Divergent/mods/NPC Fleeing/gamedata/scripts/demonized_stalker_aoe_panic...

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-- Generic panic scheme for arbitrary panic states
-- Checks db.storage[<npc_id>].aoe_panic to evaluate
-- Used by AOE classes, hence the name, but can be used for any arbitrary danger
-- Based on axr_stalker_panic
local enable_debug = false
local print_tip = function(s, ...)
local f = print_tip or printf
if enable_debug then
return f("AOE Panic: " .. s, ...)
end
end
-- Check if dir2 is to the left of dir1
local function angle_left_xz(dir1, dir2)
local dir1 = vector():set(dir1.x, 0, dir1.z)
local dir2 = vector():set(dir2.x, 0, dir2.z)
local dir_res = vector():set(VEC_ZERO):crossproduct(dir1, dir2)
return dir_res.y <= 0
end
actid = 188121
evaid = 188121
-- Default panic check function, you can use this when checking need to panic or define your own
function can_panic(npc)
return npc
and IsStalker(npc)
and npc:id() ~= AC_ID
and npc.alive and npc:alive()
and not (
character_community(npc) == "zombied"
or npc:section() == "actor_visual_stalker"
)
end
function npc_init_aoe_tables(obj_id)
if obj_id == AC_ID then return end
if not db.storage[obj_id] then
print_tip("npc %s storage not exists", obj_id)
return
end
if db.storage[obj_id].aoe_panic == nil then db.storage[obj_id].aoe_panic = false end
if db.storage[obj_id].active_aoe_panic == nil then db.storage[obj_id].active_aoe_panic = {} end
-- print_tip("npc %s aoe panic init", obj_id)
return true
end
function npc_update_panic_state(obj_id)
if not npc_init_aoe_tables(obj_id) then return end
db.storage[obj_id].aoe_panic = size_table(db.storage[obj_id].active_aoe_panic) > 0
print_tip("npc %s panic %s", obj_id, db.storage[obj_id].aoe_panic)
end
function npc_add_aoe_panic(obj_id, AOE_class, time, danger_dir, danger_pos, panic_sound_interval, target_pos, npc_state)
if not npc_init_aoe_tables(obj_id) then return end
if panic_sound_interval == nil then
panic_sound_interval = true
end
local lifetime = time_global() + (time or 0) * 1000
if db.storage[obj_id].active_aoe_panic[AOE_class] then
if time and not db.storage[obj_id].active_aoe_panic[AOE_class].time then
npc_remove_aoe_panic_deferred(obj_id, AOE_class)
end
db.storage[obj_id].active_aoe_panic[AOE_class].time = time and lifetime
db.storage[obj_id].danger_dir = danger_dir
db.storage[obj_id].danger_pos = danger_pos
db.storage[obj_id].target_pos = target_pos
db.storage[obj_id].npc_state = npc_state
db.storage[obj_id].panic_sound_interval = panic_sound_interval == true and 2 or panic_sound_interval
return
end
db.storage[obj_id].active_aoe_panic[AOE_class] = {
time = time and lifetime
}
db.storage[obj_id].danger_dir = danger_dir
db.storage[obj_id].danger_pos = danger_pos
db.storage[obj_id].target_pos = target_pos
db.storage[obj_id].npc_state = npc_state
db.storage[obj_id].panic_sound_interval = panic_sound_interval == true and 2 or panic_sound_interval
npc_update_panic_state(obj_id)
if time then npc_remove_aoe_panic_deferred(obj_id, AOE_class) end
end
function npc_remove_aoe_panic(obj_id, AOE_class, force)
if not npc_init_aoe_tables(obj_id) then return end
if not db.storage[obj_id].active_aoe_panic[AOE_class] then return end
if force
or not db.storage[obj_id].active_aoe_panic[AOE_class].time
or (
db.storage[obj_id].active_aoe_panic[AOE_class].time
and time_global() > db.storage[obj_id].active_aoe_panic[AOE_class].time
) then
db.storage[obj_id].active_aoe_panic[AOE_class] = nil
npc_update_panic_state(obj_id)
return true
end
end
-- This will remove aoe panic when time is elapsed, checking on each game update
function npc_remove_aoe_panic_deferred(obj_id, AOE_class)
if not npc_init_aoe_tables(obj_id) then return end
if not db.storage[obj_id].active_aoe_panic[AOE_class] then return end
AddUniqueCall(function()
return npc_remove_aoe_panic(obj_id, AOE_class)
end)
end
