Divergent/mods/Zone Customization Project/gamedata/scripts/smr_pop.script

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--[[
------------------------------------------------------------
-- Survival Mode Remade - Setup Zone population and manage smart terrain spawms
------------------------------------------------------------
-- by dph-hcl
------------------------------------------------------------
]]--
local zombie_spawn_table = {}
local zombie_spawn_cfg = {
["zombifiedp"] = { "zombied_sim_squad_novice", "zombied_sim_squad_advanced", "zombied_sim_squad_veteran" },
["fracturep"] = { "simulation_fracture" },
["snorkp"] = { "simulation_snork" },
["bloodsuckerp"] = { "simulation_bloodsucker" },
["psysuckerp"] = { "simulation_psysucker" },
["blindp"] = { "simulation_zombie_blind_3zomb_civ", "simulation_zombie_blind_3zomb" },
}
local faction_spawn_table = {}
local faction_spawn_cfg = {
"stalker", "bandit", "csky", "duty", "freedom", "merc", "army", "ecolog", "monolith", "renegade", "greh", "isg", "zombied"
}
local retarded_squad_names = {
["duty_sim_squad_alpha"] = "dolg_sim_squad_alpha",
["merc_sim_squad_alpha"] = "killer_sim_squad_alpha",
["duty_sim_squad_trader"] = "dolg_sim_squad_trader",
["duty_sim_squad_medic"] = "dolg_sim_squad_medic",
["duty_sim_squad_barman"] = "dolg_sim_squad_barman",
["duty_sim_squad_mechanic"] = "dolg_sim_squad_mechanic",
}
local mutant_spawn_table = {}
local mutant_spawn_cfg = {
["psysucker_"] = "psysuckerp",
["bloodsucker_"] = "bloodsuckerp",
["boar_"] = "boarp",
["snork_"] = "snorkp",
["chimera_"] = "chimerap",
["m_controller_"] = "controllerp",
["dog_"] = "dogp",
["tushkano_"] = "tushkanop",
["pseudodog_"] = "dogp",
["fracture_"] = "fracturep",
["lurker_"] = "lurkerp",
["cat_"] = "catp",
["psy_dog_"] = "psydogp",
["m_karlik_"] = "karlikp",
["burer_"] = "burerp",
["m_poltergeist_"] = "poltergeistp",
["gigant_"] = "gigantp",
["flesh_"] = "fleshp",
["rat_"] = "ratp",
["zombie_"] = "zombiep",
["borya_"] = "boryap",
["bibliotekar_"] = "bibliotekarp",
}
local unused_mutant_spawn_table = {}
local unused_mutant_spawn_cfg = {
["bloodsucker_strong_bigp"] = { "bloodsucker_strong_big" },
["burer_electrap"] = { "burer_electra" },
["burer_firerp"] = { "burer_fire" },
["flesh_bolotp"] = { "flesh_bolot", "flesh_bolot1" },
["gigant_jumperp"] = { "gigant_jumper" },
["snork_no_maskp"] = { "snork_normal_no_mask", "snork_strong_no_mask", "snork_weak_no_mask" },
["zombie_babkap"] = { "zombi_babka_1", "zombi_babka_2", "zombi_babka_3" },
["zombie_gholp"] = { "zombie_ghol" },
["zombie_ghostp"] = { "zombie_ghost" },
["zombie_tetap"] = { "zombie_teta" },
["zombie_wichp"] = { "zombie_wich" },
}
local mutant_spawn_squads = {}
local function please_die_sid()
local ids = {"red_forester_tech", "esc_m_trader"}
for i, n in ipairs(ids) do
smr_debug.get_log().info("population", "removing story object %s", n)
local so = get_story_object_id(n)
if so then alife_release_id(so) end
end
end
function get_mutant_spawn_squads()
if next(mutant_spawn_squads) == nil then
local ini = ini_file("plugins\\zcp\\squads_by_type.ltx")
for m, c in pairs(mutant_spawn_cfg) do
if (smr_mutants_mcm.get_config(c) == true) then
local squads = smr_utils.ini_lines_to_table(ini, c)
for i, v in ipairs(squads) do
table.insert(mutant_spawn_squads, v)
end
end
end
end
return mutant_spawn_squads
end
function get_unused_mutant_spawn_table()
