or (cur_hour < night_end)
end
function get_se_obj_level_name(se_obj)
local target_level_id = game_graph():vertex(se_obj.m_game_vertex_id):level_id()
local target_level_name = alife():level_name(target_level_id)
return target_level_name
end
function pr(...)
if not debugx then return end
printf(...)
end
function save_state(m_data)
m_data.spawned_mutants = spawned_mutants
m_data.xspawn_time = xspawn_time
end
function load_state(m_data)
xspawn_time = xspawn_time or nil
spawned_mutants = m_data.spawned_mutants or {}
end
---------------------------------------------------------------------------------------------------
function on_game_start()
RegisterScriptCallback("actor_on_update", try_to_spawn)
RegisterScriptCallback("server_entity_on_unregister", server_entity_on_unregister)
RegisterScriptCallback("squad_on_npc_death", squad_on_npc_death)
RegisterScriptCallback("actor_on_first_update", save_mutant_smarts)
RegisterScriptCallback("save_state", save_state)
RegisterScriptCallback("load_state", load_state)
end