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1 | ----------------------------------------- | |
2 | -- spawn_manager.script | |
3 | -- | |
4 | -- Alundaio | |
5 | ----------------------------------------- | |
6 | ||
7 | ||
8 | -- storage for spawned objects | |
9 | local Objects = {} | |
10 | ||
11 | -- Spawner Table and Index | |
12 | local SpawnerIndex = {} | |
13 | local Spawner = {} | |
14 | ||
15 | local ini = ini_file("spawn_manager\\spawn_manager.ltx") | |
16 | local initialized = false | |
17 | function init() | |
18 | local SpawnerSections = collect_sections(ini,{"sections"}) | |
19 | ||
20 | for k,v in pairs(SpawnerSections) do | |
21 | table.insert(SpawnerIndex,k) | |
22 | -- Create a spawn manager for each section | |
23 | Spawner[k] = SpawnManager(k) | |
24 | end | |
25 | ||
26 | initialized = true | |
27 | end | |
28 | ||
29 | --------------------------------------------------- | |
30 | -- class SpawnManager | |
31 | --------------------------------------------------- | |
32 | class "SpawnManager" | |
33 | function SpawnManager:__init(section) | |
34 | self.section = section | |
35 | self.loaded = false | |
36 | end | |
37 | ||
38 | function SpawnManager:initialize() | |
39 | local section = self.section | |
40 | -- Inherit data from ini | |
41 | self.sections = str_explode(read_from_ini( ini, section, "sections", "string", "stalker"), "," ) | |
42 | self.respawn = read_from_ini( ini, section, "respawn", "string", "true" ) | |
43 | self.respawn_delta = str_explode(read_from_ini( ini, section, "respawn_delta", "string", "60,120"), "," ) | |
44 | self.respawn_radius = read_from_ini( ini, section, "respawn_radius", "float", 0 ) | |
45 | self.count = read_from_ini( ini, section, "count", "float", 0 ) | |
46 | self.position = str_explode(read_from_ini( ini, section, "position", "string", "0,0,0"), "," ) | |
47 | self.level_vertex_id = read_from_ini( ini, section, "level_vertex_id", "float", 0 ) | |
48 | self.game_vertex_id = read_from_ini( ini, section, "game_vertex_id", "float", 0 ) | |
49 | ||
50 | -- set respawn timer | |
51 | self.respawn_delta[1] = tonumber(self.respawn_delta[1]) | |
52 | self.respawn_delta[2] = tonumber(self.respawn_delta[2]) | |
53 | ||
54 | self.delta = math.random(self.respawn_delta[1],self.respawn_delta[2]) | |
55 | ||
56 | -- create position vector | |
57 | self.position = vector():set( tonumber(self.position[1]) , tonumber(self.position[2]), tonumber(self.position[3])) | |
58 | ||
59 | -- create table to hold ids of spawned sections | |
60 | self.ids = {} | |
61 | ||
62 | self.loaded = true | |
63 | end | |
64 | ||
65 | function SpawnManager:finalize() | |
66 | self:clear_dead() | |
67 | end | |
68 | ||
69 | function SpawnManager:update(game_time) | |
70 | -- Check if time to call a respawn | |
71 | ||
72 | if (self.last_respawn_update == nil or game_time:diffSec(self.last_respawn_update) > self.delta) then | |
73 | ||
74 | -- Clear Dead | |
75 | self:clear_dead() | |
76 | ||
77 | -- Set last update | |
78 | self.last_respawn_update = game_time | |
79 | ||
80 | -- check if max population reached | |
81 | if (#self.ids == self.count) then | |
82 | return | |
83 | end | |
84 | ||
85 | -- Parse conditions to allow a respawn | |
86 | local actor = alife():actor() | |
87 | --if (xr_logic.pick_section_from_condlist(actor, actor, xr_logic.parse_condlist(actor,"","",self.respawn) ) ~= "true") then | |
88 | --return | |
89 | --end | |
90 | ||
91 | -- If actor is on same level, then respawn only if actor outside of respawn raidus | |
92 | if (self.respawn_radius > 0 and game_graph():vertex(self.game_vertex_id):level_id() == game_graph():vertex(actor.m_game_vertex_id):level_id()) then | |
