Divergent/mods/NPC Fleeing/gamedata/scripts/npc_fleeing.script

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2024-03-17 20:18:03 -04:00
local squads_t = {}
local flee_smarts = {}
local smoke_parts = {}
------------------------------------ things to change ---------------------------------
-- power mults for stalker its (rank*comm); for mutant only last table
local rank_to_val = {
["novice"] = 0.6, ["trainee"] = 0.6, ["experienced"] = 0.9, ["professional"] = 0.9,
["veteran"] = 1.15, ["expert"] = 1.15, ["master"] = 1.4, ["legend"] = 1.4,
}
local comm_to_val = {
["zombied"] = 0.7, ["bandit"] = 0.8, ["renegade"] = 0.8, ["stalker"] = 0.9, ["csky"] = 0.9, ["ecolog"] = 0.9,
["dolg"] = 1, ["freedom"] = 1, ["army"] = 1.1, ["killer"] = 1.2, ["greh"] = 1.2, ["isg"] = 1.3, ["monolith"] = 1.3,
}
local mutant_to_val = {
[clsid["tushkano_s"]] = 0.1, [clsid["zombie_s"]] = 0.3, [clsid["dog_s"]] = 0.3, [clsid["flesh_s"]] = 0.5, [clsid["fracture_s"]] = 0.5, [clsid["boar_s"]] = 0.75, [clsid["pseudodog_s"]] = 0.75,
[clsid["cat_s"]] = 0.75, [clsid["snork_s"]] = 0.75, ["SM_KARLIK"] = 0.75, [clsid["poltergeist_s"]] = 1, ["SM_LURKER"] = 1.5, [clsid["psy_dog_s"]] = 2,
["SM_PSYSUCKER"] = 2.5, [clsid["bloodsucker_s"]] = 2.5, [clsid["burer_s"]] = 2.5, [clsid["chimera_s"]] = 3.5, [clsid["controller_s"]] = 4, [clsid["gigant_s"]] = 5,
}
-- ignore list for comms that do not flee
local ignore_flee = {
["zombied"] = true, ["monolith"] = true,
}
-- chance to use smoke grenade (every npc in squad is checked, 1 is 100%)
local smoke_ranks = {
["novice"] = 0.01, ["trainee"] = 0.03, ["experienced"] = 0.1, ["professional"] = 0.15,
["veteran"] = 0.25, ["expert"] = 0.3, ["master"] = 0.4, ["legend"] = 0.4,
}
---------------------------------------------------------------------------------------
-- start flee if (friends_power * threshold_mult < enemies_power)
local threshold_mult = npc_fleeing_mcm.get_config("threshold_mult")
-- powers multipliers (goes to friends_power and enemies_power)
local enemies_pwr_mult = 1 --npc_fleeing_mcm.get_config("enemies_pwr_mult")
local friends_pwr_mult = 1 --npc_fleeing_mcm.get_config("friends_pwr_mult")
local companion_pwr_mult = npc_fleeing_mcm.get_config("companion_pwr")
-- iterate through enemies/friends radius when NOT fleeing, then if enemy power is greater - start flee
local enemies_radius = npc_fleeing_mcm.get_config("enemies_radius")
local friends_radius = npc_fleeing_mcm.get_config("friends_radius")
-- iterate through enemies/friends radius when fleeing, then if enemy power is less - cancel flee
local enemies_upd_radius = npc_fleeing_mcm.get_config("enemies_upd_radius")
local friends_upd_radius = npc_fleeing_mcm.get_config("friends_upd_radius")
-- some other stuff
local start_flee_time = npc_fleeing_mcm.get_config("start_flee_time") -- guaranteed flee time after it starts (cant be cancelled)
local flee_protection_time = npc_fleeing_mcm.get_config("flee_protection_time") -- seconds between new flee (set 0 for instant flees one after another when possible)
local cancel_on_hit = npc_fleeing_mcm.get_config("cancel_on_hit") -- cancel flee on hit (only after "start_flee_time")
local hits_to_cancel = npc_fleeing_mcm.get_config("hits_to_cancel") -- amount of hits needed to cancel flee
local flee_smart_min_dist = npc_fleeing_mcm.get_config("flee_smart_min_dist") -- pick smart to flee that at least further than this value
local cover_time = npc_fleeing_mcm.get_config("cover_time")
local smoke_enabled = npc_fleeing_mcm.get_config("smoke_enabled")
-- do not touch for now
local flee_time = 600
local start_flee_check = false -- delay for first update, because somehow they dont see friends for a few first seconds