if next(unused_mutant_spawn_table) == nil then
for m, c in pairs(unused_mutant_spawn_cfg) do
if (smr_mutants_mcm.get_config(m) == true) then
local mn = str_explode(m, "_")
if not unused_mutant_spawn_table[mn[1]] then
unused_mutant_spawn_table[mn[1]] = {}
end
for i, v in ipairs(c) do
table.insert(unused_mutant_spawn_table[mn[1]], v)
end
end
end
end
return unused_mutant_spawn_table
end
function get_zombie_spawn_table()
if next(zombie_spawn_table) == nil then
for k, n in pairs(zombie_spawn_cfg) do
if smr_zombies_mcm.get_config(k) then
for i, s in ipairs(n) do
table.insert(zombie_spawn_table, s)
end
end
end
if next(zombie_spawn_table) == nil or smr_zombies_mcm.get_config("zombiesp") then
for i = 1, smr_zombies_mcm.get_config("zombies_amount") do
table.insert(zombie_spawn_table, "simulation_zombie")
end
end
end
return zombie_spawn_table
end
function get_faction_spawn_table()
if next(faction_spawn_table) == nil then
for k, n in ipairs(faction_spawn_cfg) do
if smr_stalkers_mcm.get_config(n) then
table.insert(faction_spawn_table, n)
end
end
end
if next(faction_spawn_table) == nil then
table.insert(faction_spawn_table, "stalker")
end
return faction_spawn_table
end
function is_squad_faction_enabled(squad)
local t = get_faction_spawn_table()
local faction = ini_sys:r_string_ex(squad, "faction")
if faction == "dolg" then
faction = "duty"
end
if faction == "killer" then
faction = "merc"
end
for i, f in ipairs(t) do
if (faction == f) then
return true
end
end
return false
end
function get_mutant_spawn_table()
if next(mutant_spawn_table) == nil then
for m, c in pairs(mutant_spawn_cfg) do
if (smr_mutants_mcm.get_config(c) == true) then
table.insert(mutant_spawn_table, m)
end
end
if next(mutant_spawn_table) == nil then
table.insert(mutant_spawn_table, "chimera_")
end
end
return mutant_spawn_table
end
function is_mutant_type_enabled(section)
local t = get_mutant_spawn_table()
for i, m in pairs(t) do
if (string.sub(section, 1, string.len(m)) == m) then
return true
end
end
return false
end
local function get_random_enabled_mutant_squad()
local t = get_mutant_spawn_squads()
return t[math.random(#t)]
end
local function get_common_squad_type(squad_name)
local ss = str_explode(squad_name, "_")
if ss[4] == "novice"
or ss[4] == "advanced"
or ss[4] == "veteran"
or ss[4] == "alpha"
or ss[4] == "trader"
or ss[4] == "medic"
or ss[4] == "barman"
or ss[4] == "mechanic"
then
return ss[4]
end
return false
end
local function release_npc_or_squad(npc, squad)
alife_release(npc)
if (squad:npc_count() <= 1) then
alife_release_id(squad.id)
end
end
local function try_spawn_faction(orig_spawn, smart)
if (not orig_spawn) then
return false
end
-- setup comparable squad of random enabled faction
local t = get_faction_spawn_table()
local st = { "novice", "veteran", "advanced" }
local squad_type = get_common_squad_type(orig_spawn) or st[math.random(#st)]
local tt = t[math.random(#t)] .. "_sim_squad_" .. squad_type
for n, r in pairs(retarded_squad_names) do
if tt == n then
tt = r
end
end
-- random stalkers
if smr_stalkers_mcm.get_config("random_stalkers")
and (math.random(1,100) <= smr_stalkers_mcm.get_config("random_stalkers_chance"))
-- only replace common squads with random stalkers
and (ini_sys:r_bool_ex(orig_spawn, "common"))
-- check if smart is base
and (not smr_civil_war.smart_is_base(smart:name()))
then
