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