local flee_dbg = npc_fleeing_mcm.get_config("flee_dbg")
local print_lists_dbg = false
local immortal_npcs = false
function squad_on_update(squad)
-- small delay for loading
if not start_flee_check then
return
end
-- do only for online squads
if not (squad.online) then
squads_t[squad.id] = nil
return
end
-- do only for simulation stalkers
if (ignore_flee[squad.player_id]) or (string.find(squad.player_id, "monster")) or (not string.find(squad:section_name(), "sim_squad")) then
return
end
-- do only if not surge (and cancel flee)
if xr_conditions.surge_started() then
cancel_flee(squad, squads_t[squad.id] and squads_t[squad.id].fleeing, "surge started")
return
end
-- check update timer (2 sec per squad)
if squads_t[squad.id] and squads_t[squad.id].tmr and ( time_global() - squads_t[squad.id].tmr < 2000 ) then
return
end
-- store/update the squad properties (timer, powers and enemy)
squads_t[squad.id] = squads_t[squad.id] or {}
squads_t[squad.id].tmr = time_global()
-- if fleeing - update flee state and return
if squads_t[squad.id].fleeing then
update_flee(squad)
pr2("~----------------------------------upd")
return
end
-- flee to another smart
start_flee(squad)
pr2("~-------------------------------end")
end
function update_flee(squad)
-- start updates only after flee started + start_flee_time
if squads_t[squad.id].start_updates_tmr and ( time_global() - squads_t[squad.id].start_updates_tmr < 1000 * start_flee_time ) then
return
end
squads_t[squad.id].start_updates_tmr = nil
-- cancel flee if at least one squad member is close to smart target
local smart = squads_t[squad.id].smart_id and alife_object(squads_t[squad.id].smart_id)
for m in squad:squad_members() do
local npc = level.object_by_id(m.id)
if valid_obj(npc) and smart and npc:position():distance_to(smart.position) < 15 then
cancel_flee(squad, true, "smart reached")
return
end
end
-- cancel flee if power is greater than enemies (to fight weak enemies on the way)
local enemy_pwr, friend_pwr, be_squad_id = get_powers(squad, enemies_upd_radius, friends_upd_radius)
if be_squad_id and friend_pwr * threshold_mult >= enemy_pwr then
cancel_flee(squad, true, "weak enemies met", enemy_pwr, friend_pwr)
return
end
-- make nearest npc in squad to cover the rest
local function stop_covering(obj_id, squad_id)
local cvr_npc = level.object_by_id(obj_id)
if valid_obj(cvr_npc, true) and squads_t[squad_id] then
squads_t[squad_id].npc_cover_id = nil
end
return true
end
local cover_id = squads_t[squad.id].npc_cover_id
local cover_npc = cover_id and level.object_by_id(cover_id)
if valid_obj(cover_npc, true) then
CreateTimeEvent("flee_cover_e" .. cover_id, "flee_cover_a" .. cover_id, cover_time, stop_covering, cover_id, squad.id)
demonized_stalker_aoe_panic.npc_remove_aoe_panic(cover_id, "npc_flee" .. cover_id, true)
end
-- change flee state between panic and assault based on distance to best enemy
local enemy = be_squad_id and alife_object(be_squad_id)
for m in squad:squad_members() do
local npc = level.object_by_id(m.id)
if valid_obj(npc) and (not cover_id or cover_id ~= m.id) then
local state = enemy and npc:position():distance_to(enemy.position) < 40 and "panic" or "assault"
demonized_stalker_aoe_panic.npc_add_aoe_panic(npc:id(), "npc_flee" .. npc:id(), flee_time, nil, enemy and enemy.position, false, smart and smart.position, state)
end
end
end
function start_flee(squad)
-- protection from another instant flee
if squads_t[squad.id].no_flee_time and (time_global() - squads_t[squad.id].no_flee_time < 1000 * flee_protection_time) then
return
end
squads_t[squad.id].no_flee_time = nil
-- get powers and calculate if enemies are greater
local enemy_pwr, friend_pwr, be_squad_id = get_powers(squad, enemies_radius, friends_radius)