smr_debug.get_log().info("population/stalkers", "replaced squad %s with random stalkers %s (smart: %s)", orig_spawn, tt, smart:name())
return tt
end
-- check if faction is enabled
if is_squad_faction_enabled(orig_spawn) then
smr_debug.get_log().info("population/stalkers", "faction enabled - returning %s", orig_spawn)
return orig_spawn
end
-- replace if option enabled
if not smr_stalkers_mcm.get_config("factions_replace_squads") then
smr_debug.get_log().info("population/stalkers", "faction %s not enabled - not spawning squad %s", ini_sys:r_string_ex(orig_spawn,"faction"), orig_spawn)
return false
end
smr_debug.get_log().info("population/stalkers", "faction %s not enabled: replaced squad %s with random stalkers %s", ini_sys:r_string_ex(orig_spawn,"faction"), orig_spawn, tt)
return tt
end
local function add_random_npc_to_squad(squad, smart)
local npcs = ini_sys:r_string_ex(squad:section_name(),"npc_random")
if (not npcs) then
-- npcs = ini_sys:r_string_ex(squad:section_name(),"npc")
return
end
local t = parse_names(npcs)
local section = t[math.random(#t)]
local faction = ini_sys:r_string_ex(squad:section_name(), "faction")
if is_squad_monster[faction] and (not is_mutant_type_enabled(section)) then
smr_debug.get_log().warn("population/monsters", "could not add %s to squad %s (type disabled)", section, squad:section_name(), faction)
return nil
end
local npc = alife_create(section, smart)
if not npc then
smr_debug.get_log().error("population/monsters", "error while adding %s to squad %s", section, squad:section_name())
return nil
end
squad:register_member(npc.id)
smr_debug.get_log().info("population/monsters", "added %s to squad %s", section, squad:section_name())
return npc
end
-- ---
-- ENTRY POINTS
-- ---
-- smart_terrain.se_smart_terrain:try_respawn()
-- simulation_board:fill_start_position()
function smr_handle_spawn(orig_spawn, smart)
-- player wished for control
if has_alife_info("actor_made_wish_for_control") then
return SIMBOARD:create_squad(smart, "simulation_controller_psy")
end
-- ZCP not enabled
if not smr_amain_mcm.get_config("smr_enabled") then
smr_debug.get_log().info("population", "not replacing spawn -- ZCP disabled")
return SIMBOARD:create_squad(smart, orig_spawn)
end
-- zombies
local rnd = math.random(1,100)
if smr_zombies_mcm.get_config("zombie_spawn")
and rnd <= smr_zombies_mcm.get_config("zombie_chance")
-- only replace common squads
and ini_sys:r_bool_ex(orig_spawn,"common")
-- skip bases
and (not smr_civil_war.smart_is_base(smart))
then
local t = get_zombie_spawn_table()
local tt = t[math.random(#t)]
smr_debug.get_log().info("population/zombies", "replaced squad %s with zombie variant %s (%s <= %s)", orig_spawn, tt, rnd, smr_zombies_mcm.get_config("zombie_chance"))
return SIMBOARD:create_squad(smart, tt)
end
local faction = ini_sys:r_string_ex(orig_spawn, "faction")
-- mutant squads
if is_squad_monster[faction] then
if (string.sub(orig_spawn, 1, string.len("simulation_")) == "simulation_")
and smr_mutants_mcm.get_config("random_mutants")
and (math.random(1,100) <= smr_mutants_mcm.get_config("random_mutants_chance"))
then
local m
if smr_spawns_mcm.get_config("preset_apply_random") then
m = smr_spawn_template.get_random_squad_for_smart(smart) or get_random_enabled_mutant_squad()
smr_debug.get_log().info("population/monsters", "replaced squad %s with random mutant %s (template)", orig_spawn, m)
else