class "evaluator_stalker_aoe_panic" (property_evaluator)
function evaluator_stalker_aoe_panic:__init(npc,name,storage) super (nil, name)
self.st = storage
self.st.stage = 0
end
function evaluator_stalker_aoe_panic:evaluate()
--utils_data.debug_write("eva_panic")
local npc = self.object
if not npc:alive() then
return false
end
if IsWounded(npc) then
return false
end
local st = db.storage[npc:id()]
if st and st.aoe_panic then
return true
end
return false
end
class "action_stalker_aoe_panic" (action_base)
function action_stalker_aoe_panic:__init (npc,name,storage) super (nil,name)
self.st = storage
end
function action_stalker_aoe_panic:initialize()
action_base.initialize(self)
local npc = self.object
self.movement_type = npc:movement_type()
self.body_state = npc:body_state()
self.mental_state = npc:mental_state()
self.path = npc:path_type()
npc:set_desired_position()
npc:set_desired_direction()
db.storage[npc:id()].panicked = true
self.first_update = true
-- Minus value means instant reaction, the movement would still be inert a bit
self.panic_threshold = math.random(100, 300)
self.panic_time = time_global()
end
function action_stalker_aoe_panic:validate(vid, force)
local npc = self.object
return vid and vid < 4294967295 and vid > 0 -- Is existing lvid
and npc:accessible(vid) -- Accessible by npc
and vid ~= npc:level_vertex_id() -- Not current npc lvid
and force or (
not db.used_level_vertex_ids[vid] -- Not taken by another entity
and math.abs(level.vertex_position(vid).y - npc:position().y) < 2 -- Not higher or lower from npc position than this threshold so npcs wont run vertically
)
end
function action_stalker_aoe_panic:lmove(vid, force)
-- Return if not valid
if not self:validate(vid, force) then
return
end
local npc = self.object
local st = self.st
if (st.vid) then
db.used_level_vertex_ids[st.vid] = nil
st.vid = nil
end
db.used_level_vertex_ids[vid] = npc:id()
npc:set_dest_level_vertex_id(vid)
st.vid = vid
return vid
end
function action_stalker_aoe_panic:try_go_away()
local npc = self.object
local id = npc:id()
local base_point = npc:level_vertex_id()
local tries = 5
if db.storage[id].target_pos then
local lvid = level.vertex_id(db.storage[id].target_pos)
return self:lmove(lvid, true)
end
for i = 1, self.initial_dir and tries * 2 or tries do
-- If cant find lvid in initial direction after <tries> tries - invalidate it
if i > tries then self.initial_dir = nil end
-- Check lvid in npc direction
-- If has information about danger - run away from it
-- If already run towards initial direction - continue in same direction until invalidation
local dir = npc:direction()
local danger_dir = db.storage[id].danger_dir
danger_dir = danger_dir and vector():set(danger_dir.x, dir.y, danger_dir.z):normalize()
local danger_pos = db.storage[id].danger_pos
-- Case 1: danger_dir and danger_pos are known, run away from danger in about 90 degrees from it
if danger_dir and danger_pos then
local npc_to_danger = vector():set(npc:position()):sub(danger_pos):normalize()
if angle_left_xz(danger_dir, npc_to_danger) then
away_dir = vector_rotate_y(danger_dir, 90)
else
away_dir = vector_rotate_y(danger_dir, -90)
end
print_tip("npc %s has danger_dir and pos", npc:name())
-- demonized_geometry_ray.VisualizeRay(npc:position():add(vector():set(0, 1, 0)), vector():mad(npc:position():add(vector():set(0, 1, 0)), away_dir, 3), nil, 300)
-- Case 2: danger_pos is known, maximize distance away from it
elseif danger_pos then
local npc_to_danger = vector():set(npc:position()):sub(danger_pos):normalize()
away_dir = vector_rotate_y(npc_to_danger, random_choice(-20, 20))
print_tip("npc %s has danger_pos", npc:name())
-- demonized_geometry_ray.VisualizeRay(npc:position():add(vector():set(0, 1, 0)), vector():mad(npc:position():add(vector():set(0, 1, 0)), away_dir, 3), nil, 300)
-- Case 3: danger_dir is known, choose random 90 degree direction