if (not be_squad_id) or (friend_pwr * threshold_mult >= enemy_pwr) then return end
-- get smart to flee
local smart_name = get_smart_to_flee(squad, be_squad_id)
local smart = smart_name and SIMBOARD.smarts_by_names[smart_name]
if not smart then return end
-- set this smart as assigned target and store
squad:specific_update(smart.id)
squads_t[squad.id].smart_id = smart.id
-- start panic
local enemy = alife_object(be_squad_id)
for m in squad:squad_members() do
local npc = level.object_by_id(m.id)
if valid_obj(npc) then
pr2("~ -------------- start panic")
local state = enemy and npc:position():distance_to(enemy.position) < 80 and "panic" or "assault"
demonized_stalker_aoe_panic.npc_add_aoe_panic(npc:id(), "npc_flee" .. npc:id(), flee_time, nil, nil, false, smart.position, state)
end
end
pr("- id: %s || sec: %s", squad.id, squad:section_name())
pr("$ flee to %s || en_pwr: %s || fr_pwr: %s", smart_name, enemy_pwr, friend_pwr)
pr("~-------------------------------------------")
squads_t[squad.id].fleeing = true
squads_t[squad.id].start_updates_tmr = time_global()
squads_t[squad.id].hits = 0
-- get last npc that will cover squad
local nearest_id = get_nearest_squad_member_id(squad, smart)
if nearest_id and cover_time > 0 and squad:npc_count() > 1 then
squads_t[squad.id].npc_cover_id = nearest_id
end
-- create smoke on farthest npc position
local farthest_id = get_farthest_squad_member_id(squad, smart)
local far_npc = farthest_id and level.object_by_id(farthest_id)
if smoke_enabled and far_npc then
for m in squad:squad_members() do
local npc = level.object_by_id(m.id)
local npc_rank = valid_obj(npc) and ranks.get_obj_rank_name(npc)
if npc_rank and smoke_ranks[npc_rank] and smoke_ranks[npc_rank] >= math.random() then
smoke_parts[npc:id()] = particles_object("explosions\\explosion_dym")
smoke_parts[npc:id()]:play_at_pos(far_npc:position())
break
end
end
end
end
function cancel_flee(squad, is_fleeing, print_msg, pwr1, pwr2)
if not (squads_t[squad.id] and is_fleeing) then return end
local squad_npcs = {}
for m in squad:squad_members() do
local npc = level.object_by_id(m.id)
if valid_obj(npc) then
squad_npcs[npc:id()] = true
demonized_stalker_aoe_panic.npc_remove_aoe_panic(npc:id(), "npc_flee" .. npc:id(), true)
end
end
pr("- id: %s || sec: %s", squad.id, squad:section_name())
pr("$ stopped fleeing, %s %s %s", print_msg, pwr1 and ("|| en_pwr: " .. pwr1) or "", pwr2 and (" || fr_pwr: " .. pwr2) or "")
pr("~-------------------------------------------")
squads_t[squad.id].fleeing = nil
squads_t[squad.id].no_flee_time = time_global()
squads_t[squad.id].hits = nil
squads_t[squad.id].npc_cover_id = nil
-- test (delete npc from body)
--[[
for id, t in pairs(db.storage) do
if t.corpse_already_selected and squad_npcs[t.corpse_already_selected] then
db.storage[id].corpse_already_selected = nil
end
end
--]]
-- test (delete body from npc)
for id, _ in pairs(squad_npcs) do
if db.storage[id] and db.storage[id].corpse_detection then
db.storage[id].corpse_detection.selected_corpse_id = nil
end
end
end
function get_powers(squad, enemy_radius, friend_radius)
local enemies_t = {}
local friends_t = {}
local highest_enemy_id
local highest_enemy_power = 0
-- iterate through memory of each npc in squad
for m in squad:squad_members() do
local npc = level.object_by_id(m.id)
if valid_obj(npc) and npc.memory_visible_objects and npc:memory_visible_objects() then
-- add self
if npc:has_info("npcx_is_companion") then
friends_t[npc:id()] = friends_t[npc:id()] or get_obj_power(npc, true) or 0
else
friends_t[npc:id()] = friends_t[npc:id()] or get_obj_power(npc) or 0
end
pr2("~ ------------1")
for o in npc:memory_visible_objects() do