m = get_random_enabled_mutant_squad()
smr_debug.get_log().info("population/monsters", "replaced squad %s with random mutant %s", orig_spawn, m)
end
return SIMBOARD:create_squad(smart, m)
end
-- stalker squads
else
local maybe_squad_section = try_spawn_faction(orig_spawn, smart)
if maybe_squad_section then
return SIMBOARD:create_squad(smart, maybe_squad_section)
end
return nil
end
-- return original spawn
return SIMBOARD:create_squad(smart, orig_spawn)
end
-- smart_terrain.se_smart_terrain:try_respawn()
function smart_can_respawn(smart)
local name = smart:name()
local last_respawn_update = smart.last_respawn_update
-- default value
if (not smr_amain_mcm.get_config("smr_enabled")) and (smr_amain_mcm.get_config("respawn_idle") ~= 86400) then
smr_debug.get_log().info("population/smart", "default respawn check value: ZCP disabled or respawn_idle set to 86400 (testing for smart %s)", name)
return last_respawn_update == nil or curr_time:diffSec(last_respawn_update) > smart.respawn_idle
end
-- last update was nil
local cfg = smr_amain_mcm.get_config("respawn_idle")
if last_respawn_update == nil then
smr_debug.get_log().info("population/smart", "respawn check sucessful for smart %s (last update was nil)", name)
return true
end
-- respawns disabled
if cfg == -1 then
smr_debug.get_log().info("population/smart", "respawn check failed: respawns disabled (testing for smart %s)", name)
return false
end
-- use ZCP config value
local diff = game.get_game_time():diffSec(last_respawn_update)
if diff > cfg then
return true
else
return false
end
end
-- smart_terrain.se_smart_terrain:try_respawn()
-- simulation_board:fill_start_position()
function get_stalker_pop_factor()
if smr_amain_mcm.get_config("smr_enabled") then
--smr_debug.get_log().info("population/stalkers", "overriding population factor")
return smr_amain_mcm.get_config("stalker_pop_factor")
end
--smr_debug.get_log().info("population/stalkers", "ZCP disabled: using default population factor")
return ui_options.get("alife/general/alife_stalker_pop")
end
-- smart_terrain.se_smart_terrain:try_respawn()
-- simulation_board:fill_start_position()
function get_monster_pop_factor()
if smr_amain_mcm.get_config("smr_enabled") then
--smr_debug.get_log().info("population/monsters", "overriding population factor")
return smr_amain_mcm.get_config("monster_pop_factor")
end
--smr_debug.get_log().info("population/monsters", "ZCP disabled: using default population factor")
return ui_options.get("alife/general/alife_mutant_pop")
end
-- simulation_board:fill_start_position()
function get_population_preset()
if smr_amain_mcm.get_config("smr_enabled") and (smr_stalkers_mcm.get_config("base_population") ~= "sim_smr_default") then
smr_debug.get_log().info("population", "using population preset %s", "misc\\"..smr_stalkers_mcm.get_config("base_population")..".ltx")
return ini_file("misc\\"..smr_stalkers_mcm.get_config("base_population")..".ltx")
else
smr_debug.get_log().info("population", "using default population preset")
return ini_file("misc\\simulation.ltx")
end
end
local function actor_on_first_update()
if smr_amain_mcm.get_config("smr_enabled") and (smr_stalkers_mcm.get_config("base_population") == "sim_smr_none") then
smr_debug.get_log().info("population", "removing story objects")
please_die_sid()
end
end
function on_game_start()
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
end