elseif danger_dir then
away_dir = vector_rotate_y(danger_dir, random_choice(90, -90))
print_tip("npc %s has danger_dir", npc:name())
-- demonized_geometry_ray.VisualizeRay(npc:position():add(vector():set(0, 1, 0)), vector():mad(npc:position():add(vector():set(0, 1, 0)), away_dir, 3), nil, 300)
-- Case 4: no information, just run somewhere
else
away_dir = vector_rotate_y(dir, random_choice(120, -120))
end
-- Randomize direction a bit
away_dir = vector_rotate_y(away_dir, random_float(-30, 30))
-- Set new lvid and direction
local dir = self.initial_dir and vector_rotate_y(self.initial_dir, random_float(-30, 30)) or away_dir
for radius = 10, 1, -1 do
local lvid = level.vertex_in_direction(base_point, dir, radius)
if self:validate(lvid) then
-- If found lvid - invalidate dangers, next update pick in initial direction or randomly
if not self.initial_dir then
db.storage[id].danger_dir = nil
db.storage[id].danger_pos = nil
end
self.initial_dir = level.vertex_position(lvid):sub(npc:position()):normalize()
-- demonized_geometry_ray.VisualizeRay(npc:position():add(vector():set(0, 1, 0)), vector():mad(npc:position():add(vector():set(0, 1, 0)), self.initial_dir, 3), nil, 300)
return self:lmove(lvid)
end
end
end
end
function action_stalker_aoe_panic:execute()
--utils_data.debug_write(strformat("action_stalker_aoe_panic:execute start"))
action_base.execute(self)
-- Check reaction time first
if time_global() - self.panic_time < self.panic_threshold then
print_tip("npc hasn't reacted yet, pt %s, pthr %s", time_global() - self.panic_time, self.panic_threshold)
return
end
local npc = self.object
local id = npc:id()
--printf("enemy = %s",enemy and enemy:name())
-- ensure and enforce path type
if (npc:path_type() ~= game_object.level_path) then
npc:set_path_type(game_object.level_path)
end
-- Set panic state
local bw = npc:active_item()
local new_state = db.storage[id].npc_state or (bw and "sprint" or "panic")
local lvid
-- Find new lvid to reach
if self.st.vid then
if (npc:level_vertex_id() == self.st.vid) then
print_tip("npc reached lvid %s, switch", self.st.vid)
lvid = self:try_go_away()
print_tip("npc switched to new lvid %s", lvid)
else
npc:set_dest_level_vertex_id(self.st.vid)
lvid = self.st.vid
-- print_tip("npc trying to reach lvid %s", lvid)
end
else
lvid = self:try_go_away()
print_tip("npc init new lvid %s", lvid)
end
-- Set sight in direction of new lvid and confirm the state
--[[
npc:set_sight(look.direction, lvid and level.vertex_position(lvid):sub(npc:position()):normalize() or npc:direction())
state_mgr.set_state(npc, new_state, nil, nil, {
look_position = lvid and level.vertex_position(lvid) or npc:position(),
look_object = lvid,
look_dir = lvid and level.vertex_position(lvid):sub(npc:position()):normalize() or npc:direction(),
}, {
fast_set = true,
animation = false,
})
--]]
-- npc:set_sight(look.direction, lvid and level.vertex_position(lvid):sub(npc:position()):normalize() or npc:direction())
state_mgr.set_state(npc, new_state, nil, nil, nil, {
fast_set = true,
animation = false,
})
if db.storage[id].panic_sound_interval then
local tg = time_global()
local ptg = db.storage[id].panic_sound_tg or 0
local interval = db.storage[id].panic_sound_interval * 1000
if tg - ptg > interval then
local t = {"panic_monster", "panic_human"}
xr_sound.set_sound_play(id, t[math.random(#t)])
db.storage[id].panic_sound_tg = tg + interval
end
end
-- First update force movement
if self.first_update then
npc:clear_animations()
npc:movement_enabled(true)
npc:set_movement_type(move.run)
npc:set_body_state(move.standing)
npc:set_mental_state(anim.panic)
self.first_update = false
end
end
function action_stalker_aoe_panic:finalize()
action_base.finalize(self)
self.first_update = true
self.initial_dir = nil
if (self.st.vid) then
db.used_level_vertex_ids[self.st.vid] = nil
end
self.st.vid = nil