local obj = o and o:object()
if valid_obj(obj, true) and obj:position():distance_to(npc:position()) < enemy_radius then
local obj_power = get_obj_power(obj) or 0
-- get all enemy powers
if npc:relation(obj) >= game_object.enemy then
enemies_t[obj:id()] = enemies_t[obj:id()] or obj_power
-- save best enemy
if obj:id() ~= 0 and obj_power > highest_enemy_power then
highest_enemy_power = obj_power
local enemy_squad = get_object_squad(obj)
highest_enemy_id = enemy_squad and enemy_squad.id or highest_enemy_id
end
-- get all friend powers (with reduced range)
elseif obj:position():distance_to(npc:position()) < friend_radius then
friends_t[obj:id()] = friends_t[obj:id()] or obj_power
end
end
end
end
end
pr2("~ ------------2")
if not highest_enemy_id then return end
pr2("~ ------------3")
-- calc total powers
local enemies_power = 0
pr2(" enemies list:")
for obj_id, pwr in pairs(enemies_t) do
pr2(" enemy: %s || pwr: %s", level.object_by_id(obj_id):name(), pwr)
enemies_power = enemies_power + pwr
end
pr2("~ ------------4")
local friends_power = 0
pr2(" friends list:")
for obj_id, pwr in pairs(friends_t) do
pr2(" friend: %s || pwr: %s", level.object_by_id(obj_id):name(), pwr)
friends_power = friends_power + pwr
end
pr2("~ ------------5")
return enemies_power * enemies_pwr_mult, friends_power * friends_pwr_mult, highest_enemy_id
end
function get_obj_power(npc, is_comp)
local power = 1
-- if stalker
if IsStalker(npc) then
-- rank and community power
local rank = ranks.get_obj_rank_name(npc)
local comm = npc:character_community()
power = power * (rank and rank_to_val[rank] or 0.5) * (comm and comm_to_val[comm] or 0.7)
-- if companion
if is_comp then
power = power * companion_pwr_mult
end
-- if mutant
elseif IsMonster(npc) then
local kind = ini_sys:r_string_ex(npc:section(), "kind")
if kind and mutant_to_val[kind] then
power = power * mutant_to_val[kind]
elseif mutant_to_val[npc:clsid()] then
power = power * mutant_to_val[npc:clsid()]
else
power = power * 0.3
end
end
return power
end
function get_smart_to_flee(squad, be_squad_id)
local enemy_squad = alife_object(be_squad_id)
if not (enemy_squad and flee_smarts[squad.player_id]) then return end
local nearest_dist = 9999
local nearest_smart_name
for smart_name, _ in pairs(flee_smarts[squad.player_id]) do
local smart = SIMBOARD.smarts_by_names[smart_name]
if smart then
-- get dist from squad to this smart
local squad_dist = squad.position:distance_to(smart.position)
-- get dist from enemy to this smart
local enemy_dist = enemy_squad.position:distance_to(smart.position)
-- check if squad is closer to smart than enemy, pick smart that is "flee_smart_min_dist" meters away but nearest of those
if squad_dist and enemy_dist and (enemy_dist - squad_dist) > 0 and (squad_dist > flee_smart_min_dist) and (squad_dist < nearest_dist) then
nearest_dist = squad_dist
nearest_smart_name = smart_name
end
end
end
return nearest_smart_name
end
function get_nearest_squad_member_id(squad, smart)
local dist = 999
local nearest_id
for m in squad:squad_members() do
local npc = level.object_by_id(m.id)
if valid_obj(npc) and (npc:position():distance_to(smart.position) < dist) then
dist = npc:position():distance_to(smart.position)
nearest_id = npc:id()
end
end
return nearest_id
end
function get_farthest_squad_member_id(squad, smart)
local dist = 0
local farthest_id
for m in squad:squad_members() do
local npc = level.object_by_id(m.id)
if valid_obj(npc) and (npc:position():distance_to(smart.position) > dist) then
dist = npc:position():distance_to(smart.position)
farthest_id = npc:id()
end
end
return farthest_id
end
function get_obj_level_name(se_obj)
local lid = se_obj and game_graph():vertex(se_obj.m_game_vertex_id):level_id()