93 | if (actor.position:distance_to_sqr(self.position) < self.respawn_radius) then | |
94 | return | |
95 | end | |
96 | end | |
97 | ||
98 | -- randomize delta | |
99 | self.delta = math.random(self.respawn_delta[1],self.respawn_delta[2]) | |
100 | ||
101 | -- Spawn section for each available slot | |
102 | self:spawn() | |
103 | end | |
104 | end | |
105 | ||
106 | function SpawnManager:spawn() | |
107 | local se_obj | |
108 | local amt = self.count-#self.ids | |
109 | for i=1,amt,1 do | |
110 | -- Create sections | |
111 | se_obj = alife():create(self.sections[math.random(1, #self.sections)],self.position,self.level_vertex_id,self.game_vertex_id) | |
112 | ||
113 | -- Remember spawned objects by id | |
114 | table.insert(self.ids, se_obj.id) | |
115 | ||
116 | register_object(se_obj.id) | |
117 | ||
118 | set_object_info(se_obj,"alive",true) | |
119 | end | |
120 | end | |
121 | ||
122 | function SpawnManager:clear_dead() | |
123 | if (#self.ids < 1) then | |
124 | return | |
125 | end | |
126 | ||
127 | local se_obj | |
128 | ||
129 | local _temp = {} | |
130 | for i=1,#self.ids,1 do | |
131 | se_obj = alife():object(self.ids[i]) | |
132 | ||
133 | -- Check if alive or deleted | |
134 | if (se_obj == nil or get_object_info(se_obj,"alive") == false) then | |
135 | ||
136 | -- unregister object | |
137 | unregister_object(self.ids[i]) | |
138 | ||
139 | else | |
140 | table.insert(_temp,self.ids[i]) | |
141 | end | |
142 | self.ids[i] = nil | |
143 | end | |
144 | ||
145 | self.ids = nil | |
146 | self.ids = _temp | |
147 | end | |
148 | ||
149 | function SpawnManager:save(packet) | |
150 | set_save_marker(packet, "save", false, "SpwnManager") | |
151 | if (self.last_respawn_update) then | |
152 | utils.w_CTime(packet, self.last_respawn_update) | |
153 | else | |
154 | packet:w_u8(0) | |
155 | end | |
156 | packet:w_u32(#self.ids) | |
157 | for i=1,#self.ids,1 do | |
158 | packet:w_u32(self.ids[i]) | |
159 | end | |
160 | set_save_marker(packet, "save", true, "SpwnManager") | |
161 | end | |
162 | ||
163 | function SpawnManager:load(packet) | |
164 | set_save_marker(packet, "load", false, "SpwnManager") | |
165 | self.last_respawn_update = utils.r_CTime(packet) | |
166 | ||
167 | local count = packet:r_u32() | |
168 | for i=1,count,1 do | |
169 | self.ids[i] = packet:r_u32() | |
170 | end | |
171 | set_save_marker(packet, "load", true, "SpwnManager") | |
172 | end | |
173 | ||
174 | function set_object_info(se_obj,info,val) | |
175 | if (Objects[se_obj.id]) then | |
176 | --printf("Set[%s] %s = %s",se_obj.id,info,val) | |
177 | Objects[se_obj.id][info] = val | |
178 | end | |
179 | end | |
180 | ||
181 | function get_object_info(se_obj,info) | |
182 | if (Objects[se_obj.id]) then | |
183 | --printf("Get[%s] %s = %s",se_obj.id,info,Objects[se_obj.id][info]) | |
184 | return Objects[se_obj.id][info] | |
185 | end | |
186 | end | |
187 | ||
188 | function register_object(id) | |
189 | --printf("Object registered %s",se_obj.id) | |
190 | - | if not (Objects[se_obj.id]) then |
190 | + | if not (Objects[id]) then |
191 | Objects[id] = {} | |
192 | end | |
193 | end | |
194 | ||
195 | function unregister_object(id) | |
196 | --printf("Object unregistered %s",se_obj.id) | |
197 | Objects[id] = nil | |
198 | end | |
199 | --------------------------------------------------- | |
200 | -- Callbacks | |
201 | --------------------------------------------------- | |
202 | ||
203 | -- Callback actor_binder:net_spawn() | |
204 | function on_game_load() | |
205 | if not (initialized) then | |
206 | init() | |
207 | end | |
208 | end | |
209 | ||
210 | -- Callback actor_binder:update() | |
211 | function on_actor_update() | |