db.storage[self.object:id()].panicked = nil
self.panic_time = time_global()
local npc = self.object
npc:clear_animations()
npc:movement_enabled(true)
npc:set_movement_type(self.movement_type)
npc:set_body_state(self.body_state)
npc:set_mental_state(self.mental_state)
-- npc:set_path_type(self.path)
end
function setup_generic_scheme(npc,ini,scheme,section,stype,temp)
local st = xr_logic.assign_storage_and_bind(npc,ini,"stalker_aoe_panic",section,temp)
end
function add_to_binder(npc,ini,scheme,section,storage,temp)
if not npc then return end
local manager = npc:motivation_action_manager()
if not manager then return end
if not npc:alive() or npc:section() == "actor_visual_stalker" then
manager:add_evaluator(evaid,property_evaluator_const(false))
temp.needs_configured = false
return
end
local evaluator = evaluator_stalker_aoe_panic(npc,"eva_stalker_aoe_panic",storage)
temp.action = action_stalker_aoe_panic(npc,"act_stalker_aoe_panic",storage)
if not evaluator or not temp.action then return end
manager:add_evaluator(evaid,evaluator)
temp.action:add_precondition(world_property(stalker_ids.property_alive,true))
-- temp.action:add_precondition(world_property(stalker_ids.property_danger, false))
temp.action:add_precondition(world_property(evaid,true))
temp.action:add_effect(world_property(evaid,false))
manager:add_action(actid,temp.action)
--xr_logic.subscribe_action_for_events(npc, storage, temp.action)
end
function configure_actions(npc,ini,scheme,section,stype,temp)
if not npc then return end
local manager = npc:motivation_action_manager()
if not manager or not temp.action then return end
temp.action:add_precondition(world_property(xr_evaluators_id.sidor_wounded_base,false))
temp.action:add_precondition(world_property(xr_evaluators_id.wounded_exist,false))
-- if (_G.schemes["rx_ff"]) then
-- temp.action:add_precondition(world_property(rx_ff.evaid,false))
-- end
if (_G.schemes["gl"]) then
temp.action:add_precondition(world_property(rx_gl.evid_gl_reload,false))
end
-- if (_G.schemes["facer"]) then
-- temp.action:add_precondition(world_property(xrs_facer.evid_facer,false))
-- temp.action:add_precondition(world_property(xrs_facer.evid_steal_up_facer,false))
-- end
local action
local p = {xr_danger.actid, stalker_ids.action_combat_planner, stalker_ids.action_danger_planner, xr_actions_id.state_mgr + 2, xr_actions_id.alife}
for i=1,#p do
--printf("ACTION_ALIFE_ID(demonized_stalker_aoe_panic.configure_actions): " .. tostring(p[i]))
action = manager:action(p[i])
if (action) then
action:add_precondition(world_property(evaid,false))
else
printf("axr_panic: no action id p[%s]",i)
end
end
end
function disable_generic_scheme(npc,scheme,stype)
local st = db.storage[npc:id()][scheme]
if st then
st.enabled = false
end
end
function npc_add_precondition(action)
if not action then return end
action:add_precondition(world_property(evaid,false))
end
LoadScheme("demonized_stalker_aoe_panic", "stalker_aoe_panic", modules.stype_stalker)
-- Disable aggroing on panic
function on_enemy_eval(obj, enemy, flags)
if not IsStalker(obj) then return end
local id = obj:id()
if id == AC_ID then return end
if db.storage[id] and db.storage[id].aoe_panic then
flags.override = true
flags.ret_value = false
end
end
function on_game_start()
RegisterScriptCallback("on_enemy_eval", on_enemy_eval)
end
-- Disable talk
process_npc_usability = xr_meet.process_npc_usability
xr_meet.process_npc_usability = function(npc, ...)
local id = npc:id()
if db.storage[id] and db.storage[id].aoe_panic then
npc:disable_talk()
return
end
return process_npc_usability(npc, ...)
end
-- Disable npc evaluation
evaluator_contact_evaluate = xr_meet.evaluator_contact.evaluate
xr_meet.evaluator_contact.evaluate = function(self, ...)
local id = self.object:id()
if db.storage[id] and db.storage[id].aoe_panic then
return false
end
return evaluator_contact_evaluate(self, ...)
end