return lid and alife():level_name(lid)
end
function actor_on_first_update()
local comms = { "bandit", "renegade", "stalker", "csky", "ecolog", "dolg", "freedom", "army", "killer", "greh", "isg", "monolith" }
local def_props_t = { ["all"] = true, ["base"] = true, ["surge"] = true, ["territory"] = true }
for name, smart in pairs(SIMBOARD.smarts_by_names) do
local smart_level_name = get_obj_level_name(smart)
-- smart on current level
if smart_level_name == level.name() then
for i = 1, #comms do
local comm = comms[i]
-- validate if smart can receive squads
if (not smart.disabled) and (smart.max_population and smart.max_population > 0) then
-- check if smart can receive this community
local comm_prop = smart.props and smart.props[comm] and smart.props[comm] > 0
local def_prop = false
for k, v in pairs(def_props_t) do
if smart.props and smart.props[k] and smart.props[k] > 0 then
def_prop = true
break
end
end
-- store this smart name for this community
if comm_prop or def_prop then
flee_smarts[comm] = flee_smarts[comm] or {}
flee_smarts[comm][name] = true
end
end
end
end
end
-- small delay for loading
CreateTimeEvent("dly_sq_upd_e", "dly_sq_upd_a", 5, function()
start_flee_check = true
return true
end)
end
function valid_obj(obj, cls)
if not obj then return end
local class_check = (not cls) or IsStalker(obj) or IsMonster(obj)
return class_check and obj.alive and obj:alive() and (not IsWounded(obj))
end
function server_entity_on_unregister(se_obj, typ)
-- remove squad
if squads_t[se_obj.id] then
squads_t[se_obj.id] = nil
end
end
function pr(...)
if not flee_dbg then return end
printf(...)
end
function pr2(...)
if not print_lists_dbg then return end
printf(...)
end
function npc_on_before_hit(npc, s_hit, bone_id, flags)
local squad = get_object_squad(npc)
if cancel_on_hit and squad and squad.commander_id and squads_t[squad.id] and squads_t[squad.id].fleeing and (not squads_t[squad.id].start_updates_tmr) and squads_t[squad.id].hits then
squads_t[squad.id].hits = squads_t[squad.id].hits + 1
if squads_t[squad.id].hits >= hits_to_cancel then
cancel_flee(squad, true, "got hitted")
end
end
if not immortal_npcs then return end
if not (s_hit.draftsman and s_hit.draftsman:id() == 0) then
flags.ret_value = false
return
end
s_hit.power = 1000
end
function on_option_change()
threshold_mult = npc_fleeing_mcm.get_config("threshold_mult")
-- enemies_pwr_mult = npc_fleeing_mcm.get_config("enemies_pwr_mult")
-- friends_pwr_mult = npc_fleeing_mcm.get_config("friends_pwr_mult")
enemies_radius = npc_fleeing_mcm.get_config("enemies_radius")
friends_radius = npc_fleeing_mcm.get_config("friends_radius")
enemies_upd_radius = npc_fleeing_mcm.get_config("enemies_upd_radius")
friends_upd_radius = npc_fleeing_mcm.get_config("friends_upd_radius")
start_flee_time = npc_fleeing_mcm.get_config("start_flee_time")
flee_protection_time = npc_fleeing_mcm.get_config("flee_protection_time")
cancel_on_hit = npc_fleeing_mcm.get_config("cancel_on_hit")
hits_to_cancel = npc_fleeing_mcm.get_config("hits_to_cancel")
flee_smart_min_dist = npc_fleeing_mcm.get_config("flee_smart_min_dist")
cover_time = npc_fleeing_mcm.get_config("cover_time")
smoke_enabled = npc_fleeing_mcm.get_config("smoke_enabled")
flee_dbg = npc_fleeing_mcm.get_config("flee_dbg")
end
function on_game_start()
RegisterScriptCallback("squad_on_update", squad_on_update)
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
RegisterScriptCallback("server_entity_on_unregister", server_entity_on_unregister)
RegisterScriptCallback("npc_on_before_hit", npc_on_before_hit)
RegisterScriptCallback("monster_on_before_hit", npc_on_before_hit)
RegisterScriptCallback("on_option_change", on_option_change)
end