212 | local gt = game.get_game_time() | |
213 | for i=1,#SpawnerIndex,1 do | |
214 | if not (Spawner[SpawnerIndex[i]].loaded) then | |
215 | Spawner[SpawnerIndex[i]]:initialize() | |
216 | end | |
217 | Spawner[SpawnerIndex[i]]:update(gt) | |
218 | end | |
219 | end | |
220 | ||
221 | -- Callback actor_binder:save() | |
222 | function on_actor_save(actor,packet) | |
223 | for i=1,#SpawnerIndex,1 do | |
224 | Spawner[SpawnerIndex[i]]:finalize() | |
225 | Spawner[SpawnerIndex[i]]:save(packet) | |
226 | end | |
227 | end | |
228 | ||
229 | -- Callback actor_binder:load() | |
230 | function on_actor_load(actor,reader) | |
231 | if not (initialized) then | |
232 | init() | |
233 | end | |
234 | ||
235 | for i=1,#SpawnerIndex,1 do | |
236 | Spawner[SpawnerIndex[i]]:initialize() | |
237 | Spawner[SpawnerIndex[i]]:load(reader) | |
238 | end | |
239 | initialized = true | |
240 | end | |
241 | ||
242 | -- Callback se_stalker:on_death() Can be called also in se_monster | |
243 | function on_npc_death(se_obj,who) | |
244 | ||
245 | -- flag object as dead | |
246 | if (get_object_info(se_obj,"alive")) then | |
247 | set_object_info(se_obj,"alive",false) | |
248 | end | |
249 | end | |
250 | ||
251 | -------------------------- | |
252 | -- Utils | |
253 | -------------------------- | |
254 | function collect_sections(ini,sections) | |
255 | local r,p = {},{} | |
256 | for k,v in ipairs(sections) do | |
257 | if ini:section_exist(v) then | |
258 | local n = ini:line_count(v) | |
259 | if n > 0 then | |
260 | for i = 0,n-1 do | |
261 | local res,id,val = ini:r_line(v,i,"","") | |
262 | if r[id] == nil then | |
263 | r[id] = val | |
264 | end | |
265 | end | |
266 | end | |
267 | p[k] = n | |
268 | else | |
269 | p[k] = 0 | |
270 | end | |
271 | end | |
272 | return r,p | |
273 | end | |
274 | ||
275 | function read_from_ini(ini,section,line,var_type,default) | |
276 | if not (ini) then | |
277 | ini = system_ini() | |
278 | end | |
279 | ||
280 | if (section and line and ini:section_exist(section) and ini:line_exist(section,line)) then | |
281 | if (var_type == "bool") then | |
282 | return ini:r_bool(section,line) | |
283 | elseif (var_type == "string") then | |
284 | return ini:r_string(section,line) | |
285 | elseif (var_type == "float") then | |
286 | return ini:r_float(section,line) | |
287 | else | |
288 | return ini:r_string_wq(section,line) | |
289 | end | |
290 | else | |
291 | return default | |
292 | end | |
293 | end | |
294 | ||
295 | function string:split(pat) | |
296 | local st, g = 1, self:gmatch("()("..pat..")") | |
297 | local function getter(self, segs, seps, sep, cap1, ...) | |
298 | st = sep and seps + #sep | |
299 | return self:sub(segs, (seps or 0) - 1), cap1 or sep, ... | |
300 | end | |
301 | local function splitter(self) | |
302 | if st then return getter(self, st, g()) end | |
303 | end | |
304 | return splitter, self | |
305 | end | |
306 | ||
307 | function str_explode(str,pattern) | |
308 | local t = {} | |
309 | if (type(str) ~= "string") then return end | |
310 | for word, pat, start in str:split(pattern) do | |
311 | t[#t+1] = word | |
312 | if (start and pat == pattern) then | |
313 | t[#t+1] = str:sub(start) | |
314 | break | |
315 | end | |
316 | end | |
317 | return t | |
318 | end | |
319 | ||
320 | function printf(txt,...) | |
321 | if not (text) then return end | |
322 | local i = 0 | |
323 | local p = {...} | |
324 | local function sr(a) | |
325 | i = i + 1 | |
326 | return tostring(p[i]) | |
327 | end | |
328 | local output = string.gsub(text,"%%s",sr) | |
329 | get_console():execute("load ~#I#:"..output) | |
330 | --get_console():execute("flush") | |
331 | end |